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The Secret Of Lamidia - Update 29/1/2010


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#1 sub

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Posted 04 February 2009 - 06:46 AM

T.S.O.L - (started development late Nov 2008)
640x480 window (F4 toggle full screen mode)
an ADVANCED <EOTB / M&M / BARD'S TALE> RPG engine

DEVELOPMENT IS BACK IN SWING (took a little sabbatical) ABANDONED, new engine being developed [30/6/2010]

if you've wandered in from
http://sites.google....cret-of-lamidia
or
http://my.opera.com/...ws?cid=21532601
thanks for coming ^_^


new version ETA: ...abandoned

LATEST EXE BUILD 29th Jan, 2010
Posted Image
MORE GUI - LESS TEXT

OLD SOURCE VERSION ..feel free to use source code or learn from it
Posted Image

Posted Image

keys:
arrow keys to move
Rclick to exit char add/remove menus
when u click CREATE CHAR, press ENTER to quick-generate (development tool only)
PRESS F1 FOR FURTHER GAME INFO
C - camp (when in maze)
M - display map
P - toggle party HUD panel
numpad * - char in slot1 gets 1000xp [dvlp tool only]


notes..
-remember games like Eye of the Beholder, Wizardry and (original) Bard's Tale? this engine reproduces an environment like that, but with [slightly] better graphics and RPG features that were not developed untill games such as Morrowind came on the scene..
-fairly easy to expand on (and tidy up) * not recommended for absolute beginner to develop!
-still being developed
-combat is more detailed (critical hits, fumbles, etc)
-has many detailed & upgradeable magic items :)
-skills, quests, etc (something the original games lacked)


features:
you can make a group of adventurers, explore the first dungeon area and local forests, fight monsters, even get magic items from treasure chests, there are some quests added now, and other game content (a trading post, training hall, tavern, inn, etc, so you can maintain a group of adventurers) .. the game is still being developed.

* make groups of up to 6 party members
* diverse items and equipment (and being expanded)
* 4 basic char classes, with more advanced classes in development
* 6 char races, having different sizes (and being expanded)
* fully working inventory system (and being expanded)
* some magic spells, skills already developed
* magic item generation is supported
* combat is supported

future features:
[tonnes.. and suggestions welcome]
hoping to make it one of those RPG's that you can keep playing when you 'kill the final monster' [etc]

Edited by sub, 29 June 2010 - 06:49 PM.

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#2 slayer 64

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Posted 04 February 2009 - 07:13 PM

no screenies!!! baaaaaaaa!!!! no thx.
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#3 Alpha Man

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Posted 04 February 2009 - 08:42 PM

Huh, for some reason it didn't seem to stay in four directions, the character went diagonal and I couldn't really make my way through the maze...

And maybe you could speed up how clicking the stat points is done? Or give the player less stat points to begin with?

no screenies!!! baaaaaaaa!!!! no thx.

It's a sad day when someone doesn't know what Eye Of The Beholder looks like.
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#4 theweirdn8

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Posted 04 February 2009 - 09:49 PM

lol!I want screens!
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#5 cyrax

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Posted 04 February 2009 - 09:51 PM

really cool engine. with a good storyline and a proper world environment, this can develop into a very good game not only for "hardcore rpg gamers" though:).

(and for the sake of the lazy community, you should indeed add a few snapshots, especially from the character creation (i liked it!))

Edited by cyrax, 04 February 2009 - 09:51 PM.

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#6 sub

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Posted 13 February 2009 - 09:17 AM

hmm thnx all, i'll get these "screenies" you all speak of (soon) i'm gettin' sick of this MMO i been playin' ..wanna get back into creating my own stuff :whistle:

breaks from N/S/E/W movement into diag
uh, yeh.. (raises hand) that'd be my fault.. the directional method is a bit sloppy.. i did encounter the bug you speak of but thought i had fixed it.. (i was wrong)

spending stat points
a bit faster, you say? (yeah, less stat points were intended :P ..eventually)

It's a sad day when someone doesn't know what Eye Of The Beholder looks like.

indeed!

righto - i can toss in a working INV / ITEM system ..but i'm open for suggestions? (should i use objects? an array? two buckets of spam?)

