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General Development Journal
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binoal




Joined: 20 Jun 2009
Posts: 123
Location: My Own Little World

PostPosted: Tue Aug 25, 2009 12:33 pm    Post subject: General Development Journal Reply with quote

I have issues. It is physically impossible for me to keep interest in any game long enough to follow through to its completion. So from now on, instead of making a seperate journal, im posting developments in all my works-in-progress here! With a little luck, my next game will get completed. Anyone played Legend of Zelda: reptilian warlord? well, it was terrible. I took on too big of a feat with plotscripting at the time, and my ADD struck again, and it is now an abandoned demo. I am making a new zelda style game, but removing the OHR battles, and making basically a zelda clone! screenshots will be up soon!

EDIT: forgot to ask! any suggestions for what items i should add? the sword, bombs, and crossbow are all working! im open to suggestions for any game im working on, so pipe up! you'll only help make it better!
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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
Posts: 335
Location: Tennessee

PostPosted: Tue Aug 25, 2009 12:46 pm    Post subject: Re: General Development Journal Reply with quote

binoal wrote:
I took on too big of a feat with plotscripting at the time

binoal wrote:
I am making a new zelda style game, but removing the OHR battles, and making basically a zelda clone!

Zelda clones, aside from the cut-paste material you've probably already found from the Moglery, tend to be pretty script-heavy. You sure you're up to this?
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binoal




Joined: 20 Jun 2009
Posts: 123
Location: My Own Little World

PostPosted: Tue Aug 25, 2009 3:03 pm    Post subject: Reply with quote

moglery? haha idk what that is. But so far the scripting hasnt been too bad. My issue will be figuring out strings for the HUD, and setting up an HP system for boss monsters. All of the scripting is bug free so far. I made the magic wand script earlier, and it is flawless! i thought about making pixel based movement instead of tile based, but that is wayyy out of my league. when the scripting is done and i start making maps and storyline, im putting up a demo that will be like one level of the game.

EDIT: I never even knew the moglery existed! lol i checked it out. I wish i knew about that when i was learning plotscripting, that would have came in handy haha.
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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
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PostPosted: Tue Aug 25, 2009 7:27 pm    Post subject: Reply with quote

binoal wrote:
I never even knew the moglery existed! lol i checked it out. I wish i knew about that when i was learning plotscripting, that would have came in handy haha.

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binoal




Joined: 20 Jun 2009
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PostPosted: Thu Sep 03, 2009 11:04 am    Post subject: Reply with quote

Super Smash OHR! i am working on super smash OHR now! it will include stars from OHR games such as bob the hamster, kyle from timestream saga, and possibly tim tim, the mighty gnome! One problem: It will be using the basic SS101 sidescroller engine. I cannot just rip the graphics from games. TimTim and bob i could just copy, as they appear in sidescrollers. But to anyone else who wants one of their characters in this game:

Send me sidescroller type sprites of the character you want me to add, and i guarantee, your character will be in the game! I cannot guarantee the game will become finished, and even if it will be finished, it may take a while, but even if i give up on this game, i will post an in progress copy in the hope that somebody will finish it! So send in those sprites! Happy
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Moogle1
Scourge of the Seas
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Joined: 15 Jul 2004
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Location: Seattle, WA

PostPosted: Thu Sep 03, 2009 11:09 am    Post subject: Re: General Development Journal Reply with quote

binoal wrote:
I took on too big of a feat with plotscripting at the time


Good luck!
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binoal




Joined: 20 Jun 2009
Posts: 123
Location: My Own Little World

PostPosted: Thu Sep 03, 2009 12:06 pm    Post subject: Reply with quote

haha thanks. It wont be too bad with your sidescroller engine though! Ive already gotten the bob the hamster sprite, and already added the ultimate character you will unlock! and i have gotten infinitly better with plotscripting since my crappy zelda:reptilian warlord game.

Remember: Send in those sprites! I cant do it without them! Even if your game is very little heard of, i have a goal of 25 characters, each with 4 different attacks, so feel free! to those who dont know, the sidescroller engine i am using for this game uses the walkabout sprites in this order:

Standing(left)
Standing(right)
stepping(left)
stepping(right)
jumping(left)
jumping(right)
falling(left)
falling(right)

Including the walkabouts for attacks would be very helpful, but it is ok to just include the ones listed above, i can alter them for the attacks.
I cant do this without the CP community!
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Moogle1
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PostPosted: Thu Sep 03, 2009 12:12 pm    Post subject: Reply with quote

If you really want people to submit their sprites, may I humbly recommend releasing a demo of the game with just two characters? This will A) show people you're serious about the project, B) give them an idea of what they're getting into, and C) get them excited about it.
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binoal




Joined: 20 Jun 2009
Posts: 123
Location: My Own Little World

PostPosted: Thu Sep 03, 2009 4:49 pm    Post subject: Reply with quote

Hmm, thats a nice idea! but i just had a possibly gamebreaking thought. Idk how i will do the AI. Its simple enough with the basic tile movement, but i cant think of any conceivable way to do it in pure pixel based, sidescroller style. I was only thinking of the two player capabilities. This sucks. Neutral i had already made bob the hamsters attacks. Now that time feels wasted Pissed off!
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Mariel




Joined: 15 Oct 2008
Posts: 78
Location: In your dreams

PostPosted: Thu Sep 03, 2009 4:57 pm    Post subject: Reply with quote

Hmmm... what if you made it a two player game though? People share a keyboard, one uses asdw, the other, the arrow keys...

That would be pretty complicated for the OHRRPGCE, but would take care of the AI problem.
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Moogle1
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PostPosted: Thu Sep 03, 2009 5:17 pm    Post subject: Reply with quote

2P should be an option regardless.

Put out a working demo of your 2P and I'll give you AI pointers.
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binoal




Joined: 20 Jun 2009
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PostPosted: Fri Sep 04, 2009 8:41 am    Post subject: Reply with quote

alright! it should be up in about a week! it will have bob the hamster and james paige most likely haha. james was gonna be the ultimate unlockable character lol
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Fri Sep 04, 2009 12:30 pm    Post subject: Reply with quote

binoal wrote:
alright! it should be up in about a week!


Wow, you're a fast one
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binoal




Joined: 20 Jun 2009
Posts: 123
Location: My Own Little World

PostPosted: Fri Sep 04, 2009 1:59 pm    Post subject: Reply with quote

haha its all i do anymore Oookay...
EDIT: Scratch that. It will be longer than a week, i forgot school starts again tuesday Neutral
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Fenrir-Lunaris
WUT




Joined: 03 Feb 2003
Posts: 1746

PostPosted: Sun Sep 06, 2009 9:01 pm    Post subject: Reply with quote

binoal wrote:
Send me sidescroller type sprites of the character you want me to add, and i guarantee, your character will be in the game! I cannot guarantee the game will become finished, and even if it will be finished, it may take a while, but even if i give up on this game, i will post an in progress copy in the hope that somebody will finish it! So send in those sprites! Happy


http://www.castleparadox.com/fenart/Kyle.zip

An updated walkabout set featuring attacks, damage poses, and jumping animations. I've no idea what you'd do with the up/down facing ones but here they are regardless. ALL of Kyle's basic sprites also share the exact same palette, which should make importing a snap. Use what you like.

I've also included both long and short range attacks, and an explosion animation, in case you'd want to do something like that. Moreover there are two taunts, and a "death" sound effect. You'll have fun, I guarantee it.
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