Farwood Isle
#1
Posted 08 September 2006 - 04:07 AM
WEAPONS:
wooden sword
iron sword
steel sword
emerald sword
flamegrater - SPECIAL
death - SPECIAL
bloodshed - S E C R E T
ARMOR:
iron armor
steel armor
gold armor
emerald armor
fireguard - SPECIAL
decay - SPECIAL
I'll get a demo out there as soon as the rest of the engine is finished. I WOULD do some screenies, but I don't actually know how to put them in a post.
Any comments would be apreciated, but only ask me to change something if it is something I CAN change.

koji: SCRUMTRELLESCENT!
#2
Posted 08 September 2006 - 04:16 AM
Oh man, thank you so much. I was feeling like crap a minute ago, and you reminded me of this song, and I put it on, and I feel so much better now =D
#4
Posted 08 September 2006 - 07:02 AM
Esdemo1, on Sep 8 2006, 12:16 AM, said:
Oh man, thank you so much. I was feeling like crap a minute ago, and you reminded me of this song, and I put it on, and I feel so much better now =D
I never thought I'd consciously write a post for this alone, but: YES
I'm putting that on right now. Right Now
#5
Posted 08 September 2006 - 07:43 AM
Esdemo1 Posted on Sep 8 2006, on 04:16 AM, said:
um, I am making a game you know. That's what the threads about?

koji: SCRUMTRELLESCENT!
#6
Posted 08 September 2006 - 09:39 AM
Okay, time to ask some relevant questions. How much randomisation is in this thing? Open-ended games tend to be much more random, though it's possible to smartly make an open-ended game that's completely planned.
Also, how big is the game world planned to be so far?
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#7
Posted 08 September 2006 - 09:49 AM
The game world is going to be big. Not huge, but still pretty big. I plan to have every outdoor area stuck on one world map, but the map is not really a map, more a huge board. The towns are true size (not smaller than you like on other world maps) and the only times you will ever have to come off the world map is when you enter buildings and dungeons and stuff.
btw how do I post screenshots?

koji: SCRUMTRELLESCENT!
#8
Posted 08 September 2006 - 09:52 AM
[img]picaddress[/img]tag to directly show them.
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#9
Posted 08 September 2006 - 12:24 PM
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
#10
Posted 08 September 2006 - 12:59 PM
see, a hammer is like a sword, but... NO

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#11
Posted 08 September 2006 - 01:05 PM
es: i'm looking that song up right now. haven't heard of it before, but it sounds cool =)
chezzy: sounds cool! you've got a good selection of weapons already. i'm looking forward to the demo.
edit: es: this song totally rocks! how come i never heard of this group before?
This post has been edited by Pyro1588: 08 September 2006 - 01:40 PM
<pyro1588> "welcome to australia, can i help you find what you're looking for?"
<Tox> pyro1588, I'm giving you the most reproachful of glares right now.
--------
Go show those nutty Koreans what us crazy Europeans are made of pirate.gif pirate.gif pirate.gif - Saike
<exophase> The old Commodore strategy of, "Go friggin' bankrupt!"
<wervyn> Go away! I'm writing the same engine I always do!
#12
Posted 08 September 2006 - 04:59 PM
Oh who am I kidding chrono is dead. I look forward to seeing this completed, don't make it too huge because.... chronostodian
#13
Posted 08 September 2006 - 05:49 PM
Anyways, sorry for digression. Chezzy, if you're building a huge outdoor environment on one board, you might want to consider automatic generation - laying out big boards, I've always found, is the most tedious part of MZX. So if you're going for something very big that's going to be populated by random trees, grasses, fences, etc, I have a level-building program I've been twiddling with (which I call "Megahax") which makes it easy to generate huge, randomly-decorated boards, if you're interested.
#14
Posted 08 September 2006 - 11:38 PM
Esdemo1: thanx but no thanx. The whole game relies on everything being exactly where I put it, like monster generation and object pickups. You'll understand when it's done.
Kuroneko and Lancer: too late, the sword engine was finished long ago. Too much hassle I'm afraid. Plus the whole game is centered around swords. I like swords.
No hammers.

koji: SCRUMTRELLESCENT!
#15
Posted 09 September 2006 - 03:30 PM
#16
Posted 11 September 2006 - 06:56 PM
#17
Posted 11 September 2006 - 08:01 PM
Tixus, on Sep 10 2006, 01:30 AM, said:
Yes, well, it can be strangely rewarding as well. Damnit I want to finish that game ;(

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#18
Posted 12 September 2006 - 12:32 AM
#19
Posted 12 September 2006 - 03:31 AM
#20
Posted 12 September 2006 - 12:11 PM
Hobodan II : The Escape from the Void!!

Help












