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Magequest Public Beta


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#1 AKSuperNewb

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Posted 24 February 2010 - 03:15 AM

MageQuest Public Beta


The beta is out! Welcome to the world of MageQuest, the product of the Lancaster Rose team of Death or Glory Studios! MageQuest has all sorts of features not usually found in free online RPG's, such as:

  • A well-designed bar for your level, mana, health, etc.
  • Multi-stage quests with all sorts of different objectives
  • An innovative spell sytem
  • 9 unique classes (5 currently available)
  • 25 spells for each class (8 per class currently available)
  • An excellent combat engine
  • 225 total spells (40 currently available)
  • Enormous potential!

Please comment!
There are screenshots at the link above.

Thanks!
AKSuperNewb,
Director of Death or Glory Studios and head of Lancaster Rose

Edited by AKSuperNewb, 27 April 2010 - 01:13 PM.

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#2 Coffee

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Posted 24 February 2010 - 06:33 AM

This is for completed games only, you want to post this in the Work in Progress section. I'll report so a mod can move it for you. =)
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#3 AKSuperNewb

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Posted 24 February 2010 - 07:50 AM

'Sanks. Sorry.
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#4 borut

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Posted 24 February 2010 - 08:24 AM

And you even didn't posted any screenshots I think noone will download without screens :/
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#5 AKSuperNewb

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Posted 24 February 2010 - 05:05 PM

I don't know how to post screenshots :) It's kinda frustrating
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#6 sub

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Posted 24 February 2010 - 05:25 PM

when you 'playtest' you game.. hit the PRINTSCREEN key

now exit game and open mspaint
select PASTE

save that pic as a png or some other small file size.

go to www.imageshack.com
upload you pic [it's very easy]

when done you will get a link..

post that link here for your screeny..
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#7 tolich

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Posted 25 February 2010 - 10:10 AM

hit the PRINTSCREEN key, open mspaint...

Probably the topicstarter knows how to make screenshots. And he show a link to the game in the first post, so anyone can see screenshots.

Or, if you're too lazy
(Here were the screenshots, but they have been removed. The topicstarter is better to add new screen shots to the top post.)

Edited by tolich, 05 April 2010 - 07:04 PM.

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#8 AKSuperNewb

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Posted 25 February 2010 - 11:20 PM

My problem happened when I tried to upload photos onto imageshack. When they finished, I got sent to a weird page that said the server had timed out or something like that. Otherwise, I now know how to do it.

:mellow:

Edited by AKSuperNewb, 27 February 2010 - 08:57 PM.

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#9 Nocturne

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Posted 27 February 2010 - 10:06 AM

I played this on Yoyo and was actually quite impressed with it... Yes itīs in a very early stage, yes the graphics are placeholders, and yes, the gameplay is boring... BUT, unlike many early WIPīs this actually seems to be a pretty solid start and the games creator seems to have a fair idea of where the game will go...

My main suggestions are concentrate on the gameplay before anything else, by creating the different magics that each possible character can use and the effect they can have on enemies. Iīd also increase the enemy count to add variety and work on their AI so that they donīt all behave the same way. You may find some of the topics in my sig useful (the autowall topic to create the dungeons - feel free to use the included graphics to replace your current place-holder ones, the AI topics, and the Beginners Guide to Particles so that your magic effects donīt rely on the built in GM ones)...

After that you can then make the whole thing prettier and add proper quests/story...

Anyway, Iīll be keeping track of this topic as I think that over the months it could develop into an interesting game!

PS: You can also use SolidFiles to upload images... Just upload them and then copy the link that it gives into the topic (Use the edit button that youīll find at the bottom right corner of the topic...).
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#10 AKSuperNewb

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Posted 27 February 2010 - 09:00 PM

Currently my biggest issue has to do with the map. The way I currently handle rooms is through persistent rooms and a non-persistent player character. This will end up leading to problems in open spaces or more complicated dungeons. I downloaded something I think might help, but it is taking a while to implement, and may not work at all. Thus, there probably won't be many more updates to the AI or spells for a while yet. I did download your AI system however.

Thanks!
AKSuperNewb
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#11 Jakyl11

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Posted 27 February 2010 - 10:59 PM

one major problem i had with this was the view at which it scaled put it in a fixed scale or full scale. I coouldnt see the xp bar in fullscreen or windowed.

and sometimes an enemy would walk through a wall and i couldnt get to him.
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#12 AKSuperNewb

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Posted 02 March 2010 - 06:23 AM

That's very odd... I handle enemy movement very simply through the step avoiding tool. If the enemy was outside the room then he probably exited using the entrance, which he can go through. I had forgotten about that bug, as I always kill all the enemies before I move on. As for the screen, it is probably a problem with your screen resolution. The game's resolution is 960x720, much larger than most GM games. I might be able to put in an option, though I'm pretty fuzzy on how that works. If anybody could help with this that would be great. I have a pretty good computer so hardware compatibility is not my strong point.
Thanks for commenting!
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#13 Jakyl11

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Posted 02 March 2010 - 06:46 AM

theres an option in global game settings
and they are

fixed scale (in%)
--will have a black border around the game window in fullscreen(can adjust this to have a set size. personally i think this is best option with low quality sprites)

keep aspect ratio
--default setting

full scale --stretches the window to your desktop resolution without actually changing resolution(could cause sprites to become blurry)

Edited by Jakyl11, 02 March 2010 - 06:48 AM.

