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World Of The Strong: Fighting Spirit


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#1 Mr. RPG

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Posted 09 August 2008 - 08:07 AM

worldofthestrongfinal.png
Official Website
Demo Version 0.5.6 (2.61 MB)

Delve into the deep dungeons of the World of the Strong and discover the true meaning of epic battles. fighting hordes of hundreds of enemies on the battlefield in the World of the Strong.


Major Update (October 7, 2009): I am working on "a new World of the Strong experience" which will essentially be several major features that were in another project of mine be programmed into this game.

GM045.gifInformation:
World of the Strong borrows the game play of Gauntlet (famous arcade hack n' slash game) and The Legend of Zelda. World of the Strong (or just WotS) is a Epic Hack n' Slash Dungeon Crawler Adventure Story Driven 2 Player Role-playing game. The game play of is simple enough to understand. Enemies continuously spawn from generators which can only be stopped by destroying it with your skills, magick, or other attacks. As well as this, there are several traps, obstacles, and puzzles that you will have to find the solution to get to the next area. Despite all of these hardships a first time player may face, to aid you in this World of the Strong, you will be able to create a unique character from choosing several classes which later become apart of the distinguished sub-class system.

GM044.gifStoryline (still a work in progress):
Still in development, I plan to completely rewrite it. This will take some time because my last one was written for a 60 hour long game.

GM128.gifControls:
Use the arrow keys to move
Use the Z key to fire projectiles
Toggle C to increase the size of the HUD

GM130.gifSystem Requirements:
  • Windows 2000, Windows XP or Windows Vista
  • DirectX 8 or greater
  • 2.2 Ghz single core or equivalent processor (recommended)
  • At least 256 MB of RAM (recommended)
  • About 3 MB of free hard disk space
  • 640 x 480 (or greater) screen resolution with 16-bit or 32-bit colors
GM006.gifDownload:
Demo Version 0.5.3 (7.54 MB)
Demo Version 0.5.6 (2.61 MB) (In this version I have only released one room in the demo for testing.)

GM069.gifVersion Log:
Version 0.5.6
  • An action log displaying the past 5 actions have been added. This will also serve as the textbox for the game's engine.
  • Each enemy now has its own stats rather dealing direct damage and there are now formulas developed into the game to determine damage. Also firing projectiles will now deal only half damage. You will have to attack close range to deal your maximum damage.
  • The HUD has gotten a massive overhaul.
  • Instead of pressing and holding E to increase the size of the HUD you can toggle C.
  • The enemy artificial intelligence has been improved a little bit. Enemies will now follow you unless the object in the way is solid.
  • The screen resolution has been reduced to 440x340.
Version 0.5.3
  • Several bugs were fixed, including the unexpected error that was displayed at the start up of the game.
Special thanks to Chris Neilson and firelilee for help on this game!
 
 

As a notice, the next version or I should say last version before the Beta phase begins (I will select four people to beta test it) will be released in June. It will feature the tutorial part of the game (roughly ~20-40 minutes of game play). It's actually almost done (er..the tutorial part) I need to fix up the graphics a bit, grab the music, get someone to voice act, and then code a few more objects.

The full version of the game will most likely have 60+ hours of gameplay--which means a whole lot of time kicking monsters asses. (and that's not a number I just quickly made up.)

I'm very pleased with the positive feedback and all the help I've been getting. The funniest thing is a lot of people seem to take it that I'm an experienced GM programmer, but this is really my first project.

Anyhoo, please check the official website to see my development blog and a bunch of other gizmos and gadgets (I guess you could call it that.)

One last thing, I've already have in mind my next project and it's twenty times more complicated and bigger than this. It'll most likely be commercial. This game's development is far from over.


Edit: This game is no longer being developed and was honestly very poorly made. I really miss Gauntlet-like games, so perhaps one day I'll go back and finish it. :P

Edited by Mr. RPG, 28 April 2015 - 11:36 PM.

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#2 firelilee

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Posted 09 August 2008 - 08:34 PM

I have a few suggestions

Try making your walls a different color from your floors because its hard to run away from enemies if you keep running into nearly invisible walls

Sometimes you can't see the axe hurl through your enemies because it destroys itself too quickly...

