Blaster corp. demo
Started by
X-thunder28
, Feb 26 2003 04:58 PM
11 replies to this topic
#1
Posted 26 February 2003 - 04:58 PM
here, a demo of my first RPG :
Blaster corp. demo
it allow you to explor 5 maps and fight some monsters !
I wait your comment !
Blaster corp. demo
it allow you to explor 5 maps and fight some monsters !
I wait your comment !
#2
Posted 26 February 2003 - 06:30 PM
Cool, nice graphics, the battles are a litte lame. They need some skill instead of just the normal hit/miss sequences. will you have an english translation?
I'm working on a RPG my self but in BASIC.
I like the idea, if you need any help just ask, we have been needing a good RPG.
I'm working on a RPG my self but in BASIC.
I like the idea, if you need any help just ask, we have been needing a good RPG.
#3
Posted 26 February 2003 - 06:35 PM
thx !
yes, a english translation, but with the final version only !
yes, a english translation, but with the final version only !
#4
Posted 26 February 2003 - 07:10 PM
Cool, keep us up to date.
Also, do you have a storyline yet, I knoticed that the character is named justin... are there any more details you have yet to release?
My RPG is takes place durring war and for most of the game your character is either directing or fighting the war. as soon as I finish the battle program I will release a demo.
Current features are:
Jumping, Dashing, Running, Climbing, inside/outside, multi-dimentional movement, you can talk to everyone, and a combination of tileing and pixel tests to allow for fast and near limtless movement, also load times are very good.
Also, do you have a storyline yet, I knoticed that the character is named justin... are there any more details you have yet to release?
My RPG is takes place durring war and for most of the game your character is either directing or fighting the war. as soon as I finish the battle program I will release a demo.
Current features are:
Jumping, Dashing, Running, Climbing, inside/outside, multi-dimentional movement, you can talk to everyone, and a combination of tileing and pixel tests to allow for fast and near limtless movement, also load times are very good.
#5
Posted 26 February 2003 - 08:26 PM
yes, but ... I speak english with difficulty lol !
I will ask somepeople for translate basic storyline
Main character is named justin but he is the only charactere who is named !
Info :
the storyline : divised by 4 chapitres !
In fact, game is divised by 83 actions (for example, an action can consist to fight a boss !)
I have no idea of the time during this game, but i think it will be more than 1 h !
I will ask somepeople for translate basic storyline
Main character is named justin but he is the only charactere who is named !
Info :
the storyline : divised by 4 chapitres !
In fact, game is divised by 83 actions (for example, an action can consist to fight a boss !)
I have no idea of the time during this game, but i think it will be more than 1 h !
#6
Posted 26 February 2003 - 08:36 PM
I have a french translator, so if you want to send it to me I can translate it for you.
If you want to do it yourself try freetranslation.com, but beware the translation is not great and you should have someone look it over to correct the errors.
My E-Mail: simjake AT msn.com
If you want to do it yourself try freetranslation.com, but beware the translation is not great and you should have someone look it over to correct the errors.
My E-Mail: simjake AT msn.com
#7
Posted 03 March 2003 - 02:25 AM
Just an update, I have shown this demo to several people at my school and they have all had similar reactions: their jaw drops and they utter an exclamation of one kind or another. One even compared it favorably to the graphics of the original gameboy and asked me how much the calc cost and where he could buy one.
So keep up the good work, this game already has a fan club.
So keep up the good work, this game already has a fan club.
#8
Posted 03 March 2003 - 04:32 AM
since your doing a BASIC program i think you might find one or two hints on my tutorial
http://www.geocities...53/tutorial.txt
i made that tetris game for the fx2.0 in basic and i learned a lot of speed improvements
you'll prob only get 2-3 things out of the doc but whatever helps, you can skip the newbie sections of course like on loops
tell me what errors you find and if you got any improvements to it
http://www.geocities...53/tutorial.txt
i made that tetris game for the fx2.0 in basic and i learned a lot of speed improvements
you'll prob only get 2-3 things out of the doc but whatever helps, you can skip the newbie sections of course like on loops
tell me what errors you find and if you got any improvements to it
#9
Posted 03 March 2003 - 11:55 AM
ross, I read your tutorial when I was doing my Compression project. The only thing I didn't know was how many decimil places the calc holds, and there is really no call to use something like that in this game.
Here is what I did to make it fast:
the game's graphics are not tiled, so drawing each screen is fast.
even though the graphics are not tiled the position of the character is, every 5 pixels you move you go into a diffrent cell of a matrix, but you move 2 pixels at a time.
the matrix contains info about the place where you are standing, it is possible to make the character walk on air or fall through a apparently solid floor.
if the matrix does not say otherwise then climping/falling/jumping are all determined by a pixel test of the space right below you, if nothing is there you fall.
movement inside buildings is purely tiled, allowing you to move about quickly, and allowing me to enable talking with NPCs.
The battle system:
a 10x10 arena setup.
random battle maps and a few templates.
up to 5 enemys at a time.
up to 2 teammates, plus yourself.
various floors (ex: grass, dirt, wood, stone, lava, empty (hole))
various objects on each floor (ex: bushes, Boulders, treasure chests)
each character has a set number of movement points which they use to attack/move plus they can get a team bonus which can be used with any team member.
more later, I got to go.
==========EDIT==========
more on the battle system:
at the start of each battle traps are placed at random places on the map, these traps go off when anything steps on them.
traps include damage, recovery, warps, stats ailments, and widespread damage.
some characters will not be able to use magic, they will make up for this by having other abilities, such as the ability to set traps.
these same characters, and mabey others will also be able to detect traps and tell you what they do.
each stage can also have places with raised or lowered elevation, increasing or desceasing the range of your weapon.
Im sure that other things will arise as developement progresses.
by the way, I am about 55% done with the demo version.
Here is what I did to make it fast:
the game's graphics are not tiled, so drawing each screen is fast.
even though the graphics are not tiled the position of the character is, every 5 pixels you move you go into a diffrent cell of a matrix, but you move 2 pixels at a time.
the matrix contains info about the place where you are standing, it is possible to make the character walk on air or fall through a apparently solid floor.
if the matrix does not say otherwise then climping/falling/jumping are all determined by a pixel test of the space right below you, if nothing is there you fall.
movement inside buildings is purely tiled, allowing you to move about quickly, and allowing me to enable talking with NPCs.
The battle system:
a 10x10 arena setup.
random battle maps and a few templates.
up to 5 enemys at a time.
up to 2 teammates, plus yourself.
various floors (ex: grass, dirt, wood, stone, lava, empty (hole))
various objects on each floor (ex: bushes, Boulders, treasure chests)
each character has a set number of movement points which they use to attack/move plus they can get a team bonus which can be used with any team member.
more later, I got to go.
==========EDIT==========
more on the battle system:
at the start of each battle traps are placed at random places on the map, these traps go off when anything steps on them.
traps include damage, recovery, warps, stats ailments, and widespread damage.
some characters will not be able to use magic, they will make up for this by having other abilities, such as the ability to set traps.
these same characters, and mabey others will also be able to detect traps and tell you what they do.
each stage can also have places with raised or lowered elevation, increasing or desceasing the range of your weapon.
Im sure that other things will arise as developement progresses.
by the way, I am about 55% done with the demo version.
#10
Posted 05 March 2003 - 07:22 PM
no another has tested?
#11
Posted 25 March 2003 - 04:16 AM
anything new?
#12
Posted 26 March 2003 - 04:15 PM
nope, I stopped it for the moment !
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