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Post by Jugem on Feb 17, 2006 16:19:40 GMT -5
I really do hope you remake Vanished Nights, its easily the most imaginitive RPGM2 game out there. And if you can make a CBS that is inspired by Take's, I am all for it. Just to make it official, Vanished Nights is indeed underway. Again. I'm doing it from scratch though, as my scripting knowledge has grown tremendously since I last worked on this game. So I'll be able to do things more efficiently/less complicated this time. I've been working on the real-time action combat engine (I prefer that term to acbs). As I mentioned somewhere else, I'm going about this in a completely different way from all other rpgm2 action-adventure/rpgs out there. And this allows me to fix one of the major weaknesses with respect to action combat systems. So, movement while dodging attacks or setting up attacks will become much more intuitive and less frustrating for the player. I think most people who have played action-adventure rpgm2 games know what I'm talking about. Maybe. This does create a couple negative side effects, but they are very minor and the benefits of my new approach far outweigh those minor issues. In fact, one of those negative side effects might even become a positive thing. Also, as far as controls go, there will be no more "square + another button" to use items/magic/etc. All it will take is just a single button press now (similar to Nash's discovery, only implemented totally differently -- no vehicles involved). Here's a list of things I'm looking to improve over the previous demo: -play control (as mentioned above) -cutscenes (more cinematic) -first boss (requiring a bit more technique to beat him, and maybe changing up his attacks a bit) I'll update this topic when I make more progress. As of now, I'm still working on the real-time action combat engine. My next step after that will be to start recreating the areas that were present in the demo.
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Post by BloodKnight on Feb 17, 2006 17:13:21 GMT -5
Let me guess... you'll be utilizing the code you had in your Tetris "engine"? I'm approaching the RTBS movement and control problem a different way as well. Other than a few limitations, I think we'll all come up with something good.
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Post by rpglover88 on Feb 17, 2006 17:24:09 GMT -5
Really?! I can't believe your remaking it! I am so happy I loved how you did your opening on VN. I too have made a CBS as well as some other hidden things(mainly VFX stuff). Good Luck with it Derek. I'll discuss it more with you maybe tonight on MSNIM.
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Post by Bigfoot on Feb 17, 2006 18:41:24 GMT -5
Also, as far as controls go, there will be no more "square + another button" to use items/magic/etc. All it will take is just a single button press now (similar to Nash's discovery, only implemented totally differently -- no vehicles involved). Nice to see that the game is finally back on track, I really enjoyed the old one, and can't wait to see this one. My ACBS too has all 1 button presses without [] + whatever, without vehicles. But I did have help. Once again I can't wait to see some progress on this title.
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Post by Neo Samurai on Feb 17, 2006 23:13:30 GMT -5
Well, I haven't played Vanished Nights. But, I saw a video for it. And I must say, I'm impressed! I was upset to hear when you cancelled it, but now that I hear that it's back on, I'm pretty psyched. To Vanished Nights!
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Post by Jugem on Feb 18, 2006 0:00:09 GMT -5
Let me guess... you'll be utilizing the code you had in your Tetris "engine"? lol, how did you guess? Well, I'm not using the code/scripts per se, but rather the abstract ideas behind some of it.
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Post by gangstahfolife on Feb 18, 2006 0:53:35 GMT -5
Thats very cool Jugem. I loved the video to the old one. With amazing cutscenes, a great battle system, a good story, and good custom music that one would have been amazing by itself. Now your making it better? Thats great man. Keep up the good work!
I always wanted to know how to make a real time action combat engine. Maybe playing your game will give me some tips.
Whatever you do, don't give up. Keep working. Your end product will be amazing.
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Post by NASH7777 on Feb 18, 2006 9:27:44 GMT -5
I find this exciting. I loved Vanished Nights. And with you, me, and bigfoot all working on top ACBS's It will definately add some awesome titles to the game list and maybe motivate each other to make it extremely impressive almost in an atempt to outdo one another.