Have you thought on making an upgradable weapon that could slice through a entire rows of baddies?

thats all I can think of for now :lol:
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#3 novaz

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Posted 10 August 2008 - 05:10 PM

it's a good game :blink: maybe you can try to change the color of the walls, it's not
easy to "see" the walls sometimes.
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#4 Mr. RPG

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Posted 10 August 2008 - 08:19 PM

Added a new version!
Version 0.2.8

Check it out

@Firelilee: I did.
upgradable weapon? Hmm sounds interesting, but if I do it would be skills or special attacks.

@novaz: Thanks for trying out my game. And I did ^,^
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#5 ALTROCK33

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Posted 10 August 2008 - 09:32 PM

This game is good I like it.

It needs some sweet music though..
And I would be really happy if I could actually swing that axe the guy is holding haha
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#6 Mr. RPG

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Posted 10 August 2008 - 09:34 PM

I am thinking about that.
I want to expand this game much more than the original Gauntlet did and maybe make it commercial sometime.

I'll get music right away. Can you suggest anything else for a future version? ^,^

Edited by Demon Rider, 10 August 2008 - 09:34 PM.

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#7 UKDutyPaid

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Posted 10 August 2008 - 10:03 PM

A solidly made game this, well done. The basics are all there, and it runs smoothly. Good features, well implimented.


A few further thoughts, if I may:-

- Why is the window so small? A bit bigger would be nice imo.
- With that in mind - consider making more corridors double width. It was too easy just to kill the ghosts as they approached in single file. More open areas were more challenging.
- Consider colour coding the doors/keys
- A few more simple animations would be nice, on throwing, walking and mobs dying. Or maybe the ghosts could just fade out when they die.
- Maybe some traps thrown in for good measure?

good luck with this.

Edited by UKDutyPaid, 10 August 2008 - 10:04 PM.

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#8 Mr. RPG

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Posted 10 August 2008 - 10:22 PM

- Fixed. :blink:
- Alright. I need to fix that door problem also. ;)
- Sounds cool. I will consider that.
- Dunno how I would make it where the baddies fade out. I'll try it out though.
- I will add some.

Thanks dutypaid ^,^
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#9 UKDutyPaid

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Posted 10 August 2008 - 11:01 PM

mp.

and look up image_alpha in the manual, fading out the ghosts should be easy.
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#10 Mr. RPG

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Posted 10 August 2008 - 11:08 PM

I can't find out how. I suppose I could make an alarm and then do image_alpha-=.1 until it is 0 then the enemy dies?
Would that work?
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#11 ALTROCK33

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Posted 10 August 2008 - 11:11 PM

-You could include more weapons! (just because it doesnt seem like anything happens when you level up)
(Sword, dagger, bow and arrow, mace, hammer, yeaaah)

-You could change your appears a little when you level up (make him sweeter looking or give him some armor or a helmet or something)

-You could add sound FX when you pick up things besides just the key...(I like the key sound FX alot :blink:)

-You could add some sort of notification that you went up a level..

Alrighty well thats just about all I got...the only other thing would be a solid storyline to go along with it...cause storylines are sweet)
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#12 Mr. RPG

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Posted 10 August 2008 - 11:15 PM

-Equipment will be added in a future version. I'm working on it. (if you have any good examples, please PM them to me guys!) For the time being, your maxhealth increases by 100 every level up.

-Yes, I can do that.

-I'll get that in too.

-I'm currently waiting for my voice actor to say these lines ;3

-A storyline is in progress. Don't have much but the villain in the game is called Magnar or Magnus.

Edited by Demon Rider, 10 August 2008 - 11:17 PM.

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#13 UKDutyPaid

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Posted 11 August 2008 - 06:22 PM

I can't find out how. I suppose I could make an alarm and then do image_alpha-=.1 until it is 0 then the enemy dies?
Would that work?

Shouldn't require a timer. You could try putting something like this in the end step:

if (hp < 1)		  // or whatever you use to trigger the death
{
image_alpha -= 0.05;	 //reduce alpha in each step
	if (image_alpha = 0)   //if object is invisible   then destroy
	{
	instance_destroy();	
	}
}

Edited by UKDutyPaid, 11 August 2008 - 06:22 PM.

