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Post by NASH7777 on Feb 19, 2005 16:30:07 GMT -5
Okay it's about time I began another game. And thus I have. It's called Shadow currently, based off the main character's name, but this may change idk.. I've already started and have made a very cool jumping system. It allows you to jump wherever you and do a flip, but if there is a ledge in front of you you'll jump on that. If there is a gap and on the other side a ledge that is the same height or within your "Fall #" you can jump the gap. --------- =---X---- AIR _X__ = _________ Ground (jumps straight up in air)
-------------=--------X----- Level2 _X_|TTTT = ___|TTTT Ground (jumps on ledge)
---X------------- = ---------X---- Level2 _|TT|__|TT|__ = _|TT|__|TT|__ Ground (jumps across Gap)
I hope these come out and make sense. The system is also nice in that I don't have to lay events for any of the jumps. The system is built right into the square button. I'm sure the jumping will change to something like square square when I start adding attacks and stuff for shadow.
So far I'm not going to reveal too much about the game but soon I will hopefully. It's of course Action Based and I want to spend a lot of time on major Battles. Like fighting a muge mecha robot or something :-)
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Post by Dungeon Warden on Feb 19, 2005 16:58:54 GMT -5
The jumping system seems pretty cool. How to you prevent players from jumping places they shouldn't? You would need by-pass objects to jump on a ledge but this can be dangerous if left unchecked (ex. the player can jump into a wall). This has been a problem in the pass with using just the [] button to jump. A better option is to create events that have bypass objects on so the party can jump on them.
I look forward to seeing the first demo.
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Post by Neo Samurai on Feb 19, 2005 22:35:17 GMT -5
I tried creating my own Jumping script, but it sucked majorly. I kept on getting stuck. Anyway, I'm sure you'll pull it off Nash. If you can make an Action RPG on RPGM2, then you can make a Jumping script.
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Deleted
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Post by Deleted on Feb 20, 2005 2:49:30 GMT -5
Would it be possible to make it an action script instead? Having to hit square-square etc. is pretty detrimental to the game.
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Post by NASH7777 on Feb 20, 2005 9:24:07 GMT -5
Well yes it could be an action script other than the party has to move, which means it can't be an action script. I do use an invisible event to check if you jump forward or jump up or across. There party doesn't move at all until the event has checked it out first. I will have some of your attacks like sword and stuff be one button attacks like just X or something. I have some pretty cool scripts that I made first thing that I recycle MANY MANY times throughout the game. The distance check doesn't compare party and event location but two sets of vars I made and loads the info into a third set. So I first load whatever party/event whatever with a called script into set 1 and then another into set two. And then compare the distance. Then I also have a script called "GoLocation~party or event" That can match the party or event to ANY location of another. I'm getting alot better with "neat" scripting and cycling things over. I'm also thinking of leaving this game unlocked and letting you start with all these pre-made scripts and a helpful guide.
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Post by Tinbok on Feb 20, 2005 16:15:20 GMT -5
Cool sig Nash! I love Bass, he's awesome!
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Post by NASH7777 on Feb 20, 2005 16:19:39 GMT -5
Yeah I wish I could get treble behind him. I may just have to make one :-)
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Post by doyleman on Feb 20, 2005 17:14:27 GMT -5
;D next game eh! well, i know you said you hate the default one, so i am still lookin towards seein this game as you said its action based. Though not much info is revealed bout it, the jumpin system seems cool and complex (egh, i don't wanna try still....) and the characters name is shadow wasn't it? Hopefully more info will be comming though as you go under way of makin this so i have more to go by though
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Post by NASH7777 on Feb 20, 2005 18:05:09 GMT -5
Okay I let you in on a little more info. The main character is a pure black model. I did this so I could kinda cheat and use all the character model's action within this character. Like for jumping I quickly have it switch to a pitch black girl ninja and have her do her animation of flipping then switch back to the black main model. This is also going to help because I'm having the main character to visual effects with his attacks, where he himself is part of the visual effect.
The game will revolve around some simple puzzles and Huge Boss Battles, basically all the batlles will be a boss battle type. I'll use the building editor for parts of the huge mecha machine I'm making. And I'll use the Visual effects editor for some of the others.
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Deleted
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Post by Deleted on Feb 20, 2005 18:31:10 GMT -5
Sounds quite cool. I'm interested to hear more.
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Post by Dungeon Warden on Feb 20, 2005 18:43:24 GMT -5
Sounds like a lot of work, but considering you are the only one to find the time to make and finish an action RPG, I'm sure you can pull it off. Looking forward to it.
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Post by Neo Samurai on Feb 20, 2005 20:50:20 GMT -5
Making the main character pure black is both original and helps make your character look like he/she's actually jumping (instead of that crappy swaying of the arms while he/she is jumping). Good job, Nash. I look forward to playing this game if I ever get a MaxPort or whatever.
BTW, not to be off topic, but I'm wondering how much one would cost.
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Post by NASH7777 on Feb 20, 2005 20:56:48 GMT -5
there in the 20$ price range
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Post by Neo Samurai on Feb 20, 2005 21:22:26 GMT -5
Thanks. I can probably afford it, but when I buy it, I probably won't have any money left (I'm pretty broke and don't have a job). However, if things go my way, I could be $500 richer.
