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Weeablo - Open Source Diablo Game


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#1 sub

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Posted 01 July 2007 - 10:31 PM

file size: @560 kb gm6.1 file -- OPEN SOURCE! B)

a top-down diablo type game.. freshly made and waiting for your feedback.. I'm after developers for this game and other games (info is in the game, press F1) also check my host-a-net site (same location as weealo) for many other WIP files.

a screeny..
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download source.. (latest version always at this link)
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an exe version (it's zipped)
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FYI - there's NOT a lot of content yet.. i'm still after feedback and developers but i'm about to storm ahead anyway..

- melee weapon works, gun/missile weapon works (equiping etc)
- simple magic system + some basic test enemies
- hp, stamina, magic points (depleting + recharging 99% done)
- start screen, very simple char gen routine (to be expanded)
- most of the code is commented :D
- item system (some small bugs) with equipping etc *persistance fixed
- room changing, basic lighting (atmosphere)
- hit 'R' key to toggle walk/run mode

BORED? MOD WEEABLO!

MAYBE coming soon..
- weather, decent enemies & required content
- pets / followers that you can equip with stuff
- some intro and storyline to maybe get you interested ::lmao::

Edited by sub, 02 August 2007 - 05:03 PM.

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#2 sub

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Posted 01 July 2007 - 10:40 PM

Mega-Simple Turn Based Battle System
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(simple) unit patrol method (being updated soon)
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units following other units (catepillar system?)
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#3 mazdaplz

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Posted 01 July 2007 - 11:19 PM

Mega-Simple Turn Based Battle System
Posted Image

(simple) unit patrol method (being updated soon)
Posted Image

units following other units (catepillar system?)
Posted Image

<{POST_SNAPBACK}>



you're saving me loads of work with this 'catterpillar system'
thanks a lot!

9/10 for all this work
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#4 JamesW

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Posted 02 July 2007 - 02:42 AM

List all features, please!
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#5 sub

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Posted 02 July 2007 - 03:00 AM

done.. but as i say, nothing great yet..

I'M TROLLING FOR NOOBS.. SO I CAN PASS ON MUCH NEEDED HEALTH-BAR SKILLS! :D

(every time i come to GM forums, i see this question HOW DO I MAKE A HEALTH BAR? ..it's the bane of my existance)

Edited by sub, 02 July 2007 - 05:19 AM.

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#6 qaz12301

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Posted 02 July 2007 - 04:42 AM

this is sweet but it think you should add a screen shot or two it make more people trust in the game and you get more feedback.
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#7 sub

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Posted 02 July 2007 - 05:15 AM

good advice, gaz.. but due to lack of content, a screenshot would just be insulting to peoples precious bandwidth ;)

bleh.. i'll just storm ahead and post some screenies on next update.. a shame because i wanted some noobs to get involved before major content was crammed in..

CALLING ALL NOOBS!! and non-noobs alike.. gaz wouldn't lie to you.. weeablo is (will be) sweet! validate me! bwahahah!

i see you lurking in here, sansui ;) i expect a 3 page review from you in 24 minutes! ;)

Edited by sub, 02 July 2007 - 05:17 AM.

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#8 mazdaplz

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Posted 02 July 2007 - 05:29 AM

i dont understand, why do you need many noobs? testing?
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#9 sub

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Posted 02 July 2007 - 05:38 AM

believe it or not i like helping people with GM.. i wish more people would have helped me back then.. but i slogged my way through tutorials, demos and many dead-ends and sleepless nights..

since i've done all that.. thought i could spare some noobs from the same ordeals i had to go through..

i see them here all the time asking how to make a health bar.. /shrugs
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#10 mazdaplz

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Posted 02 July 2007 - 05:41 AM

hehehe that's nice of you

the question i see asked the most is diablo style drag and drop inventory ;)

but that's kinda secondary to a lot of things
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#11 AC-426

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Posted 02 July 2007 - 01:09 PM

believe it or not i like helping people with GM.. i wish more people would have helped me back then.. but i slogged my way through tutorials, demos and many dead-ends and sleepless nights..

since i've done all that.. thought i could spare some noobs from the same ordeals i had to go through..

i see them here all the time asking how to make a health bar.. /shrugs

<{POST_SNAPBACK}>

For the love of... CALM DOWN! and stop hunting "noobs". At least have the decency to call them "newbeginners" or something (I don't want to give a lecture on the word "noob". Bottom line is: It has become more of a negative term whether you want to believe it or not).

