Hype Up Your Game Thread

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TMC
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Post by TMC »

Oh, tactical turn-based! And Willy is involved. That does sound like something to look forward to.

The camera pan speed is definitely way too low.
You could also make the pan speed faster for long pans. Or even make it speed up and then slow down again.
Yes, panning does look a lot better at 60fps.
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Pepsi Ranger
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Post by Pepsi Ranger »

FnrrfYgmSchnish wrote:Fnrrf Ygm Schnish: Alleghany Hell School is still in production, despite how rarely I've posted anything about it on here. Currently the plan is for the first demo version to be ready to upload on October 22nd (why the 22nd? because that's the day the first parts of the game take place on. XD)
For those who missed the ninja release, October 22 is come and gone, and the game was released on time. I've just posted a review and video playthrough on the game here for those who are interested. It's pretty good.

Also, for those who've missed the announcement, Entrepreneur: The Beginning has a new public WIP version online, which I plan to update whenever I make significant changes to it. The latest version, 1.2.1, features many of the planned v1.3 items and functions I've been talking about since 2013, including one new improvement that allows you to input quantities with the arrow keys and another that offers a visual display that shows an ingredient's properties before you buy it.

Oh, and did I mention the graphics overhaul? No? Okay, yeah, the game has better graphics now. You're welcome, world!

The WIP can be downloaded here:

The full list of additions, improvements, and changes can be viewed here:

I'll release 1.2.2 after the scripting overhaul is complete, and v1.3 (aka the stable version) hopefully by summer 2018.
Last edited by Pepsi Ranger on Sat Nov 18, 2017 9:14 pm, edited 1 time in total.
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Nathan Karr
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Post by Nathan Karr »

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Who is this mysterious gray-furred, pale blue-skinned winged mouse? His true identity remains a secret, but in English you can call him Nezumi Kamen (and in Japanese you can call him Masked Mouser).

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The tamest interaction you'll have with the first boss...while it stays that way.

If you thought No Eat pushed a line, this game crosses way past that with reckless abandon as if there are no boundaries. Yes, I've become many of the things I railed against twelve years ago when I was a kid fresh to the Internet; what's new?

By the way, my birthday was Black Friday. I'm officially a wizard now.

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At first I was planning on just ripping Kyle's sprites from Fen's 8-bit game and ask for permission before releasing it, but they clashed stylistically with the rest of the game so I used them as reference points to draw my own (sillier) version.For Kyle's sprites, my thought process was "If Fenrir's version was an FF1 hero post class change, I want mine to be the version you'd have at the start of the game".

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Recruiting other OHR heroes is a theme of this game. Kyle will be either very easy or very difficult to get depending on your approach to the first dungeon, and in said dungeon there's a monster he can do 208 damage to with his Genocide Blade attack just at his initial strength of 4 - ridiculous overkill for a monster with 5 speed and 6 HP.

Those three blank spots in the spell list? Every weapon doubles as a character class, and a script writes the class's three spells to your spell list. The script wasn't exactly easy, and I probably wrote it in a very inelegant, brute force manner. However, it's far more scripting than I usually put into a game!

The reason for this script is that I'm using the old level-up bug, and since I can assign a default, irremovable weapon but not other item slots I wanted to make sure characters wouldn't be without their Class and thus stat gains.

The classes are as follows:

Jack of All Trades +2 HP, +2 MP, +1 STR, +1 DEX, +1 TGH, +1 EVA, +1 INT, +1 WIL. Base attack is a boomerang, which attempts to steal on the return swing. Spells are First Aid, Haste, and Jump.

Warrior +4 HP, +0 MP, +2 STR, +2 DEX, +1 TGH, +1 EVA. Base attack is an axe, doing extra damage of both the Manslayer and Lawnmower types (for killing humanoids and plant monsters respectively). Spells are Chuck Axe, Berserk, and Defend.[1][2]

Pirate +3 HP, +1 MP, +2 STR, +1 DEX, +2 TGH, +1 EVA. Main attack is Mug, which steals an item and is Fishdrowner type, doing extra damage to sea creatures. Spells are Lookout, Seasick, and Rum.

