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And My LoFi RPG (Sorry, Terry for stealing the subject lol)
 
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Fri Feb 13, 2009 2:08 pm    Post subject: And My LoFi RPG (Sorry, Terry for stealing the subject lol) [quote]

I'm actually tracking my progress and stuff on my repository's wiki.

Here is a current screen-shot of my engine running:



Features:

  • Smooth-scrolling tile engine
  • Animated sprites
  • Hardware independent game timing (yeah finally my game will run right! lol)
  • Very-low resolution (200x150) scaled 400% so it can be seen to be playable on high-res screens.
  • Built with my ged101minimal version of my C++ Allegro framework that I worked on for several months last year.


My battle engine is in the early stages of development (this is my project for next week)



Features:

  • Real-time battles (you can get wiped out while thinking of what to do!)
  • Animated battle sequences (not too fancy, but hey)



I made the decision early on to avoid trying to add audio into this project, mainly because I would not have the time to create anything for it.

All sprite art (except for 3 monsters ..like the one above) is drawn by my good friend Keranu, and all tiles and battle backgrounds, and everything else is drawn by me.

I'm doing most of the programming, with RedSlash having implemented the basic map engine.

There have been issues with running on Windows, hopefully I will be able to squash those bugs before the jam is over, but it runs smoothly on debian-linux based OS like Ubuntu (what I'm using to develop on) and RedSlash said he will maintain an OS-X port for the Mac.
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Terry
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Joined: 16 Jun 2002
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Location: Dublin, Ireland

PostPosted: Fri Feb 13, 2009 3:15 pm    Post subject: [quote]

Looks like you've put quite a bit of work into this! Looking forward to playing the final version!
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Fri Feb 13, 2009 4:35 pm    Post subject: [quote]

Terry wrote:
Looks like you've put quite a bit of work into this! Looking forward to playing the final version!


:) Yeah I've been working on the code from 7am til midnight everyday since the jam was announced.

It seems the more that I write, the more that I realize that I need in order to actually pull a game out thin air in 48 hours!

I've got a lot done, but still so much to do.
I might have to skip out on the in-game menu system features to make it in time.

But the good news is even after the 48h jam, I want to continue with this engine building a kick-ass game :D

oh yeah, if anyone is interested in seeing what this ged101minimal thing is.. check it out here
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DeveloperX
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Joined: 04 May 2003
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Location: Decatur, IL, USA

PostPosted: Thu Feb 19, 2009 3:30 am    Post subject: [quote]

..7 -> 12 has caused me to start running out of steam.... :\

not sure if I'll be able to finish up the engine in time

I'm going to take a day to rest tomorrow and hopefully I'll have enough steam to continue....
*wishes that blizzard would go bankrupt and that all copies of WoW deleted themselves.....its because of that motherfucking game that my BEST programming partner isn't working with me anymore.....* >_<
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mixzed
Milk Maid


Joined: 06 Feb 2009
Posts: 41
Location: Westchester, NY

PostPosted: Thu Feb 19, 2009 12:23 pm    Post subject: [quote]

It's better to rest, tired programming always causes more problems then it fixes. With the schedule you've been pulling I'd get away from the computer for the whole day (or more). If you have good weather go outside, see a movie or 2 or take a long drive.
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Terry
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Joined: 16 Jun 2002
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Location: Dublin, Ireland

PostPosted: Thu Feb 19, 2009 1:40 pm    Post subject: [quote]

Try not to burn yourself out too much - this is supposed to be for fun, after all!

[save the really intense work for the jam weekend, heh]
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DeveloperX
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Joined: 04 May 2003
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PostPosted: Thu Feb 19, 2009 2:33 pm    Post subject: [quote]

mixzed wrote:
It's better to rest, tired programming always causes more problems then it fixes. With the schedule you've been pulling I'd get away from the computer for the whole day (or more). If you have good weather go outside, see a movie or 2 or take a long drive.



oh how much I would LOVE to be able to go take a long drive......
I've no car anymore...some fuck-tard totaled it in a hit-n-run last year. >_<

Weather is nice...but too damn cold to go ride a bicycle (my only means of transportation across the 12 miles from anywhere I gotta go to do anything...) ....thank god I've got a bunch of canned food still stored up from the last hurricane...or I'd go hungry


I think I'm going to avoid any kind of programming today...maybe I'll work on pixeling more tiles later...but for now, I'm just going to do some reading, checking emails, etc...
I rarely get away from my computer. (unless its nice n warm out and sunny..then I go skateboarding)
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DeveloperX
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PostPosted: Tue Feb 24, 2009 1:24 pm    Post subject: [quote]

...and I'm still not finished enough with the engine to start implementing the battle system >_< Dammit!
I really thought that I was going to be able to pull this off, but it looks like its not going to happen in time.
Too many new things have started happening in my life, interrupting me from working on this project, and I went from 14 hours to 3 hours of coding on it...I'm going to try really hard to get as much done as I can before the jam starts; but its highly likely that battles simply will not make it into the jam-entry.