:P ty for feedback & screenies coming..
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#7 Indecom4000

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Posted 13 February 2009 - 10:46 AM

That is pretty decent, my only gripe with it is the fog distance, it should be a bit deeper before it goes totally black. I like the head bobbing, and opening doors was satisfying, the sound i mean.

Add some enemies and combat, maybe npcs, and youve got what could be used for a pretty good game in the right hands.
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#8 sub

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Posted 13 February 2009 - 12:52 PM

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That is pretty decent, my only gripe with it is the fog distance, it should be a bit deeper before it goes totally black. I like the head bobbing, and opening doors was satisfying, the sound i mean.

Add some enemies and combat, maybe npcs, and youve got what could be used for a pretty good game in the right hands.

thnx :whistle: fog can be fiddled with using the mouse wheel (in/out) ..not sure what u mean by 'deeper' ?? (view distance?) ..mouse wheel does that for testing purposes (the dark vision skill, torches, magic and magic gear will improve the view distance)

heh yeh the head bobbing was a vital addition imho, something didn't feel right about simply 'floating' thru the passages..
same with opening doors, didn't seem right without a sound effect..

thanks for the positive feedback :P

next up:
* further char. development (skills, equipment, some basic combat functionality, etc) ie: playability
* skill balancing
* combat system, monsters & equipment

issues:
wall/overlay backgrounds have to be flipped upside-down to be displayed right way up (does that make sense?) - any herlp with that? what did i do wrong? ..something to do with the 3D view z up?

help?
* would anyone like to make sprites for facial avatars (displayed for char screens and char generation) ..later down the track overlays for facial hair, helms/hats, etc can be made

* any ideas for skills? combat skills, party skills (when adventuring) and camp skills?

* the combat system, as far as interface goes.. i'm aiming for replicating the oldschool system (text messages, maybe small blood splat effects for hits etc with the damage displayed in it, ie: a more GUI feel) but overall combat will have graphics of characters and monsters in the act of fighting (for this project, the gfx will be pretty simple but hopefully capture the atmosphere and do the job)

Edited by sub, 13 February 2009 - 01:06 PM.

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#9 sheail

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Posted 13 February 2009 - 01:06 PM

Please make this as good as the original Dungeon Master on the atari. That is all.
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#10 sub

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Posted 13 February 2009 - 01:16 PM

i've only briefly encountered that game, was too low level to fight it, had to run :whistle:

if u have a few mins, let me know what it was you liked about Dungeon Master.. i noticed it had a 'different' char. generation process (they were pre-made) ..aside from this i know the interface is very similar to Eye of the beholder (EoTB was based on Dungeon Master GUI) i didn't play long enough to get into combat or see what magic items were available (that's one of my favourite part of these old rpg's - getting the good rare treasure)
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#11 Steve III

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Posted 15 February 2009 - 07:04 AM

This game is very good, when it has more content I expect it will be a very fun game to play! Keep working on it man! Mabye Google castle textures tho? Usually comes up with something good.
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#12 chaz13

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Posted 19 February 2009 - 11:45 AM

G'day sub,

I'm not exactly a hardened RPG fan, but I really liked this. Although it's not as if the graphics are photo realistic, there was something really nice about them. The cobwebs were cool, too ^_^

I found a glitch, I was walking and all of a sudden started spinning. But not on the spot, straight through walls and such. I had to exit, because I couldn't become unstuck. I'd also suggest having arrows either side of the stats that you can click to add/subtract points from each attribute. It would make attributing points much easier.