Rogue +2 HP, +2 MP, +1 STR, +1 DEX, +3 EVA, +1 INT. Main attack is Cutpurse, which gives the party $2 whenever used (even if it misses, targets an unreachable enemy, etc). Spells are Pilfer, Throw Knife,
and Backstab.[2]

Ranger +3 HP, +1 MP, +1 STR, +3 DEX, +1 EVA, +1 INT. Main attack is Shoot, which does bonus Beastslayer type damage and has 50% base bonus damage, but uses up arrows and has a longer delay than the other classes' attacks. Spells are Snipe, Cure, and Camoflage [3]

Ninja +1 HP, +3 MP, +1 STR, +2 DEX, +2 EVA, +1 INT. Main attack is Tatakau, which does Manslayer damage like the Warrior's axe. Spells are Throw Knife, Doku, and Naoyusimi.[2]

Crusader +2 HP, +2 MP, +1 STR, +2 TGH, +1 INT, +2 WIL. Main attack is Smite, which does Deathkiller damage (the same type as the Disrupt Undead spell, but without auto-failing against enemies who aren't weak to it). Spells are Life, Disrupt, and Have Faith.[4]

Wizard +1 HP, +3 MP, +1 DEX, +1 EVA, +2 INT, +2 WIL. Main attack is Missile, which does Flyswatter (bonus vs. aerial) and Rocksmasher (bonus vs. inanimate) damage. Spells are Fireball, Lightning, and Sleep.

Martial Artist +1 HP, +1 STR, +1 DEX, +1 TGH, +1 EVA, +1 INT, +1 WIL, +1 HIT. Base attack is Low Kick, which does Rocksmasher damage and stuns enemies afterward. Spells are Surge Fist, Hurricane Kick, and Dragon Punch.

Bard +1 HP, +3 MP, +1 STR, +1 DEX, +2 EVA, +2 INT. Main attack is Soundwave, which hits all enemies but divides spread damage, and is ROCK elemental. Spells are Rousing Song, Soothing Song, and Mystic Whisper.

[size=small][1] Initially, Warrior and Berserker were going to be two different classes with different weapons and attacks, but I merged them when I remembered my plan to rely on Fnrrf's 8-bit graphics pack as much as I can. Then I realized how superfluous a Berserker was when I could just make that one spell for the Warrior.

[2] I've been considering making throwing hatchets and daggers just a function of the items and freeing up one more spell each for the Warrior, Rogue, and Ninja. Ninja is the only one I have a hard time thinking of something new for.

[3] I didn't have room for both an icon and the U.

[4] Was initially going to be two separate classes, Knight and White Mage, but I realized the latter would have the same stat spread as the wizard and decided to merge them, passing the Knight's Defend ability on to the Warrior. This is what prompted me to make the script to give the different classes spells instead of just stats, too; realizing that I wanted a way to distinguish a white mage from a standard evoker![/size]
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FnrrfYgmSchnish
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Post by FnrrfYgmSchnish »

Ever since mid-November or so, I've been steadily working on improvements to Alleghany Hell School. Here's a few little previews of what to expect in the next version, aside from a few bugfixes which are the reason why I'll be uploading a new version soon rather than waiting until I have a huge chunk of new plot-stuff done.

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More flavor text on various objects! I've basically upgraded the game to Okédoké/Puckamon levels of filing cabinet text, since I apparently didn't start making basically every solid object "checkable" until Okédoké and a lot of the early parts of FYS:AHS are around 8 months older than even Okédoké Chapter 1. Filing cabinets and bookshelves in particular might have interesting information, or maybe just silly book titles.

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One of the filing cabinets in the main office even contains student schedules, so you can check where various students are supposed to be at any given time. Not particularly useful, more of a random trivia thing.

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More random detail in the hallways so they're not as much a vast sea of identical tile floors anymore. Scuffs on the floor, scraps of toilet paper near bathrooms (and... way up there? wherever that is), and in a couple places you'll even find a stray dollar bill or somebody's lost book lying around.

(now that I think about it, she should say "floor" rather than "ground"... I'll go fix that. XD)

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Added a bit more variety to the student NPCS. There's some new faces (like this guy, who you'll first meet in the gym during the power outage) who show up from time to time, but even some of the generic/palette-swapped guys say new stuff now. The cafeteria doesn't have two kids saying the same thing sitting right next to each other anymore, for example.

Of course, you won't see students hanging out in the hall much earlier on... only after the fourth class period of the day ends. Which happens after a certain new scene in the Main Office...

