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Rogue: RPG Unofficial title

#1 User is offline   Old-Sckool 

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Posted 08 July 2007 - 03:56 AM

Posted Image
Kuroneko's BMPtoMZM rocks for quick title screens

Basicly it's an RPG with (hopefully) randomly generated maps, except the RPG battle screen and the overall map screen will be on the same screen at all times (somehow. It sounds pretty messed up even to me.) If someone could help me a little with randomly generated maps and how to program robots that can navigate it, I'd appreciate it. If the randomly generated map thing doesn't work, I'll drop it.

The magic system is inspired somewhat by Final Fantasy 12.
In Final Fantasy 12, figuring which spells (such as Sleep, Slow, Blind) work on certain enemies was all guess and check. In this game, all monsters will be susceptible to afflictions to some degree (Maybe not the End boss, but then again maybe so.). I'd also plan on working something out so that the player can Tame most wild monsters in the game

Sword and Shield combat will still be another option, but I haven't figured out exactly what I want to do with it.

I suck at drawing sometimes. Go play Marty the Mage from Winter DoZ '06 if you don't believe me. If anyone would like to contribute art to the project it would speed up the process greatly. I'd have to make some more mock screens first to figure out my char set limitations.

7-7-7 is almost over :(

This post has been edited by Old-Sckool: 08 July 2007 - 03:57 AM

<Nadir> mzxers don't make GAMES, usually
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D

<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
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#2 User is offline   Lachesis 

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Posted 08 July 2007 - 06:31 AM

Old-Sckool, on Jul 7 2007, 08:56 PM, said:

Kuroneko's BMPtoMZM rocks for quick title screens

The screenshot looks nice, I'd glad my little converter got put to use :(
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#3 User is offline   Val 

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Posted 08 July 2007 - 06:54 PM

The person's missing his right arm.
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#4 User is offline   KKairos 

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Posted 08 July 2007 - 08:53 PM

The look of the title screen is decent, but I sort of agree about the right arm. I guess it could be holding the scepter or whatnot but in reality it more just disappears.

Hope to see more of this one!
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#5 User is offline   CHEZZY 

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Posted 08 July 2007 - 09:03 PM

Will this play anything like the Game of Life?
user posted image
koji: SCRUMTRELLESCENT!
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#6 User is offline   Old-Sckool 

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Posted 09 July 2007 - 03:16 AM

KKairos, on Jul 8 2007, 04:53 PM, said:

The look of the title screen is decent, but I sort of agree about the right arm. I guess it could be holding the scepter or whatnot but in reality it more just disappears.

Hope to see more of this one!

The missing arm looks better than drawing one when its char size in my opinion. If I decide to keep this Title Screen, I'll give him his arm
<Nadir> mzxers don't make GAMES, usually
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D

<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
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#7 User is offline   CJA 

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Posted 09 July 2007 - 03:45 AM

how about a brown hat!!
Need a dispenser here.
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#8 User is offline   Old-Sckool 

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Posted 10 July 2007 - 07:11 AM

Posted Image
A mock Screenshot I whiped up rather quick.
Some notes:
--- Look at the horrible What-is-its? I've hand drawn.
--- All uppercase text
--- The mazes will look a lot better than this
--- No Run option on the menu
--- I forgot to make room for that flashing text thing (it's 3am here)
--- I'll stick something that shows what floor level you happen to be on
Again if anyone would like to contribute enemy art PM me. Single enemies must not use more than 12-14 chars, 1 icon char and must fit in a space of 7x7 (though 7x5 would work better, I'll get 7x7 to work somehow...). Boss Enemies can be allowed a space up to 8x8 and 60 chars, 4 icon chars (2x2) but not all will be allowed these maximums.

I plan to work more on engines now, and less on art.

This post has been edited by Old-Sckool: 10 July 2007 - 07:11 AM

<Nadir> mzxers don't make GAMES, usually
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D

<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
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#9 User is offline   Val 

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Posted 10 July 2007 - 07:28 AM

One would think a right arm would be kind of vital, you know. Especially if he's going to be fighting.
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#10 User is offline   Lachesis 

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Posted 10 July 2007 - 02:23 PM

Guy, on Jul 10 2007, 12:28 AM, said:

One would think a right arm would be kind of vital, you know. Especially if he's going to be fighting.

maybe he's like lucy and he's holding the staff with a vector
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#11 User is offline   Old-Sckool 

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Posted 14 July 2007 - 07:21 AM

I've been working on the randomly generated maps, but in my off time I've been thinking about a plot and have decided not to work on one seriously this early on.
As for the "underworld" you will journey through a series of maps, fighting creatures and whatnot. What you might encounter, I don't know for sure. Possibly underground towns (non-randomly generated), or Underground rivers, unusual vegitation, trees that grow back quickly, dungeons.

I also haven't told you about the elemental system, but I'll save that until more work has been put into other engines
<Nadir> mzxers don't make GAMES, usually
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D

<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
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#12 User is offline   KKairos 

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Posted 18 July 2007 - 12:07 AM

Good stuff. Dream, but don't dream too big. There's a reason I'm sitting on a pile of unfinished/barely-started epic RPGs.
darganflayer.net kaikairos.dev itch.io
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#13 User is offline   Koji 

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Posted 18 July 2007 - 11:54 AM

Yeah, insert Chronostodian reference.
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#14 User is offline   Lachesis 

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Posted 18 July 2007 - 03:10 PM

insert reference to every full length game i've tried to make
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#15 User is offline   Old-Sckool 

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Posted 14 August 2007 - 01:10 AM

Yes Virginia, I'm still working on this one. The Random Maze Generator and Renderer are complete for the most part, and work on the interface has begun. I plan to make this game heavily dependent on the mouse, So I've got a mouse Icon drawn, and have a mouse friendly menu system in the works. I've also started working on attack animations. When I get a better feel for what I want done, I'll organize everything a little better.
Posted Image
Hmm... where could this fire attack be coming from?
<Nadir> mzxers don't make GAMES, usually
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D

<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
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#16 User is offline   T-Bone 

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Posted 18 September 2007 - 03:37 PM

Old-Sckool, on Jul 10 2007, 02:11 AM, said:

Again if anyone would like to contribute enemy art PM me. Single enemies must not use more than 12-14 chars, 1 icon char and must fit in a space of 7x7 (though 7x5 would work better, I'll get 7x7 to work somehow...). Boss Enemies can be allowed a space up to 8x8 and 60 chars, 4 icon chars (2x2) but not all will be allowed these maximums.

Hmm I may come up with a few enemies you could play around with. I'll try to make them graphically similar to the ones you already have.
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#17 User is offline   djtiesto 

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Posted 18 September 2007 - 11:04 PM

ATM? Ass-to-mouth?
Posted Image

Posted Image
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#18 User is offline   T-Bone 

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Posted 19 September 2007 - 12:44 AM

I meant as in not entity ditched characters or solid characters. Its good to maintain the same style in a game.
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#19 User is offline   FSleeper 

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Posted 18 October 2007 - 10:56 PM

is this going to be a rogue-like or something different?

This post has been edited by FSleeper: 18 October 2007 - 10:57 PM


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