I understand you want to help them and I think it's great! I really do. But "trolling" the forum looking for people because "you just want to help them"? Come on, now.. there's something else driving ya. The need to be praised, maybe? ;)

Don't take this too seriously, please ;)
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#12 sub

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Posted 02 July 2007 - 02:38 PM

you must be the resident shrink.. nice to meet you.. (pulls up a chair) -- "it all started when dad wouldn't buy me a pony.."

just d/l my game! ;)

the question i see asked the most is diablo style drag and drop inventory

ditto that.. now where's a URL to the tutorials section when ya need it? (i hate it when i log in to see "how do i make a health bar?" and stuff like that)

btw - what's wrong with the world..? you go out of your way to troll noobs and get flamed for it.. sheesh, i just don't know anymore.. ;)

Edited by sub, 02 July 2007 - 02:41 PM.

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#13 AC-426

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Posted 02 July 2007 - 03:12 PM

you must be the resident shrink.. nice to meet you.. (pulls up a chair) -- "it all started when dad wouldn't buy me a pony.."

Mmhm.. mhm.. *scribble scribble* And how do you feel about that? mkay.. ;)

btw - what's wrong with the world..? you go out of your way to troll noobs and get flamed for it.. sheesh, i just don't know anymore..  ;)

Oh come on! It builds character! ;)

Hehe don't worry. I won't bug ya anymore.
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·· FactionWars ·· Subspace Gaming
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··· ·· 3D FPS········· ·· WarriorArtiste
····· ·· DOOM 2D······ ·· Potnop

#14 sub

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Posted 02 July 2007 - 04:49 PM

ah i was having fun..

Hehe don't worry. I won't bug ya anymore.

please do.. free bump for me ;)

ah cr*p.. now my modus operandi is out of the bag.. here kitty kitty..

Edited by sub, 02 July 2007 - 04:59 PM.

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#15 Sansui

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Posted 05 July 2007 - 12:01 AM

I would just like to say I do not like the slow camera scroll to the player.
I also am a little against the scrolling cloud background of the second room. Makes selecting the class hard. But these are minor complaints because I doubt you would keep it in such a fashion.

The melee method could be vastly improved upon from its current state. I think I would personally find myself using a short timer and cool down variable. To make the attack a little better, but even a maybe making the combat a tad more like diablo may be more successful.
as clicking on the target and holding the click there to have the character move and attack the target. It shouldn't be too hard, I would be willing to throw you some code if it is needed. If you would rather use such a method.

The movement I find very strange for this type of game. Its weird to be sidestepping and walking backwards all the time.
I find using w to make the character move forward while a and d modify only the direction a bunch easier to control.

Besides that it seems like a decent direction I would like to see it continued a bit further to actually give you a three page comment.
I'm sorry if I sound harsh in my commentary it is not intended.
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#16 sub

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Posted 12 July 2007 - 08:47 PM

updated.. thnx for your replies.. having some network problems so can't chat just now..

** start of item system :rolleyes: (90% working)
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#17 sub

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Posted 17 July 2007 - 01:47 PM

I would just like to say I do not like the slow camera scroll to the player.

this has been fixed

I also am a little against the scrolling cloud background of the second room. Makes selecting the class hard. But these are minor complaints because I doubt you would keep it in such a fashion.

suggestions noted. thanks.. i just threw them in yeh -_-

The melee method could be vastly improved upon from its current state. I think I would personally find myself using a short timer and cool down variable.

this is meant to get faster as the character develops.. i intend it to be this way.. the whole approach with top-down is to avoid isometric (and then needing 9 different sprite sets for each direction - i have another project for that)

the penalty of non-movement when attacking was influenced by drewdelz gangwars game..

To make the attack a little better, but even a maybe making the combat a tad more like diablo may be more successful.

as above, i got another project for that.. anyone is welcome to get onboard also.. i have most of the gfx for the isometric version if anyone is interested there is a URL link kin graphics forum [search] >> PD 8-way sprites

as clicking on the target and holding the click there to have the character move and attack the target. It shouldn't be too hard, I would be willing to throw you some code if it is needed. If you would rather use such a method.

sounds pretty good.. but atm i'm using a walk mode which allows mouse buttons to move and a melee mode which allows mouse buttons for combat.. i'd have to make a clever way to switch between the two (say when you click on an enemy) - not sure if i'll do it tho' because in walk mode the player will be able to click obstacles (trees, rocks etc) for any possible info/interaction.. any code is appreciated.. if possible could you mod weeablo with your prefered move system? :D

The movement I find very strange for this type of game. Its weird to be sidestepping and walking backwards all the time.

the player always faces the mouse.. you can move by WASD keys or holding the R-button.. i kinda find it not so bad when you get used to it.. i did have another movement system before this one, and found this one better..

I find using w to make the character move forward while a and d modify only the direction a bunch easier to control.

i was mostly doing that in my other games.. i find it a bit 'tanky' (ideal for a tank game?) ..it works i guess.. but i'm trying something different.. i'm lazy and i want to be able to play my game while i'm eating a piece of cake or picking my nose what have you :(

Besides that it seems like a decent direction I would like to see it continued a bit further to actually give you a three page comment.

always good to hear things like this.. i'm carrying on with it.