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#14 AKSuperNewb

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Posted 03 March 2010 - 04:30 AM

I am aware of the options in the global game settings, and currently am using the "Keep Aspect Ratio" setting. What I am fuzzy on is your problem with the XP bar, and how to change those settings on the fly (as one would have to do in order to make it an ingame option)
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#15 Jakyl11

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Posted 03 March 2010 - 08:07 AM

window_set_region_scale(0,1) ;
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#16 AKSuperNewb

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Posted 07 March 2010 - 12:43 AM

Game has been updated:
-Walls are now auto-tiled and look much better. (Thanks to Mark13673!)
-A new enemy has been added.
-Game is considerably harder.
-World movement has been changed. (Thanks to lennartje!)
-Rooms are no longer persistent.
-Buildings have roofs. (Thanks to Mark13673!)
-Zombies bleed. (Thanks to Mark13673!)
Please comment and rate if you play!!

Edited by AKSuperNewb, 07 March 2010 - 05:22 AM.

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#17 AKSuperNewb

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Posted 28 March 2010 - 10:16 AM

Game has been updated again! (Actually several times)

- A new saving system has been added
- Each class now has 8 spells
- A new class has been added (the Lich)
- Balance has been tinkered with
- Rooms are slightly different
- Spells can be hotkeyed
- An info bar has been added
- Numerous and sundry other updates and bug fixes have been done

Thanks for playing!
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#18 Nocturne

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Posted 29 March 2010 - 03:33 PM

Itīs been a while since I looked in on this and Iīm very impressed with how itīs come along....

It starts off harder than I expected, but once you learn to ration your shots instead of just firing as fast as you can, the difficulty is actually pretty well balanced! I like the range of characters and the nice touch of having a different cursor for each, but I did get a bit bored with just circles for characters!!!! Take some time off programming and make some nice sprites... Or post a request topic here on the forums. Also, the sound needs a revamp too! If you click my sig there are a couple of great sites listed in the "Links" section...

Anyway, the games engine is now very solid, but I found that some player characters (like the Witch Doctor) couldnīt access new spells when they levelled up. And I would suggest having the sand dervishes shooting only when they are on-screen as at the moment they can shoot you from anywhere and itīs a bit frustrating to be shot at by something that you canīt shoot back! When you feel a bit more confident, check out particles (I have a topic for those too!!!) as they will add a lot to this game (those are in-built particles that the wizard shoots, arenīt they?). One very important thing that I think you should do is prevent your character from getting stuck when moving against walls... check out the TDS movement example here as it includes wall sliding codes.

You seem to be making good, steady progress with this and itīs doing well for such an ambitious project!!! Canīt wait to see more and hope that you donīt give up (even if you donīt get many comments here!!!)...
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#19 Vulhar

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Posted 29 March 2010 - 06:46 PM

Hey, that kept me entertained for a few hours.

Nice game, I agree pretty much with what's been said. Keep up the good work, looks like it could be a very nice little game.
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#20 AKSuperNewb

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Posted 01 April 2010 - 04:25 AM

Hey, thanks guys!

The reason the Witch Doctor, etc. couldn't get new spells was because they weren't supposed to be available yet. (Whoops!) The only available classes were SUPPOSED to be the Wizard, the Sorcerer, and the Lich.

Once again, I forgot a little thing called PLAYTESTING. (Argghh!)

So, a note to all those devs out there - TEST YOUR GAMES IN ALL RESPECTS BEFORE YOU POST THEM! DON'T MAKE THE SAME MISTAKE I DID!

Anyway, thanks! The world is eventually going to be huge (600 + rooms outdoors ALONE, and that's not including the forest that takes up about a quarter of the outdoor world). The dervishes don't agro until they are 640 pixels (I think) away from you. I could include an absolute limit on this, but this would still leave some scenarios where you could be shot at from outside the view. (Though not from far out of the view) You are right that this is an issue, however, especially as the vast majority of rooms will be outdoors.

Thanks for sticking with the project!

Also, I literally cannot draw to save my life. However, I may be able to get a spriter here soon.

Anyway, for future updates, I am planning an options menu (almost done), an inventory (way the heck off in the future) and finishing the priest (about half way done)!

Once again, thanks!
AKSuperNewb
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