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Post by The Final Rune on Feb 21, 2005 21:36:24 GMT -5
This idea sounds really promising Nash. I like the idea of making a sorta platformer out of RPGM2. The fact the you could get such a complex jump script to work fills me with hope. I wish I wasn't so busy with my current project, I've been putting off playing link's adventure for way too long and if this current project follows all you learned making LOZ:LA then I'm sure I'll enjoy it greatly.
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Post by NASH7777 on Feb 23, 2005 12:39:14 GMT -5
Well I hope ya get time to play my game. Also yeah I'm still gettin better at scripting, which is always fun. After the Zelda game I thought that was the extent of it, but no I still come up with new ideas for AI and methods in an ACBS.
NO FOR A LITTLE MORE ABOUT MY GAME
The battle system will be quite a bit different from that of Zelda, and the scripting set up will be changed as well. There is a reason why I can't make it the same. For the enemies themselves as events I don't want damage areas, but I want specific areas of the enemy like the head, eye, arm etc... damage areas and some enemies to have multiple damage areas. Like the huge mecha machine. It will be damageable at several locations where no event exists to check. Thus I will have the attacks not call any events xyz but call target1's xyz, which will be constantly reloaded as an action script running that will be in relation to a certain event.
Also the battle system, unlike zelda will be much more elevated based. There will be attacks that shoot ya straight up in the air, arrows with arch etc... It will also have a combo based system that will require you to know certain patterns to do huge damaging combos, most of which must be unlocked. I will also have some items such like spring shoes that will let you jump on higher ledges (I already have vars built in for this), or padded boots that will let you fall down from higher areas.
The game will be mostly battle based I'm thinking, but also some puzzles and things of the sort. As for story line. None is developed yet, and maybe it will be level based instead of story based. Think something along the lines of Mario Bros 1, great game, but really didn't have much story. But this is still tentative, I just want to work on the battle and environment scripts first.
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Post by Neo Samurai on Feb 23, 2005 15:48:30 GMT -5
These sound like great ideas, Nash. Hopefully, I'll have my X-Port by the time the demo can be downloaded. But, this probably won't get released for a while and I have the money for an X-Port, so it's all good.
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Post by Doan the Nado on Feb 24, 2005 1:27:31 GMT -5
This sounds really cool. I hope you can get around RPGM2's button limitations to come up with a good system that doesn't require a ton of double-button presses (such as []-[] for the sword), as a platformer like you have planned would likely work best if actions could be done quickly. Good luck!
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Post by NASH7777 on Feb 24, 2005 9:18:38 GMT -5
For the moves that I can, they will be non-square triggered. But things like jumping and such that require the party to move and such will have to be square based. Also I'll probably add my own camera system as well.
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Post by Doan the Nado on Feb 24, 2005 10:50:03 GMT -5
That's kind of what I was getting at. It would be cool if you could press [] to jump, and then press other buttons for other functions without having to press [].
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Post by NASH7777 on Feb 24, 2005 12:39:23 GMT -5
Yes this will just depend if I need another skill/attack that will have the party move or something. If there is then I'll have square square jump probably, otherwise just square alone for jump as it is now. I should work on the camera system today, if I go on. I've been avoiding my big screen because the color red just went out on it yesterday :-( I was playing socom online and the screen just went to hell. I was pissed, it randomly comes off and on now. Plus my mom isn't too keen on having the PS2 in the living room, so I'll ahve to put the TV from my room into the basement, and say bye bye bigscreen. I'm not sure how much I should do for the camera system, cause I want lots of buttons free for different typed moves, then each having it's own combo system etc... But we'll just have to wait and see.
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Post by NASH7777 on Apr 18, 2005 19:04:03 GMT -5
Ok shadow isn't dead, I just finally got to work on it some more. I spent a long while pretty much just sitting there scripting. It's tough sitting there and scripting for hours on end without testing a single one, but since it's an active custom battle system there isn't much I can do. The flow of the battle system will be SOOOOO much better than my Zelda Game, now that I'm remaking a system from scratch I can avoid and counter all the things I and you didn't like with the Zelda Battle System, expecially delays. I hoepfully won't have much of any! I counter this by giving enemies the classic flashing mode where you can't damage them, lol. You also have this for you too, but you don't flash, I have an icon in the corner that tells you your current "condition". Green-Normal Blue-Your blocking or shielding, your safe Red-Ouch you've been hit Yellow-You've been hit but now are temporarily invincible to get out of the way. I will also have status effects and have made the on screen health numbers etc... I hope to expect great things from this game ;-)
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Post by doyleman on Apr 18, 2005 19:20:25 GMT -5
Sounds good, I like the idea of the status in the corner , but if you don't test play every so often, problems can occur REAL fast . Good to hear this game is still in production and good luck ;D
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RUBICN64
RPG Maker-in-Training
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Post by RUBICN64 on Apr 19, 2005 13:00:58 GMT -5
Nash, I can't wait to play the first demo of Shadow! btw, as you can probably tell by my sig I have pretty much thought out the first details of my first RPGM2 game!
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Post by Bigfoot on Apr 19, 2005 16:58:30 GMT -5
Yeah, I couldnt get the jumping on command to ever work.
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