Not entirely sure how your gunna do you full button program without using the vehicle enter map thing. The only way I've gotten mine to work is through the vehicle being there. But you can do cool speed effects and stuff when you have the vehicle.
My game has a battle system...but seriously needs a story. We'll see what I can come up with...
Good Luck!
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Post by BloodKnight on Feb 18, 2006 18:05:35 GMT -5
I'm very intuitive. The mechanics of your Tetris game gives other games more flexibility(Note that I didn't look in it, maybe I should've though). I'm making a "1st generation" RTBS. I've worked on the HUD alone for two days, and it looks purdy.
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Post by Bigfoot on Feb 18, 2006 19:33:06 GMT -5
I find this exciting. I loved Vanished Nights. And with you, me, and bigfoot all working on top ACBS's It will definately add some awesome titles to the game list and maybe motivate each other to make it extremely impressive almost in an atempt to outdo one another. Most definitly! If anything, we will have 3 amazing titles, made by the members of the Domain. As for competition, I look forward to a little. But I look more forward to each of us trying our best to make the best RPGM2 games that we can. But I seriously look forward to seeing something on the new Vanished Nights.
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Post by Rodak on Feb 19, 2006 4:28:50 GMT -5
So...
Should I play the old Vanished Knights, or just wait?
That's if I ever get time to play games again...
Peace.
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Post by Jugem on Feb 19, 2006 4:39:30 GMT -5
It's Vanished "Nights" Rodak! Well, I'd suggest playing the old Vanished Nights. I may release a demo of the new version when I've caught up to that point. But I may not release anything until this game is finished. Depends on how I feel I guess and how much demand there is for a demo with the new version. And Nash, I'm running most of the game (well, the action parts) using action scripts, so that's how I accomplish it. Instead of controlling the party, you're actually controlling an event. This allows me to let the player tap the d-pad to face a direction, or press the d-pad to move the character. I hate having to go back a square and then forward again just to change the direction you're facing without moving forward into an enemy. And pressing square + dpad to do that is still a bit annoying. So that's why I chose to do things this way.
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Post by Rodak on Feb 19, 2006 4:43:04 GMT -5
It's Vanished "Nights" Rodak! I amaze me sometimes.
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Post by NASH7777 on Feb 19, 2006 9:41:44 GMT -5
"And Nash, I'm running most of the game (well, the action parts) using action scripts, so that's how I accomplish it. Instead of controlling the party, you're actually controlling an event. This allows me to let the player tap the d-pad to face a direction, or press the d-pad to move the character. I hate having to go back a square and then forward again just to change the direction you're facing without moving forward into an enemy. And pressing square + dpad to do that is still a bit annoying. So that's why I chose to do things this way."~JUGEM
I had this idea at one time. I also have a semi-way of doing it in Z:LA. Which is to allow no movement, and have pressing a directional button face you that direction then allow free movement until you stop, then apply the no movement again. But I don't think I'll even need to add this to my latest ACBS, since like you first main weapon will be a sword...and that will have a range in front of you one so you'll be able to walk right up to enemies. But we'll see.
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Post by BloodKnight on Feb 19, 2006 10:58:22 GMT -5
Instead of controlling the party, you're actually controlling an event. This allows me to let the player tap the d-pad to face a direction, or press the d-pad to move the character. I hate having to go back a square and then forward again just to change the direction you're facing without moving forward into an enemy. And pressing square + dpad to do that is still a bit annoying. So that's why I chose to do things this way. That sounds good. Unless you implement a dash function like in License Hunter, you shouldn't encounter very many problems.
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Post by Jugem on Feb 19, 2006 17:46:05 GMT -5
The only real downside that I've come across so far with this type of movement system is that the screen kind of jerks forward when you're near the edge of the screen moving towards the edge (due to having the party move in order to move the camera). I don't think it's a big deal though, and the advantages of this method make up for this. I hope. EDIT: Well, a problem keeps resurfacing. I thought I had fixed it, but I guess not. Maybe this method for movement just won't work as well as I had thought. I may have to go back to the original demo's control setup. Anyone have any problems with that control scheme (anything that could be improved)? Or did that work fine for you guys?