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#14 Mr. RPG

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Posted 11 August 2008 - 11:30 PM

I'll try that in a sec and see if it works. EDIT: Doesn't work :D

Just added Voice Acting (done by Hellblaze123) and level music (Njig) into the game! I'll post a new version this weekend probably.

Edited by Demon Rider, 11 August 2008 - 11:32 PM.

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#15 PurpleFuzzy

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Posted 12 August 2008 - 12:10 AM

Pretty good game. Very nice tribute to Gauntlet.

Try adding a story in, maybe. An RPG without a story rarely works. Also, I would recommend changing the title, the current one is kinda bland and generic.

-PF

Edited by PurpleFuzzy, 12 August 2008 - 12:12 AM.

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#16 firelilee

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Posted 12 August 2008 - 12:15 AM

I dont think that having the ghosts fade out is a good idea, I mean...that many of them???

and you have to wait for them to fade out/walk right over them when they die

personally I don't like all those baddies coming after me, its tErriFyiNg!!!


--firelilee

P.S. I agree with ALTROCK33 he should definitly look like this next level-up :D
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#17 Mr. RPG

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Posted 12 August 2008 - 12:29 AM

Pretty good game. Very nice tribute to Gauntlet.

Try adding a story in, maybe. An RPG without a story rarely works. Also, I would recommend changing the title, the current one is kinda bland and generic.

-PF


I will be adding a storyline.
That'll have to wait for a sequel/II game. I already have the voice acting done and the logo.


I dont think that having the ghosts fade out is a good idea, I mean...that many of them???

and you have to wait for them to fade out/walk right over them when they die

personally I don't like all those baddies coming after me, its tErriFyiNg!!!


--firelilee

P.S. I agree with ALTROCK33 he should definitly look like this next level-up :D


They are supposed to come after you xP

And I will. ;)
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#18 Freelancer Studios

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Posted 12 August 2008 - 03:12 AM

Very solid thus far, but I don't hear any music. If you need a composer, I'm quite open to it and can PM you samples, if you're interested. In any case, melee weapons would be cool.

Good work,
FLS

Edited by Freelancer Studios, 12 August 2008 - 03:20 AM.

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#19 Ampersand

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Posted 12 August 2008 - 07:04 AM

PurpleFuzzy, the name is fine as is. It is strange, provocative, and compelling. And often times, that is how I find the best games. Otherwise, I wouldn't have played games like Halo, Mass Effect, and Gears Of War. They are short, sweet, to the point, and as a little bonus, they make you wanna play the game :D

---Ampersand

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(0.1.6)


#20 Mr. RPG

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Posted 14 August 2008 - 10:20 PM

Melee weapons are coded in the game, just don't have animations yet. ^,^ (they will be added in the next version which will be posted this weekend hopefully.)

And I will probably change the title in a sequel/II game.

Next Version has:
- Music
- Voice Acting
- Melee Weapons
- May have: Archer, a new class.
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#21 Mr. RPG

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Posted 16 August 2008 - 05:20 PM

The demo may take a little while longer, I'm trying to start on another game.
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#22 firelilee

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Posted 16 August 2008 - 05:46 PM

Did you come up with a story line yet, I'm very curious.

if you haven't can I make some suggestions?
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#23 Mr. RPG

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Posted 16 August 2008 - 10:04 PM

Sure firelilee. :P
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#24 Chris Neilson

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Posted 21 August 2008 - 08:20 PM

___________________________________________
FATAL ERROR in
action number 1
of Collision Event with object obj_war
for object obj_exit:

Moving to next room after the last room.

no room here you need more room.
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#25 Mr. RPG

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Posted 21 August 2008 - 10:17 PM

I know, I'm trying to make more rooms.
Hey Chris do you have any suggestions for the game? :)
I'm trying to work on this and another project at the same time.
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#26 Mr. RPG

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Posted 28 August 2008 - 11:03 PM

Bump, does anyone have any more suggestions or something I should add in the game, before I release a new demo? :)
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#27 Grey Matter

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Posted 29 August 2008 - 05:23 AM

I always have a problem when games mix styles and perspective.

You have top down walls, while chests and ghosts are isometric.