There was something strange about this game (in a good way!) From the onset it looked basic an incomplete, but when actually playing it I found it a whole lot of fun. I'm looking forward to further updates (With equipment and enemies, hopefully). I'm not usually one for ratings, but I feel compelled to rate it, so:

Graphics- 8/10
Gameplay- 5/10
Story- N/A
Sounds- 8/10

Total- 7/10 (In its current state)

[offtopic] I was wondering, I don't suppose you want to reform All Your Base for a final epic game? I've become quite an all rounder so we could make quite a good run of it :D [/offtopic]

Edited by chaz13, 19 February 2009 - 11:46 AM.

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#13 Grey Matter

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Posted 19 February 2009 - 04:55 PM

Quick impression:

I'm human yet my eyeline is at a door-knob height, this is cool if I was hafling.

There are serious clipping issues, allowing player to pass through walls. This may be due to the players heading "drifting" outside of 90 degree increments. Haven't looked at your code closely but I think when forward and turn keys are pressed at the same time this drifting happens and player can pass through walls.

The game is slugish. Your using D3D to render so it's not a video issue, again it appears to be how it's coded. What may help is to increase turn and advancement speed; it wouldn't be bad if you made turns instant, and might even solve the clipping issue.

I would fix the fundamental movement issues before implementing any other features. As a player I could care less about skills or races if I can't move though the world properly.

Last point we should all consider when developing: WTF? (Where's the fun?)
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#14 sub

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Posted 23 March 2009 - 06:57 AM

an update will come soon if a meteor doesn't smash into my house or something similar..
yeh chaz i'm interested in developing something <_< talk to you on msn..

I'm human yet my eyeline is at a door-knob height, this is cool if I was hafling.

muahahaha!
seems i'll have to take a serious look at this movement.. some tips on speeding up 3D would be appreciated as this was my first real foray into a FPS type environment. i'll look around for them :whistle: thanks for the feedback grey
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#15 sub

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Posted 27 March 2009 - 01:19 AM

small bump
* fixed some small errors (like coming off the maze grid/multi key pressing)
* updated tavern / event graphics capability
* now some small midi background music support

- working on combat system and inventory now :(

Edited by sub, 27 March 2009 - 05:03 AM.

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#16 chaz13

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Posted 27 March 2009 - 05:34 PM

Nice, I can move without falling into walls. It's coming along quite nicely. I still think you need to speed up the attribute assigning a bit though, it takes quite a while.

EDIT: Just clicked the colony link in your signature and shed a silent tear :(

Edited by chaz13, 27 March 2009 - 05:35 PM.

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#17 sub

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Posted 01 April 2009 - 08:40 PM

some small updates (add/remove/delete/view/create chars, trading post, 50% of inv system)
(trying to) finish the inv system now..
when the game is functional the WIP will be .exe file, (source available on request)

Just clicked the colony link in your signature and shed a silent tear

if you can bring a clean slate to the table i'm ready to jump in, otherwise i'll be throwing all my efforts into this current RPG for the next little while.. :)

Edited by sub, 02 April 2009 - 05:04 AM.

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#18 sub

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Posted 03 April 2009 - 10:15 AM

- more inv system
- fixed char generation (no more empty spaces in roster)


- i'm after ideas for events. such as the 'repair' and 'resize' options available in the trading post (repair damaged gear, resize gear to fit different races)
- also working on a system to alow upgrading of gear (some type of magic/smithing system)

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#19 sub

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Posted 06 April 2009 - 06:55 AM

The game is slugish.

please post system specs? press F12 ingame also for FPS.

i'm using: 2.8ghz processer, 1.5gig ram, 128mb ATI RADEON gfx card
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#20 sub

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Posted 13 April 2009 - 12:45 PM

item system 99% done
can now equip items also..