I am looking at a larger goal now, at completing the game engine, as it will be very useful to use for a few of my past game projects (Second Pillar and Dream Destroyer ring a bell to anyone?)

Right now I am in the process of building-in development tools into the engine itself.
I am using Tile Studio to create the game map layouts; but placing map warps, defining collision tiles and event and NPCs with Tile Studio has proven to be too time consuming, and so I started adding integrated real-time editors to the engine.
I've got collision map editor implemented, I've now got my map warp editor mostly working, and I'm working on designing the way that events work in the system.

This started out as building a simple game engine...and has grown exponentially. The source base is over 10K lines of code across nearly 70 source files!

Well..enough of this progress update ..back to work
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DeveloperX
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PostPosted: Thu Feb 26, 2009 7:46 pm    Post subject: [quote]

..I am so not ready for this.... :S

there is soo damn much left to do before I can start making a game...and that doesn't leave enough time between now and tomorrow to finish this engine :\

I might have only a walk-around demo in time :(

I've only 1/8 the tiles that I intended to have drawn already.
Game events are nonexistent as of right now, and the dialogue system is not implemented, since it depends on the events working...arg...

SO......MUCH.......FUCKING........CODE........GAAAAAAAAHHHHHHHHHHHHHHHHHH
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Verious
Mage


Joined: 06 Jan 2004
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PostPosted: Fri Feb 27, 2009 3:10 am    Post subject: [quote]

It looks like you have a lot of the main components in place, I'm sure you can have the rest working by the end of the jam.
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increpare
Blue Fillrect


Joined: 19 Feb 2009
Posts: 43

PostPosted: Fri Feb 27, 2009 3:51 am    Post subject: [quote]

you're a lot more prepared that I am, heh.

I hope you get something good done within the time limit :)
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DeveloperX
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Location: Decatur, IL, USA

PostPosted: Fri Feb 27, 2009 4:03 am    Post subject: [quote]

dialogue system works now...well at least the loading & rendering of dialogues work....I still need to invent my event system so that I can script up the game events and have NPCs be able to talk...

as of right now, my engine has my animated player walking around a test map, with an animated "pattern-scripted" NPC walking around the map following his "AI" script....and I can hit Space to test the dialogue system lol.

It will be a far far cry from being a _game_, as there is no time to implement the rest of the system such as the game entities (giving the player stats and populating the maps with monsters to "kill") but it will at least be nice to look ..

and also the game menus are not in place, and they just will not be.
I've got 2 more hours then its time to rest for like 6 hours.....
and then its chaos for 48 hours XD

..ok 2 hours...I should be able to pull some kind of event system together....*hopes*
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Cray
Pretty, Pretty Fairy Princess


Joined: 27 Feb 2009
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PostPosted: Fri Feb 27, 2009 3:56 pm    Post subject: [quote]

That looks pretty cool so far DeveloperX. Good luck with your project! :)
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DeveloperX
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Joined: 04 May 2003
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Location: Decatur, IL, USA

PostPosted: Fri Feb 27, 2009 6:51 pm    Post subject: [quote]

Here is a screen shot of the current state of my engine:



Not much to look at right now...but that is the first of 3 final (as in they are mapped out and are not changing) demo maps that my entry will have.

I am debugging a weird bug in a data file tool right now..after I get that solved, I'll be working on placing the map warp triggers....
then once I can wander the 3 maps, I'll go enable the scripted NPCs....and once that done..if there is time, I will go see if I can get anything else working XD
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DeveloperX
202192397


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Posts: 1626
Location: Decatur, IL, USA

PostPosted: Fri Feb 27, 2009 9:39 pm    Post subject: [quote]

an update...



yay for working dialogues and dumb NPCs that randomly pick from a pool of available dialogue!
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