You are using what appears to be a ripped Guantlet sprites with a blob main player sprite.

The styles and perspectives contrast and are unappealing and make me not want to DL.
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#28 Mr. RPG

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Posted 29 August 2008 - 10:51 PM

I always have a problem when games mix styles and perspective.

You have top down walls, while chests and ghosts are isometric.

You are using what appears to be a ripped Guantlet sprites with a blob main player sprite.

The styles and perspectives contrast and are unappealing and make me not want to DL.


Heh, I was wondering when someone would leave a negative comment on my game.

I understand about the mix between isometric and the top down walls. They are only for show and will be fixed in the final version or a newer demo. This is why it's called a DEMO and this forum is called WORK IN PROGRESS.

Again, only temporary. Although I will recolor some of Gauntlet's monsters as enemies.

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#29 JackBread

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Posted 16 February 2009 - 02:18 AM

I found a glitch. I took two keys at once but it gave me only one key. I couldn't finish the game. Did you check the "relative" box for the key?
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#30 Mr. RPG

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Posted 16 February 2009 - 02:23 AM

Woah, thanks for the bump there.

Nope, I sure didn't. But I did just check what your talking about and I have the same problem as well. I think I'll be able to fix it.

Did you like the game other than that problem?

Do you have any suggestions?

Edited by Demon Rider, 16 February 2009 - 02:24 AM.

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#31 JackBread

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Posted 16 February 2009 - 02:29 AM

Woah, thanks for the bump there.

Nope, I sure didn't. But I did just check what your talking about and I have the same problem as well. I think I'll be able to fix it.

Did you like the game other than that problem?

Do you have any suggestions?


Yea! It's a great game. You could do a little more variety in the monsters and stop the health from slowly ticking down through out the game. x.x But otherwise it is a nice concept. Good job!
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#32 Indecom4000

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Posted 16 February 2009 - 02:32 AM

This isnt bad. It needs a lot of work, but its not bad. A suggestion i have beyond changing the wall color so it doesnt match the floors, is to add some sort of melee attack to go along with the ranged attacks. And sounds for throwing the hammer, and sounds for the hammer hitting something, and change the key pick up sound, it was quite alarming and sharp.

And a different main character sprite, lol

Keep up the work though. hard work often pays off.
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#33 Mr. RPG

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Posted 16 February 2009 - 02:33 AM

Oh yes. I had a MUCH better version of the game with three or two monsters and another level with more traps and things but that version was lost on my computer.

But I'll slowly get back to it :D

At Inde: There is a melee attack, just try to ram through the ghosts (however both you and the enemy will be hit.) There's no animation for it yet.

I'm terrible with graphics. :/ I'm doing the best I can :D I'll try getting some music and sounds as well.

Edited by Demon Rider, 16 February 2009 - 02:35 AM.

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#34 Dizzi D

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Posted 16 February 2009 - 05:32 PM

???
Oh!
That's wy you haven't updated it with all that stuff you said would be in it...
Oh well, good luck with this,
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#35 turgon

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Posted 16 March 2009 - 02:07 AM

This seems like a great start/ base system! Some suggestions:
-Change the wall color!
-either speed up the ghosts a little or slow down the character a little
-make the pick-up-key sound a little less annoying (no offense)
-make the character throw the axe a little faster
-add some music :(

Good work!
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#36 Mr. RPG

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Posted 26 March 2009 - 10:24 PM

This seems like a great start/ base system! Some suggestions:
-Change the wall color!
-either speed up the ghosts a little or slow down the character a little
-make the pick-up-key sound a little less annoying (no offense)
-make the character throw the axe a little faster
-add some music :(

Good work!


1) Will do.
2) Alright, I'll speed up the ghosts.
3) It was only temporary.
4) Alright
5) I'm requesting music right now.

Also, the game has actually been completely redone (GAMEPLAY is still the same!). A story is in the works. Title has been changed to "Dark Paladin".
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#37 Mr. RPG

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Posted 28 March 2009 - 02:31 PM

New update!

