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ADVENTURERS!! II: THE CURSED MASK AND THE SWORD OF REALITY
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01-15-2007, 01:15 PM (This post was last modified: 08-31-2007 10:18 AM by webrunner.)
Post: #1
ADVENTURERS!! II: THE CURSED MASK AND THE SWORD OF REALITY
UPDATE: I've made a lot of updates to the game, and I have a few megaton spoilers I want to reveal, but I'm not going to reveal them at the drop of a hat. Come see me on IRC for more info - basically, though, you have to do something to convince me to spill the beans



Oh, and btw, if you have any musical talent, let me know, I need to talk to someone about doing the music. Or if you're interested in VA work, you can post so when I'm looking for VAs I have some people around.



I'm working on an RPG - a sequel to ADVENTURERS!, but right now I'm just at the engine stage.

Here's my livejournal posts on the subject

and here is the most recent build

Current engine features:
  • Scripting system
  • Map loading
  • Maps based on placing large sprites
  • NPC interaction/moving NPCs
  • Collision detection
  • Drawing things above or below the player on the map
  • Dialog with optional character portrait
  • 90% of what you see is loaded from data files
  • Paralax scrolling - both above and below are possible
  • Enough scripting support for simple cutscenes, although I don't have any in place.
  • Combat
  • Inventory
  • Area Variables
  • Menus, including changing party members, using items, and casting spells


Future engine features:
  • Equipping
  • Save/load
  • Sound/music
  • Lots of little things
  • Virtually all the content

uses HGE, which is DX8 based. Confirmed to work on:
wine
win2000
winXP

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01-15-2007, 01:20 PM
Post: #2
RE: The RPG I'm Working On
You are an ambitious one, aren't you Webrunner? CMC, ADV, AFH, and now an RPG? :)

I presume this forum would be a good place for the ADVRPG have threads and whatnot?

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01-15-2007, 01:25 PM (This post was last modified: 01-15-2007 01:29 PM by masamunemaniac.)
Post: #3
RE: The RPG I'm Working On
There's all that to the engine already? Holy materia, you're going to overtake the ADV RPG at this rate Icon_razz

While I'm not able to test that current build at the moment, I will say that the hero of the last build had the most awesome hair ever.

Edit: *cough*andCMCFB*cough*

And I'd put the ADV RPG stuff here if we were actually coding it, but really we're just playing around in the sandbox of a premade editor and engine. Besides, more people would look in either the ADVENTURERS! forum or the Gaming forum anyway...

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01-15-2007, 01:33 PM
Post: #4
RE: The RPG I'm Working On
CMCFB is more Harwood's domain....but yeah.

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01-15-2007, 03:04 PM
Post: #5
RE: The RPG I'm Working On
Maybe he has more of an interest in it, but it was still (afaik) entirely coded by webrunner. Who also came up with all of the designs, mechanics, concepts etc etc etc.

Also, nice work. "Bugs aren't secrets, silly!"
The hair is still just as awesome.

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01-15-2007, 03:12 PM
Post: #6
RE: The RPG I'm Working On
The entire game has gained a new level of awesome. The npc's WALK! I was shocked...next thing, they'll shoot things at you! And you can yell "I ATTAAAACK" while swinging a sword at them!

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01-15-2007, 11:48 PM
Post: #7
RE: The RPG I'm Working On
What are your thoughts on HGE? What exactly does it do for you, as opposed to coding something from scratch?
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01-16-2007, 11:15 AM
Post: #8
RE: The RPG I'm Working On
HGE is the easiest game enginey thing I've ever had the chance to use, although it does carry with it the burden of requiring C++, which alone pretty much makes using it rather advanced (since you have to know what pointers are).

You create a HGE object, and then from then on you just create sprite objects, texture objects, etc, and it's all extraordinarily straightforward.

http://gpwiki.org/images/7/71/Main03.cpp is all the code nessisary to show some sprites on the screen.

If you want to use a different language, I haven't looked at it much, but SpriteCraft - http://spritecraft.teggo.com/ - uses the Common Object Model so it's usable with virtually any language.

IF you want to code a game from scratch,then that means you have to know graphics apis, and all this stuff yourself. Having a pre-built engine means you can start much further ahead, and you dont have to worry as much about your code failing when dealing with memory pointers and stuff.

Plus, with HGE particularly, you don't have to link directly with the DirectX libs, so you dont need the DX SDK and you can do it entirely using free-for-commercial-use stuff like Code::blocks and mingw instead of having to buy Visual Studio.