..looking for some feedback please, this could turn out to be a *large* game
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#21 DavidX

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Posted 13 April 2009 - 02:12 PM

I really liked the movement in this game, as well as the retro-3D feel. The overall thing "felt" old, like it was made long ago lol
Add encounters and you could have a pretty decent RPG. :o

ps: whoo, zelda music
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#22 sub

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Posted 13 April 2009 - 03:20 PM

thanks for the feedback.. (i'm going for a 'retro' flavour thanks for noticing)
i managed to fix the movement bug some weeks ago

if u go 3-4 steps into the maze there is a test event to upgrade the item in player slot 1's first INV slot into a magic item :o ..just remove the obj_testupgradeitem from the maze if you'd like to explore further.

ps: whoo, zelda music

wizardry 5 as far as i knew..? :)

working on combat/monsters now (wish me luck)
should have something playable up within the next 2 weeks..

The game is slugish.

this should be fixed now (should only be drawing what is in view now)

Edited by sub, 13 April 2009 - 03:25 PM.

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#23 sub

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Posted 22 April 2009 - 08:48 PM

* bugs in inv+eq system were fixed (both systems rewritten)
* two-handed weapons / shield restrictions were implemented
* char screen was developed further

magic, monsters and furthering the skills is being developed now.. hopefully there will be something playable around the end of the month :)

ps: whoo, zelda music

oh yeh.. the shop! XD

Edited by sub, 22 April 2009 - 08:49 PM.

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#24 sub

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Posted 14 August 2009 - 02:04 AM

updated today v9 latest exe build (i hope to be back online within a week or two)
be excellent to eachother.. (and not so excellent to the orcs)
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#25 chaz13

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Posted 14 August 2009 - 06:25 PM

updated today v9 latest exe build (i hope to be back online within a week or two)
be excellent to eachother.. (and not so excellent to the orcs)


Great news, I was thinking about you earlier today! :rolleyes:
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#26 sub

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Posted 23 August 2009 - 03:11 PM

greetz chaz..
i gots internet access again for a while and hope to be developing soon..

as for the upcoming 3D rpg..
the combat bugs have been fixed (it keeps track of monster groups correctly now, sorry about that one)
started adding mage/priest spells
item data was fixed, the beginings of a menu system added to items (etc)

one can actually play the upcoming version, i'm working on tree's and a wilderness/outdoor area too, magic items seem to be working, ditto combat, skills.. everything comes along nice..now all i need is for people to like games that look 20 years out of data hehe..
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#27 sub

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Posted 24 August 2009 - 12:02 PM

uploaded fixed version 5 minutes ago :whistle:
(the only bug is the mage SLEEP spell)
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#28 sub

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Posted 13 September 2009 - 02:47 PM

progress update - 14/9/09
* many game engine fixes
* new player character graphics [hehe]
* added 'stackable' items & start of 'menu system' for items [equip/drop/use skill/etc]
* added potions, bandages [consumable items category]
* added start of mage+priest spells and casting system [in/out of combat]
* added start of screen effects for combat [ie: blood splashing on screen]
* lots of other small changes..

looking for feedback and advice on how to take this game beyond the traditional limitations of 'oldskool' 3D RPG engines..
:mellow:
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#29 chaz13

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Posted 13 September 2009 - 06:10 PM

I'm loving the new character graphics :) I think the next big thing to work on is the whole character creation and whatnot, I'm finding it really really confusing at the moment.
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#30 sub

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Posted 13 September 2009 - 11:18 PM

(knew i'd have to redo that eventually..)

i remember folks saying they didn't like the way stat points were spent.. i'll rewrite the whole char creation process soon and have graphics, might even remove the racial selection and just have all human characters (i don't fancy making 2x6x8 character sprites with multiple combat action pics anytime soon)
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#31 sub

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Posted 30 September 2009 - 01:03 AM

GFX UPDATE, 30/9/09

all new maze textures
new player character sprites (as of now based on racial type)
'over-charging' of some spells was implemented
more sound effects in combat
other various bug fixes

the new maze wall textures seem to make the game more 'solid'.. they look pretty good :)

game was tested on pII 750mhz system with 32meg gfx card, @700 MB memory, dx9.c.. worked at about 80% speed, gfx card seemed to display errors when drawing maze walls and D3D fog system

Edited by sub, 30 September 2009 - 03:42 AM.