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Speaking of new scenes... the two areas where there were "end of demo" messages before will now be accessible. One moves the plot forward, the other is a fungus-infested sidequest-y dungeon with a tough optional boss at the end. Fighting said boss as early as possible is not recommended. Heck, fighting it at all in this demo version isn't really recommended. Come back with the best possible weapons after your levels reach 16 or higher for an easier time, but it should still put up a good "non-easy boss" level fight even into the 20s.

Oh, and you can get into a couple of the rooms in the Main Office now (one from the start, one only after the aforementioned new scene.)

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Oh, and something new happens in this Spanish classroom if you come back after the new Main Office scene, too. Betcha weren't expecting that. Where'd all the piñatas go!?

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New and massively improved school map in progress. This replaces the OHR's default map with something similar to what I was doing with one of my many dead game projects -- a map that's actually its own map, showing your position based on what general area of the school you're in (zones and checking the previous map before you go to this screen will make this pretty easy, I'll probably even be able to reuse most of the script from the other game.)

Oh, and a few previously inaccessible rooms like the Guidance Office and Nurse's Office (and a few more classrooms) are going to be in the game now. One of the new classrooms makes it possible to complete the comic-book trading sidequest, which gets you an unusual item that might be useful sometimes. The Guidance Office will give hints as to where to go next, though never anything super specific since the guidance counselors and their secretary have no idea what's going on. Sometimes it's purely coincidental that their advice is right, such as when they tell you to check out the library if you stop by at the veeeery start of the game with only Eddie in your party.
FYS:AHS -- Working on Yagziknian NPC walkabout sprites
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guo
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Post by guo »

Looks cool! I'm getting Persona2/3 vibes, but obviously a bit "lighter" in tone.
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Bob the Hamster
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Post by Bob the Hamster »

I really like the way that map looks. That is a cool idea.
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FnrrfYgmSchnish
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Post by FnrrfYgmSchnish »

Did some scripting today after I finished all the graphics for the new map. Now it's starting to be actually functional rather than just a pile of graphics!

...at least, if you stick to the hallways on the first floor. XD

EDIT: After watching this loop, it's probably pretty noticeable that the script was originally built for a one-hero game, since the other party members end up clustered behind Eddie upon returning from the map screen. But I suppose that kinda works, let's just say they were standing close so they could see the map too. XD

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And here's another one now that I've played with the script a bit and made it pan the camera to get to the right spot on the map (since the first floor one was a bit too big to cram into just one screen!)

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(by the way the OHRRPGCE being able to record GIFs in addition to still screenshots now is REALLY handy for stuff like this!)
Last edited by FnrrfYgmSchnish on Sun Feb 18, 2018 7:55 pm, edited 2 times in total.
FYS:AHS -- Working on Yagziknian NPC walkabout sprites
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RMZ
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Post by RMZ »

That looks really awesome!
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Post by sheamkennedy »

Took a while but I think I've got some mechanics working nicely together for a roguelike-puzzle game. I'm not sure if I want the hero to get killed by a single hit or whether they should have three hearts of health. Maybe it will become more clear as I design the puzzles.
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Bob the Hamster
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Post by Bob the Hamster »

Nice! I love roguelike puzzlers! :)
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Post by sheamkennedy »

Bob the Hamster wrote:Nice! I love roguelike puzzlers! :)
Im thinking of doing an ice theme with the enemies being penguins. I'm just working on figuring out how to code the enemies to slide when knocked back or when attacking. These mechanics are really fun, I can see myself reusing them to make other styles of roguelike-puzzles too!
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Post by Spoonweaver »

reminds me of the game rust bucket.
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Post by sheamkennedy »

Spoonweaver wrote:reminds me of the game rust bucket.
Yeah, I started this before hearing about Rust Bucket. Since I'd found out about Rust Bucket I've been thinking up new ways to differentiate my game. It's unfortunate to find out that your idea kind of already exists but it's good too. It's pushing me to experiment with different mechanics and also gives me a good starting point for level design and enemy types so I won't have to do as much planning in the long run hopefully.
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Post by woahpotato »

currently developing a game bible for an in-dev rpg called squadquest: the absolute memefest.
here’s a link to the doc: https://docs.google.com/document/d/13ZD ... izFfCrgOkM
if you have any suggestions, then please share them to me.
i shall continue to develop the bible until i’m satisfied with my work or until i’ve finished development on the rpg.
adios.

edit: i must warn you, there is strong language in this doc.
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Post by woahpotato »

progress on the tileset. (old screenshot)
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