Version 0.4.2 and well it's a pretty big update

Version 0.4.2

Here are the version notes:

Differences from Version 0.3.8:
* Two new enemies are brought into the game. One being a tough Grunt/orc like monster who has higher health and deals more damage than the Ghost. The other being a demon who's about the strength of the Grunt. The demon can also fire projectiles at you.
* The HUD is expanded more and now displays your class, attack, defense, magic, and speed and several other new things.
* Because of the large HUD you couldn't see where you are when your under it, I fixed the room width so that the HUD will be away from you.
* All generators have an animation to show they are getting weaker as you attack them.
* Added a new food: Cherry. Cherries restore 25 health.
* Now playable on full screen mode (if it weren't before). Also, I fixed the room size values.

Please leave suggestions and feedback as well as your comments. ^^
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#38 Hoosierchristian

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Posted 28 March 2009 - 02:45 PM

Cool. Wouldn't really consider this game a "Hack and Slash" since you really never touch the bad guys. YOur always shooting. But, the game was good! The hud annoyed me, but thats just me. :whistle: Maybe you should add a menu at the beginning? Erm, and the player sprite would go over the bricks. Thats all I could see. Good job!
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#39 Mr. RPG

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Posted 28 March 2009 - 03:28 PM

No, you can 'bash' into the enemies and attack them that way though you lose some health.

I fixed the hud so that when your moving all the way to the right you could see what your doing. Is it still annoying? D:

Yeah, I'm still trying to fix it. I think it's due to layering.
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#40 Mr. RPG

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Posted 08 April 2009 - 12:30 AM

The next version (0.4.5) will feature the following: (some of the features listed below are not completed yet and some features may be added later on)

* Multiplayer - You'll be able to play with a friend on the same keyboard. The Player 2 HUD will also be available for use.
* New Stat: Speed - As you level up, several stats will increase including Speed. Speed measures how fast you fire projectiles and the movement speed. How much speed you gain from every level is 20%.
* A new 'gold' item - Another gold item. It looks like a pot filled with gold. It gives you 100 Gold.
* Unlockable chests - Treasure chests will appear. They can only be unlocked with a key (some may require a special key.) You'll usually get food or gold at this point. Although, other items will indeed be made later on.
* Several bug fixes

Anything in bold has been already completed.

More features may be added later on. The approximate schedule date for the new version is either sometime in April or May.

This is just an assumption. It's either 2-25% increase every level up.

Edited by Demon Rider, 08 April 2009 - 12:31 AM.

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#41 Mr. RPG

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Posted 10 April 2009 - 02:48 PM

Will anyone play my game? :D
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#42 Grey Matter

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Posted 10 April 2009 - 04:46 PM

As a Guantlet fan, I checked it out.

Looks like some good fundamentals on collision checking and level layouts are interesting.

Detracting from the game are a lack of animations of the player and the simplicity of the sprites themselves.

Not sure why there needs to be so much data on the right portion of the screen. I know the orginal Guantlet had some info to the side but what you have is detracting from the view of the game.

The movement of all monsters is very jerky step movement. Not sure why that is the case but it make the game appear to be sluggish.

The AI is similar to the original but you should consider mp_potential movment for the monsters so they can path around corners.

The player projectile is to slow and contributes to the game feeling sluggish. The player is almost as fast as his axe?

The Walls are the same color scheme as the floor. Not sure what your going for here, but it makes it difficult to look at and differentiate.

You need to increase the overal pace of the game. Gauntlet was an rpg-action-arcade game, your game's pace is slow and misses the fun factor as a result.

Also, why does the player randomly turn red? Is this a debug function you forgot to turn off?
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#43 Mr. RPG

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Posted 11 April 2009 - 05:26 PM

As a Guantlet fan, I checked it out.

Looks like some good fundamentals on collision checking and level layouts are interesting.

Detracting from the game are a lack of animations of the player and the simplicity of the sprites themselves.

Not sure why there needs to be so much data on the right portion of the screen. I know the orginal Guantlet had some info to the side but what you have is detracting from the view of the game.

The movement of all monsters is very jerky step movement. Not sure why that is the case but it make the egame appear to be sluggish.

The AI is similar to the original but you should consider mp_potential movment for the monsters so they can path around corners.

The player projectile is to slow and contributes to the game feeling sluggish. The player is almost as fast as his axe?

The Walls are the same color scheme as the floor. Not sure what your going for here, but it makes it difficult to look at and differentiate.

