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Re: Not your average RPG...

PostPosted: Tue Sep 25, 2012 5:26 pm
by MrJolteon
gamemakerdude wrote:what are some favorite rpgs of fellow game editors? what are some features of "old school rpgs" and "new school rpgs" that you like? what elements do you like to see included in rpg games, and what elements do you think are not so important? also, what do you think would be some interesting ideas to see in an rpg set in modern times?

I assume you still want some answers to these questions.
Q1: The Legend of Zelda (Any of them), Pokémon.
Q2: No answer.
Q3A: All I got is an obvious answer: Main menu, music, graphics, one or more main characters, items, an inventory, a stats screen, blah blah blah...
Q4B: Anything that doesn't have anything to do with RPGs.
Q5: Subway/tram/bus/any type of mass transit.

Re: Not your average RPG...

PostPosted: Tue Nov 06, 2012 8:50 am
by gamemakerdude
I hadn't seen that you had responded to that part until just now! wow haha. anyway, thanks for the idea of the mass transit system. i had planned to incorporate cars into game play that you can buy/ drive/ steal kind of like you can in grand theft auto, which would also affect your alliance and/or cause you to be arrested/ fined by police etc. i think i may use the mass transit idea either in large cities or to give the effect of a large amount of space being traveled. oh and all of those basic features you mentioned will definitely be used, in addition to many others as well ;] this is a pretty huge project, i cannot stress that enough :lol: and as of yet, i havent found anyone with the ability and will to really help me out much so that is definitely adding to the workload. not that i mind too much, i do enjoy full creative control as well but there are also drawbacks.

i also had a question on the demo you sent me.
i cant figure out how you did it? haha may seem like a really stupid question im sure?
as for progress and everything, things have been slow lately but are starting to pick back up. i had a few drawbacks and have been pretty busy lately. but all is going well overall and i have finished roughly %40 of the art for the first town and have programmed my main character with script editor and given him animations for/ and the ability to move in all eight directions on screen with very little, if any, glitch in the animation. so that is basically where i stand so far if anyone is curious.

Re: Not your average RPG...

PostPosted: Tue Nov 06, 2012 12:14 pm
by MrJolteon
gamemakerdude wrote:i also had a question on the demo you sent me.
i cant figure out how you did it? haha may seem like a really stupid question im sure?

It's a stupid question, yes, but that's okay, most new GE users tend to ask stupid questions. Which are usually answered.
As you can probably see, there are two ways of making the tree top go "in front of" the player, and the trunk "behind" the player.
In the first (Tree to the left), the tree is made out of one actor and three regions, one that makes the tree go "behind" the player, one that handles collisions with the player and one that makes the tree go "in front of" the player. Just poke around with the events in the player actor to find out how I did this.

The second tree, however, is made up of two actors; The trunk and the leaves, and one region which handles the collisions. The leaves' Z depth is set to a level higher than the player, which will make it appear "in front of" the player, and the trunk's Z depth is set to a level lower than the player, which will make it appear "behind" the player.

That's really all there is to that.

Re: Not your average RPG...

PostPosted: Sun Nov 25, 2012 6:11 pm
by dragonforce-europe
i cannot wait to see a demo of it either! Please release one as soon as you have it.

My favourite rpg's are: Final Fantasy VII and The Legend Of Zelda of the Super Nintendo. And to think i played Legend Of Zelda for the first time last month. :)

Re: Not your average RPG...

PostPosted: Sun Nov 25, 2012 6:12 pm
by dragonforce-europe
MrJolteon wrote:
gamemakerdude wrote:i also had a question on the demo you sent me.
i cant figure out how you did it? haha may seem like a really stupid question im sure?

It's a stupid question, yes, but that's okay, most new GE users tend to ask stupid questions. Which are usually answered.
As you can probably see, there are two ways of making the tree top go "in front of" the player, and the trunk "behind" the player.
In the first (Tree to the left), the tree is made out of one actor and three regions, one that makes the tree go "behind" the player, one that handles collisions with the player and one that makes the tree go "in front of" the player. Just poke around with the events in the player actor to find out how I did this.

The second tree, however, is made up of two actors; The trunk and the leaves, and one region which handles the collisions. The leaves' Z depth is set to a level higher than the player, which will make it appear "in front of" the player, and the trunk's Z depth is set to a level lower than the player, which will make it appear "behind" the player.

That's really all there is to that.


There are no stupid questions, only stupid awnsers my friend.. Or atleast thats what i always say :mrgreen:

Re: Not your average RPG...

PostPosted: Sun Nov 25, 2012 6:30 pm
by MrJolteon
dragonforce-europe wrote:There are no stupid questions, only stupid awnsers my friend.. Or atleast thats what i always say :mrgreen:

So, what about stupid people? Do they get smart just in time to ask a question?

Re: Not your average RPG...

PostPosted: Sun Nov 25, 2012 7:57 pm
by dragonforce-europe
MrJolteon wrote:
dragonforce-europe wrote:There are no stupid questions, only stupid awnsers my friend.. Or atleast thats what i always say :mrgreen:

So, what about stupid people? Do they get smart just in time to ask a question?


nahh, stupid people are just... well... stupid, didnt you know that?

Re: Not your average RPG...

PostPosted: Sun Nov 25, 2012 8:34 pm
by MrJolteon
dragonforce-europe wrote:
MrJolteon wrote:
dragonforce-europe wrote:There are no stupid questions, only stupid awnsers my friend.. Or atleast thats what i always say :mrgreen:

So, what about stupid people? Do they get smart just in time to ask a question?


nahh, stupid people are just... well... stupid, didnt you know that?