I'm sorry if I sound harsh in my commentary it is not intended.

nah you're cool.. thnx again.. i'll update it soon i've made some small changes.. not many people have expressed an interest so far.. it seems i'll have to develop it myself a bit more..
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#18 Mithunder

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Posted 25 July 2007 - 01:15 PM

Weeablo definitely has potential, but after looking in the source file and trying to change and add a couple of things, I got the impression that the structure of the code is overcomplicated.

What I liked the most about the current WIP is the graphical part. The trees, the rivers, and the main character animations (especially the walking) works very well. It isn't perfect, but it doesn't need much change to become really good.

The inventory system is good and seems to work (and we all know how rare that is in GM games), and the time line works well and is a nice touch. I can definitely imagine a couple of situations where it would come in handy. The movement, collisions and especially the combat needs work. Personally, I like the WASD absolute movement, and offering both mouse movement and WASD movement is good for flexibility. As of right now, the combat isn't very entertaining, but that isn't a requirement at this stage of development.

What I found was the most lacking part of this WIP was the code structure. It may just have been me, but I found it hard to get an overview. Personally, I don't make scripts for code pieces that are only used once, because I find that it is easier to get an overview with code pieces. The persistancy part is troubling me, because it makes everything a bit more complicated, and it tends to make things a lot slower in GM over time. I know that it somestimes is very hard to code around persistancy, though. The game is under development, but I found that it lacked more organization.

Personally, I might consider to try and recreate the engine from scratch, and import the graphical system, the inventory system and other of the good features. It may just be me, but the code is too disorganized for my taste for me to rewrite the engine.
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#19 sub

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Posted 25 July 2007 - 03:15 PM

thanks for the well thought out reply and testing it.. feel free to use anything inside.. i think i'll scrap this :D a mod can close this topic (if possible remaining here as open source data)
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#20 RolePlayingJunkie

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Posted 25 July 2007 - 05:38 PM

:P I LOVE Diablo! This thing is cool, just need to put in a "Run" control or something. He walks too slow.

P.S. Sub, look in my sig. N00b needing help= me. I dont know anything about GM. As it is told, I need a teacher :D .......

Edited by RolePlayingJunkie, 25 July 2007 - 05:55 PM.

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#21 sub

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Posted 01 August 2007 - 02:25 AM

oh yeh.. hit the "R" key to toggle walk/run modes (forgot to tell ppl that)

i'll send you a PM, RPGJunkie :whistle:
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#22 sub

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Posted 02 August 2007 - 05:05 PM

added a zipped exe version (for a certain person) - thanks for taking an interest & plz excuse limited content.. hope to be developing with you soon <_<
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#23 icuurd12b42

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Posted 03 August 2007 - 06:09 AM

Cool stuff. Here, you might find this useful

http://www.gmclans.c...wtopic=6031&hl=
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#24 Consoft

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Posted 03 August 2007 - 07:48 AM

Awesome. This is a pretty nice open source engine. Keep up the great work
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#25 sub

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Posted 13 August 2007 - 07:51 AM

thnx for that link icuurd, will check it out :)
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#26 icuurd12b42

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Posted 13 August 2007 - 03:44 PM

I also saw a Diablo Type inventory system GEX on the forum the other day.
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#27 Guest_viagra_spambot_*

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Posted 21 November 2007 - 12:43 PM

there's been a few RPG's floating around again.. just thought i'd let people know (especially new members and mdm lvl programmers who like RPG's) they can use anything they find in this source code.. (i made it a while ago)

Melvin was right about the 'over-complication' but this was because i originally intended to make the game 'large scale' and was seeking to plan out a lot of data hence a lot of [as of now] useless scripts (there's also a few global vars that aren't needed, etc.. but most of the 'active' crap in there is pretty tight, things like the view following, the room changing, the character draw events and equipping, a few other things.. just here for anyone who needs that stuff at this point in time) :P

the room-changing is pretty useful (for those who have not tackled the use of going to other rooms [even different sized room] in a realtime game, it seems to be one of the prefered methods for room changing anyway..)

if anyone is interested to develop it further (like adding in the rest of the item equip data, more enemies, a little storyline, etc) send a PM :(

..any of you GM gods out there want to make a GM RPG TUTORIAL GAME THAT TEACHES AS YOU PLAY? :P

#28 wierd00m

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Posted 28 November 2007 - 06:33 PM

Could someone re-post the exe of this? I really want to play this.
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Posted 01 December 2007 - 01:25 PM

sure. drop me a PM so i know you're still alive and i'll upload it to my hosta-site (just browse all my files there) i'd do it anyway but i'm low on storage space there..

why not grab the source and compile it?