You need to increase the overal pace of the game. Gauntlet was an rpg-action-arcade game, your game's pace is slow and misses the fun factor as a result.

Also, why does the player randomly turn red? Is this a debug function you forgot to turn off


Is the HUD that distracting? I didn't find it distracting at all. I guess I could move it to the bottom of the screen. Does that help?

Movement and speed are being changed.

And how do I do mp_potential?
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#44 Grey Matter

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Posted 12 April 2009 - 06:07 AM

And how do I do mp_potential?


The answer to that question is more than I want to write at this point, so here is what the manual says:

mp_potential_step(x,y,stepsize,checkall) Like the previous function, this function lets the instance take a step towards a particular position. But in this case it tries to avoid obstacles. When the instance would run into a solid instance (or any instance when checkall is true) it will change the direction of motion to try to avoid the instance and move around it. The approach is not guaranteed to work but in most easy cases it will effectively move the instance towards the goal.


Not sure how you are moving them now but using this will provide rudamentry pathfinding, and take your AI to the next level.
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#45 Mr. RPG

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Posted 12 April 2009 - 10:06 PM

And how do I do mp_potential?


The answer to that question is more than I want to write at this point, so here is what the manual says:

mp_potential_step(x,y,stepsize,checkall) Like the previous function, this function lets the instance take a step towards a particular position. But in this case it tries to avoid obstacles. When the instance would run into a solid instance (or any instance when checkall is true) it will change the direction of motion to try to avoid the instance and move around it. The approach is not guaranteed to work but in most easy cases it will effectively move the instance towards the goal.


Not sure how you are moving them now but using this will provide rudamentry pathfinding, and take your AI to the next level.


What does stepsize mean?
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#46 Mr. RPG

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Posted 18 April 2009 - 03:22 AM

Version 0.4.5 is now released!

http://willhostforfo...ad&fileid=63135

Here are the changes from version 0.4.2

* New Stat: Speed - As you level up, several stats will increase including Speed. Speed measures how fast you fire projectiles and the movement speed. How much speed you gain from every level is 20%.
* A new 'gold' item - Another gold item. It looks like a pot filled with gold. It gives you 100 Gold.
* Unlockable chests - Treasure chests will appear. They can only be unlocked with a key (some may require a special key.) You'll usually get food or a key at this point. Although, other items will indeed be made later on.
* Attacking Animation - When you throw your axe, you'll now see a sleek 'red trail' animation. I thought this would improve up the visuals a bit.
* Help & Hint Scrolls - Randomly laying around in the game, will be scrolls that will help you play the game. There are also 'hint' scrolls that give you small hints to completing puzzles.
* Textboxes - You'll know be able to interact with your surroundings with a textbox. Just be near the object or NPC to talk to them. No clicking or pressing a key required.
* Added very few small additions
* Several bug fixes

I didn't add Multiplayer, there's a problem with adding it so it'll take a little longer to finish.

Please post comments, reviews, bug reports, etc. about my game! ^^ thanks!

Edited by Demon Rider, 18 April 2009 - 03:36 AM.

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#47 firelilee

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Posted 18 April 2009 - 03:30 AM

___________________________________________
ERROR in
action number 1
of Collision Event with object obj_war
for object obj_door:

Error in expression:key
position 1: Unknown variable key
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#48 Mr. RPG

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Posted 18 April 2009 - 03:31 AM

Aggh D: I thought I fixed that. Hold on firee.
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#49 Mr. RPG

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Posted 18 April 2009 - 03:36 AM

http://willhostforfo...ad&fileid=63135
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#50 linx137520

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Posted 18 April 2009 - 03:45 AM

Hm.. it was pretty interesting ;).

Pros-
I actually liked the simplicity of the graphics, though i think the character sprite should look more like a knight?
Gameplay was a pro and a con actually, pro about it was the mazes were well though of.
Concept is great

Cons-
Gameplay's con is that the enemies were just too easy to kill, because they had to go in a single file line. I suggest making more space for the enemies to move.
Character, I would suggest some more attacks other then firing what looked like a red staple?

All in all i'd give it a 7/10, It was pretty good.
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Posted ImageLinx~