But, if a stupid person asks a question, doesn't that make it a stupid question?
Or is stupid questions like nothing?
There is no such thing as nothing, but if you want to prove that there is, then there's nothing to stop you.
#PointlessFact

Re: Not your average RPG...

PostPosted: Sun Nov 25, 2012 9:03 pm
by dragonforce-europe
MrJolteon wrote:
dragonforce-europe wrote:
MrJolteon wrote:
dragonforce-europe wrote:There are no stupid questions, only stupid awnsers my friend.. Or atleast thats what i always say :mrgreen:

So, what about stupid people? Do they get smart just in time to ask a question?


nahh, stupid people are just... well... stupid, didnt you know that?

But, if a stupid person asks a question, doesn't that make it a stupid question?
Or is stupid questions like nothing?
There is no such thing as nothing, but if you want to prove that there is, then there's nothing to stop you.
#PointlessFact


Why do you make me think so much! :mrgreen:

i am not going to say you are right, but i am not going to say you are wrong either. I will need time to think about that one!

Re: Not your average RPG...

PostPosted: Mon Nov 26, 2012 12:26 pm
by gamemakerdude
hey thanks for the support dragonforce! things are coming together pretty well so far still, i am vigilantly hard at work! I figured out the collision/ overlapping layer thing fairly well btw jolt thanks again for the demo. the next things im working on are adding animations and controls for running/ attacking/ jumping. maybe adding a few enemies and a couple of npcs.

Re: Not your average RPG...

PostPosted: Tue Nov 27, 2012 11:12 pm
by jumpingbunny
Any idea when it is possible to expect an demo of it? or a beta? i wont mind to be a beta tester and test it for the MAC osx and GP2X.

Re: Not your average RPG...

PostPosted: Thu Nov 29, 2012 11:12 pm
by happyjustbecause
For some reason I haven't been giving this project the attention it deserves, but from what I've read this seems like it will be pretty cool. I hope that you can finish it or at least make it playable with some unique features in it.

Re: Not your average RPG...

PostPosted: Fri Nov 30, 2012 9:34 am
by gamemakerdude
realistically, its very hard to say when a beta/ demo/ full release will happen. i could rush to complete it in as short of time as possible but i feel that a lot of things i would really like to do would be excluded, and i want to try to do that as little as i can. if i had to say when i thought a demo would be plausible i would say about may or june, but even that could be easily pushed back depending upon a multitude of different factors. as to when the project as a whole will be complete, I would say no sooner than summer/fall 2014. given the amount of features and ideas I would like to include, not to mention the immense size of the world itself, it's safe to say it's not hitting the shelves tomorrow. i want it to have the freedom and options of an open world, next-gen game, with the graphics and feel of an old school rpg. there will be many paths you can choose, things you may or may never discover, etc. if i feel enough progress has been made in a couple of months, i may let a few interested parties test out a very early beta but i have a feeling even that will be somewhat crude.

at some point, i may consider accepting some help from more experienced game editor users, programmers, or pixel artists. it's hard to say when/ if that will be necessary yet, though if anyone is interested in helping out, keep updated on the project status in this forum for any details. once much more progress has been made, i am also considering posting the project on Kickstarter.com, and accepting donations so that i maybe able to take some time off from work and school to focus primarily on development for a short while. i will most likely release the full version here in the forums after it has been completed for a month or two before releasing it to the general public and then charging a small amount (most likely under $10) for downloads.

while i am very hard at work, i have already begun to think of ideas for the next idea i have and it will have plenty of time to brew while i am working on making this current project come to life. so this idea is simply the first of many more to come! :D

Re: Not your average RPG...

PostPosted: Wed Dec 05, 2012 8:21 am
by Hblade
looks good

Re: Not your average RPG...

PostPosted: Wed Jan 02, 2013 6:38 am
by gamemakerdude
thanks hblade! I have some general questions, if anyone could help me out with them i'd appreciate it.

a) from what you may have read, this game is intended to be multiplayer. in order to experience the game as it is intended to be played, it will be suggested players use a joystick/ ps3/ xbox controller. i would like to make it possible for up to four players to play simultaneously on one screen, with multiple controllers, is there any way to make this happen? if not, definitely at least two simultaneous players is possible right? what about online play? from what i have read, it is possible by setting up a server through a host but the process is somewhat difficult and perhaps not very reliable/ effecient? im lost as to how all of that would work exactly.

b) at some point, most likely after the game is finished or nearing completion, i plan on purchasing the commercial version of GE, most likely so that i can choose how, when, and where the game editor logo will be displayed. rest assured credit will be given where it is due. at some point shortly before this i will most likely put the project up for funding on kickstarter.com, where i hope i can raise money to devote more time and resources to development. before it is released, i will put the beta here publicly in the GE forum for a short time, and do some bug testing and such and then i will make it much better and sell it somehow. my question being, is there any reason why i could NOT create the game with GE and fund the project as a whole via kickstarter as such funding this could greatly facilitate, expedite and improve the overall process of development, not to mention i will not be able to afford the commercial version of ge without some help, or other things i would like to do if i had the financial resources such as release actual physical copies of the game, etc?

that being said, things are still going smoothly so far. im thinking may/ june is still a realistic time period for a demo, i am aiming for this demo to include the first chapter of the game (of about 16) which will be about six to eight hours worth of gameplay, will introduce you to the second character and will only include about 3-4 of 60 of the areas planned! hope you guys are as excited as i am! :D