If you want to do 3D, i suggest using OGRE3D.

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01-16-2007, 06:10 PM
Post: #9
RE: The RPG I'm Working On
This sounds pretty good, actually. I'm getting C++ cosing withdrawl symptoms and I felt like starting to make a 2D game myself, so this might be really useful :)

Oh, I like what you've got so far, too :)
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01-18-2007, 01:25 PM
Post: #10
RE: The RPG I'm Working On
I demand more replies! Everyone, think of something to say and post here, damnit!

If webrunner finishes this game, we'll have another awesome way to kill time besides cmc and his comics.

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01-18-2007, 01:42 PM (This post was last modified: 01-18-2007 02:04 PM by masamunemaniac.)
Post: #11
RE: The RPG I'm Working On
Everyone has awesome hair! Especially when walking north. The strut's pretty nifty too.

Edit: Oh, unless you mean posts with content. Righto.

Well, from what I've seen in the blog, it seems like webrunner really knows what he's doing. You see a lot of people making RPGs, using the likes of RM2K(3), who don't plan further than "I have this awesome into and awesome final boss!" whereas webrunner seems to have everything planned out engine-wise, working from the ground up. It's almost like he's made a computer game before!!

Also, I like how the combat skills/attacks system sounds. Adding separate parts to a queue/chain, and conditionally adding further parts onto the end like that, excellent. I mainly like this because I've made a similar custom battle system for RM2K before, but just from reading through webrunner's workings I'll be able to improve my own. For anyone that cares, my one worked by having each skill part call the next skill part (until the last part which didn't call anything, or could conditionally call), but this didn't allow for conditional response parts (such as autopotion) - using a queue would get this to work. This part might not make sense to anyone else, but I don't care Icon_razz

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01-18-2007, 06:24 PM
Post: #12
RE: The RPG I'm Working On
I like the look of HGE and i'll be using it whenever I get around to making the tactical RPG i'm planning :)
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01-19-2007, 07:45 PM
Post: #13
RE: The RPG I'm Working On
I'll have to actually play this game, now, in order to comment on it. I'd complain about wasting my time, but it's more a matter of what I choose to waste it on. I mean, I have piles of manga to read and several RPGs unfinished already! Plus half-finished costumes lying around!

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01-25-2007, 08:16 PM
Post: #14
RE: The RPG I'm Working On
just great. another game i have to play.
an extra addition to the many games i'm trying to play at once.(many being more than 3)

i'm really looking forward to it.

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01-26-2007, 09:49 AM
Post: #15
RE: The RPG I'm Working On
Here's a screenshot of the battle system so far:
http://cmc.redleaf.de/projects/shot000.jpg

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01-26-2007, 11:02 AM
Post: #16
RE: The RPG I'm Working On
I find your lack of awesome hair... disturbing...

Is paletteswapping coded rather than manually done?

I can't really say much from just the screenshot (other than wow, fast progress), so I guess I should add your LJ to my webcomics folder so as to actually check it regularly.

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01-26-2007, 11:32 AM
Post: #17
RE: The RPG I'm Working On
there's no 'palettes' when dealing with 24 bit png files.

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01-26-2007, 11:58 AM
Post: #18
RE: The RPG I'm Working On
Yeah, that's another pet hate of RM2K(3); 256 colour limit per file, and even worse is the lack of an alpha channel :-( Such are the problems of making games in an illegally downloaded illegal translation of a very simple engine/editor program. é »ç¹?ã?«ã€?厄介ã?ªå†?発ã?¯ã‚²ãƒ¼ãƒ ã?®æ§‹é€ ã?«ã??ã?®ã‚ˆã?†ã?ªå•?題ã?‚ã‚‹å ´å?ˆã‚‚ã?‚ã‚‹.

But okay, colourmap rotation/filtering or such? Paletteswapping in spirit if not in a technical sense? I guess I'll be able to see when I download the latest build actually...

Is 'base' the current name of the characters, ie where the character's name will be shown?

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01-26-2007, 12:49 PM
Post: #19
RE: The RPG I'm Working On
i'll do pallette swapping manually in photoshop.

yeah, right now i dont have character names in the files or anything. or characters. 'base' is jsut 'placeholder graphic man'.

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01-26-2007, 12:58 PM
Post: #20
RE: The RPG I'm Working On
masamunemaniac Wrote:Such are the problems of making games in an illegally downloaded illegal translation of a very simple engine/editor program.
You forgot to mention that the illegal translation is in half-incomprehensible Engrish.

I've seen some very good games made in RM2K, though. It IS possible.
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