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#32 ash47

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Posted 30 September 2009 - 03:02 PM

cool, lol! This looks pretty sweet!
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#33 sub

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Posted 18 October 2009 - 04:22 PM

vista fix update, 19/10/09

- added castle area and some surrounding forests
- added random encounters
- rebalancing defence/attack system
- added start of quests system
- many small tweaks & fixes
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#34 Dizzi D

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Posted 18 October 2009 - 05:26 PM

The combat system is broken. The first time I was in a fight nothing happened.
The second time my dwarf appeared and attacked once thenI never got to attck again. After that, I just skipped all the fights.
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#35 sub

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Posted 18 October 2009 - 11:30 PM

looking into it now. was playing before i uploaded so not sure what's wrong at this point. thanks for the prompt bug report.

[EDIT]
combat is working fine? if you have a slow PC try using the numpad + and - keys to increase/decrease combat speed.

can someone else try it and see if it's functioning? ..it's working for me?

Edited by sub, 19 October 2009 - 12:22 AM.

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#36 Syphilis

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Posted 25 October 2009 - 11:41 PM

looking into it now. was playing before i uploaded so not sure what's wrong at this point. thanks for the prompt bug report.

[EDIT]
combat is working fine? if you have a slow PC try using the numpad + and - keys to increase/decrease combat speed.

can someone else try it and see if it's functioning? ..it's working for me?



The combat system worked fine for me... That doesn't mean I didn't die the first fight though. It's ok, I'm not to good at turn-based games!
The game looked pretty solid so far, inventory worked and was fairly intuitive (and I'm a moron so that's pretty good). I was going to say that the battles moved slow, but then I read about + and - to deal with that, glad you added them. Honestly, I didn't make anything more than a cursory attempt at this game since I don't have much time right now, but I will later this week.
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#37 Jakyl11

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Posted 26 October 2009 - 12:04 AM

How the hell do you create the character...keeps saying no class blah blahh
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#38 sub

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Posted 26 October 2009 - 09:52 AM

still haven't located disappearing character sprite combat bug. i'll keep looking of course :)

How the hell do you create the character...keeps saying no class blah blahh

assign 50 points to STR for a warrior, 50 to DEX for a thief, etc (the small text at bottom should help some)

thanks for trying it. next update has quests, and maybe set-items will be complete :)
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#39 sub

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Posted 05 November 2009 - 10:40 PM

6/11/09 update (incorrectly titled as 6/10/09 at host site) ;)

- some gfx updates
- item sets were added :)
- personal / global quests are active
- a few new spells & skills
- started adding more char sprites
- monster equipment can be found after combat
- monster components can be found after combat
- started monster research system
- lots of small tweaks and fixes
[this release was not extensively bug tested]

still haven't located disappearing character sprite combat bug. i'll keep looking of course

that should be fixed now

Edited by sub, 05 November 2009 - 10:41 PM.

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#40 sub

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Posted 03 December 2009 - 08:29 PM

just a bump.
i've been working on it but haven't updated since last version.

is anyone interested in this type of game?
/tumbleweeds & crickets <_<
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#41 sub

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Posted 25 January 2010 - 06:17 PM

game is being revamped: more GUI, less TEXT

new version in a few days.
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#42 sub

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Posted 28 January 2010 - 06:46 PM

update: 29th Jan, 2010.

better combat system
female elf warrior sprite added
tweaked magic item generation methods
expanded monster research system
tweaked 'fog' [better lighting in development]
added char 'chat' events
added entrypoint 'chat/feedback' events
can now click/swap equipped items [implementing same for INV]
..many other fixes
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#43 Archamond

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Posted 28 January 2010 - 06:54 PM

I see that you resumed your rpg after all :(

Downloading....