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Post by Jugem on Feb 19, 2006 18:49:47 GMT -5
Joy is me! I just found a copy of my latest Vanished Nights file that I thought I had lost forever. It had much more of the first dungeon completed than the last demo submitted publically. And a lot more with respect to the hud and what not. Combined with the problems mentioned in the last post, and I may just continue on from my that last VN file. It'd be a lot easier than remaking all those VFX etc. from scratch again. Of course, I'm still planning on improving aspects of it. But I think this way, progress will be quicker. It may also mean that the full game might span across 2 or 3 game files. I hope no one minds that.
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Post by Bigfoot on Feb 19, 2006 19:54:26 GMT -5
That one was great man, so I don't care if you continue on with that....
You also forgot something else that would take forever to redo.... custom music!
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Post by Bigfoot on May 19, 2006 14:11:16 GMT -5
So uhh, hey pal, whats going on with this? Has been re-canned?
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Post by Jugem on May 19, 2006 20:52:47 GMT -5
Uh, er, um, no... I was working on it, but have recently stumbled across Game Maker. And that bit of software is a lot more powerful, and allows for a lot more creative freedom, than rpgm2. Not to mention anyone can play the games created with it, without needing any software themselves. Heck, I can even legally sell the games I make with it if I wanted to. All those factors have led me to focus on learning to use game maker. Don't worry though, I have plans to release Vanished Nights in some form or other. And I will not abandon them easily. The potential for VN on Game Maker is a lot greater though (you can create professional level games with this thing), so I'm leaning towards stopping development of it on RPGM2, and creating it for game maker. As long as you have a (decent) PC though, you'll be able to play it. And if Doan allows it, maybe when it (or any other games I create with it) is completed, he can host it on this site. I actually think it will take less time to develop on game maker than it would on rpgm2! That's assuming I'm a quick learner.
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Post by Bigfoot on May 19, 2006 21:58:58 GMT -5
... But I would rather play it on RPGM2... With the fake crying aside, its your property and you of all poeple probably knows whats best for your game. But I seriously doubt you can make a game quicker on Game Maker than you can on RPGM2. On RPGM2 you have all of your graphics there and ready for you. On game maker, you will have to take the time and effort to make.....every.....damn.....3D Graphic......yourself....
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Post by Jugem on May 19, 2006 22:09:37 GMT -5
Just got back from getting some Dairy Queen ice cream, and on the way, there was an apartment building that was on fire. A pretty big one at that. Area was blocked off, many emergency vehicles in the vicinity... you get the idea. I'm glad it wasn't mine; I live a couple blocks away.
Back on topic, VN on rpgm2 may have been good. But I think it could be that much better on GM. And when I said quicker, I was thinking in terms of developing the gameplay and game areas. True, creating the graphics will take a bit of time, but so does the VFX editor in rpgm2.
And it will be a 2D game with a view similar to the past Zelda games. So I only need to create 2D sprites, not 3D models.
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Post by The Smurf on May 19, 2006 22:13:29 GMT -5
sounds like you're undertaking quite a task.
i'm looking forward to seeing what one can do with Game Maker. good luck with your new toy.
-the smurf
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Post by Jugem on May 19, 2006 22:18:16 GMT -5
Thanks smurf. "Toy"... that term fits it perfectly lol! I'm having quite a blast with it. I've still got a bit of learning to do, but I'll make it known when I have a playable demo available if people are interested. I'm thinking I may be able to have something done within a month. Hard to say though at this early point.
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Post by Bigfoot on Aug 15, 2006 12:30:15 GMT -5
Hey Jugem, you see at the mag that your game won "Most promising demo." Too bad your fine with disapointing poeple and don't have any plans to finish this on RPGM2.
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