EDIT - not bad, here\'s some suggestions and general impression...

I liked the combat, altough that scrully figure or whatever wiped the floor with me :P

What I don\'t like is character creation........speed of it to be precise. You should be able to click lot faster on those attributes, it takes really lot of time to create characters this way. And its annoying when it say to me that I don\'t qualify for any class, and then I need to slowly right click all points, just make it faster and it\'ll be ok.

And I understand that you want to make this old school, but make WASD possbile, make them behave same way as arrows, to move you one step per press, it would feel more natural to have one hand on WASD and other on mouse :)

Maybe fog distance could be larger. Looking down seem kinda weird also.

Graphics is nice until you go fullscreen on 17\" screen, but I guess that goes with retro style.

I like the map, altough I discovered its existance by accident :lol:


Don\'t give up on this game again :P

Edited by Archamond, 28 January 2010 - 07:26 PM.

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#44 sub

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Posted 28 January 2010 - 07:52 PM

thanks for the feedback.

has a scruffy figure stolen any of your items yet?

WASD move keys will be added. also a button menu to click movement/camp/map/etc

Char creation will be completely remade soon. and character personality traits added.

fog starts incorrectly in this version. it will be fixed. if you re-enter the town it will re-adjust correctly. i'm also presently developing a much nicer lighting method for dungeons/forests. [still working out the kinks]

retro graphics.. easy to draw, hard to look at :(

the new HUD menu will take care of finding the map by accident. a shroud system is also on the cards for the map. it'll look much better. i'm currently needing to tweak a method of calc'ing a 32x32 grid [walls are not grid snapped i need to find their correct grid location with this method i'm working on..]

thanks for trying it. eventually it will look better, it's hard programming an entire RPG by oneself [hehe i know i don't have to tell you that]
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#45 Archamond

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Posted 28 January 2010 - 08:41 PM

has a scruffy figure stolen any of your items yet?

It did, silver something I think, don't remember :(

thanks for trying it. eventually it will look better, it's hard programming an entire RPG by oneself [hehe i know i don't have to tell you that]

I find it fun and challenging to program RPG by oneself...........and it will be very satisfactory when completed :)
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Posted 28 January 2010 - 09:06 PM

and it will be very satisfactory when completed

i hope so. i've been frustrated with it a few times already [coding issues] but after a few days i pick it back up again.. i suppose the same goes for all of us?

thanks for your feedback on char-gen. it will be fixed in the next few versions. nobody seems interested so i didn't bother tweaking it yet.
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#47 bobthecow

bobthecow

    GMC Member

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Posted 26 June 2010 - 01:01 AM

Interesting game, fairly fun, I look forward to when it's completed.
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"The light at the end of the tunnel is most likely a train." ~Starfall
"You can't spell idiot without a d. What's the moral of the story? STOP SPELLING THINGS WRONG!" ~bobthecow

Click to see my game; Blimpy the Dinosaur:Posted Image you know you want to

Completion

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[][][] - Weapons

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[][][] - Monsters

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[][][][] - Levels

[][][][]
[] - Engine


#48 sub

sub

    EVIL GENIUS

  • GMC Member
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Posted 26 June 2010 - 09:51 AM

Interesting game, fairly fun, I look forward to when it's completed.

i won't be continuing this, probably restarting the project instead.
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#49 Carnivac

Carnivac

    The Hunter

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Posted 27 June 2010 - 12:35 PM

You sure you want that as your game's name?
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#50 sub

sub

    EVIL GENIUS

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  • Version:GM6

Posted 27 June 2010 - 07:04 PM

sure, why not :)
people can call it "the incomplete WIP of Lamidia" if they like..

i started work on a new engine last night.. it'll probably be some time before i upload a new incarnation.
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