RPG Engine – Equipment preview

Posted by Hellander | Development, Video | Friday 23 April 2010 9:11 pm

I should really look into getting a better screen capture program that can record for more then 30 seconds at a time… Anyway, here is a quick preview for equipment. Currently in the process of doing the inventory, oh and I really should keep the tutorial up to date!

RPG Engine – Video

Posted by Hellander | Development, Video | Wednesday 21 April 2010 5:21 pm

So, here is a quick video to show you how the engine is currently going =)
( The video only includes movement, messages and a menu overview )

RPG Engine in the works

Posted by Hellander | Development, Site News | Monday 19 April 2010 10:04 am

So I decided to work on an RPG engine for Game Maker (8.0) that will hopefully include useful things for people.

Features -
Grid based player movement ( working )
NPC movement ( working )
Message system ( working )
Window system ( working )
Inventory and items ( working )
Menu system ( working )
Equipment system ( working )
Save and Load slots ( working )
Battle system ( working )
Cut scene system ( working )
Full tutorial page for the engines use ( in progress )

Details of working and in progress features -

Grid based player movement – So, like in all RPGs the player moves around a grid. Pressing any of the arrow keys causes the player to move ( by default ) 32 pixels in the required direction at a certain speed and of course holding down said arrow key will make the player move more spaces.

NPC Movement – Setting NPC movement is meant to be an easy task. It uses the timeline feature and all you need to do is add a script that moves NPC in any direction you want. You can also set the number of spaces the NPC should move! By default the NPCs also interacts with the player, where the NPCs will not move into a space where the player is moving and the player can’t move into the space the NPC is moving into and when the player moves out of the way the NPC continues along it’s assigned path! =)

Message and Window system - These both kind of go hand in hand, you have the window appear and the message written on it. The window system is designed to draw all windows you may need, all you have to do is set the size (length and height) and where it should appear on the screen and that’s it! You can also get one object to draw multiple windows. The message system is also meant to be easy; you only need to add new lines of text to show multiple sets.

Inventory and Items - This works very similar to some older sytle RPGS ( and those made in RPG Maker ). You have a set of items that do a number of differrent things that can be used on characters when required ( such as healing and mana potions, but can also include other things such as scrolls that teach new abilities and even potions that permenantly increase stats ).

Menu system - This works using the window system and will include things like character information, shops, inns and other general details.

Equipment system – Some items can be equipped ( if set ) that increase characters stats ( available item slots include – chest, helm, weapon, trinket/other and ring/finger ).

Save and Load slots - there will be a limited number of these slots which will provide a little bit of information about the saved game, such as the current character’s level and time played.

Battle system – This is pretty self explanatory, this system handles all aspects of battling. It is a side view, similar to the older games from the Final Fantasy series. You can use your characters abilities and gained items in order to defeat monsters.

Cut scene system – This system is very useful for making the player interact with NPCs. Example -  Player makes a discovery and all characters in the party appear and walk around and talk about it and so on.

Full tutorial page – I have also started a full tutorial page, which will help people in the use of the engine.

More updates will be posted when they become available =)

Monster Arena – Update

Posted by Hellander | Game News | Thursday 15 April 2010 1:59 pm

So a friend of mine has convinced me to finish the game,  and even helped me find someone willing to do the graphics. I’ll have a suitable demo available in a few weeks =)

more details to come…

YoYo Games Comp 05 ( update )

Posted by Hellander | Development, Site News | Thursday 18 March 2010 9:40 am

So the competition is getting close to being over, and my entry still isn’t even in a presentable state. The engine is 100% complete, but things just didn’t fall into place like I had hoped. But that’s ok, I will still complete it… one day.

After doing a quick search on the YoYo Games site there is currently 149 entries (at the time of this post),  I wonder how many of those actually meet the competition standards? But good luck to all of those that have entered and can’t wait to see which ones take home the prizes =)

A Working Prototype

Posted by Hellander | Development, Game News | Wednesday 27 January 2010 11:46 am

So I have a working prototype for my entry in the 5th YoYo Games competition. I also have graphics for it on the way. So I may as well share a brief overview.

The game is called Monster Arena, and going by the name it’s just that, an arena where monsters fight. You pick a monster after the game starts and you can get it to fight against other monsters ( All PC controlled ). I have the basis for fights working, and it kinda plays like an older RPG ( well for battling anyway ). Of course you gain experience from victories, which gets you new levels and skills. The current idea is to have a level cap of 50, will include up to about 50 different monster challenges to complete ( including bosses ).

If all goes to plan, screenshots will be available sometime soon.

YoYo Games Comp 05

Posted by Hellander | Site News | Friday 15 January 2010 8:43 am

So there have been no updates on here for quite awhile, so I guess I should add one then!

Shadow’s Flame is pretty much on hold for now, but I’m currently working on an entry for YoYo Games fifth game maker competition.

Hoping it will prove to be an interesting entry, core engine elements are complete with just a few more things required before it’s in a playable condition.

I’m not ready to release any actual details about it yet, but hopefully a few people will like it =)

Version 0.4

Posted by Hellander | Development | Tuesday 22 September 2009 8:20 am

Development on the next version is underway and will include -

World Map –

Player Movement – The player can now move all relative spaces at once.
Enemy Movement - Enemy movement has also been improved.
Camera - The camera will now follow the mouse at a better rate.
User Interface – Several improvements are planned for the user interface, including a new look.

Inventory

User Interface – This includes a new layout and being able to use a scroll bar to go through your items.

Other

Additional spells
Additional items
Improved platform mechanics

These are to name just a few, as development continues updates will be posted.

Shadow’s Flame V0.3c Released!

Posted by Hellander | Development, Game News | Monday 31 August 2009 6:12 pm

The latest version of Shadow’s Flame has been released.

To check it out visit the GMC topic - Shadow’s Flame GMC Topic

Download -
Mirror One
Mirror Two
YoYo Games

List of Changes - Version 0.3c:-

* The game will now freeze when it losses focus.
* When in a menu, the game will now warn you before it exits when you press Escape.
* Fixed an error with showing damage you deal to multiple enemies.
* Several graphic improvements have been made.
* You can now move up to 6 spaces in a turn instead of 3 movement phases.
* Enemies that move more than one space can no longer sometimes move over mountains.
* You can no longer access and use items in the inventory while in battle.
* Added the new Combat Inventory which allows you to use up to 4 items in a battle.
* Added a new Main Menu.
* Added variable jumping, holding down the jump key for longer will allow you to jump higher.
* Added a basic world map tutorial.
* Adjusted the gold cost of multiple items.
* Added more items.
* Ice shards has had its mechanics changed.
* The player now has animated movement.
* Added Enhancement items known as Charms which you equip to boost stats and damage.
* Added a new spell – Lightning Orb
* Added a new spell – Flame Wave
* When you kill an enemy text will appear above the player showing how many experience points were earned.
* You can now set the players name when starting a new game – the name can be randomized.
* You can now save and load games.
* Added Mana Shrines on longer levels that can restore up to 40% of your maximum mana over time.
* Added the basis for Arena Challenges
* Added the Tower of Hu.
* While in combat, when you press escape the pause menu will appear instead of a quit game confirmation.

Shadow’s Flame upcoming changes log

Posted by Hellander | Development, Site News | Wednesday 19 August 2009 10:58 am

A list of upcoming and already implemented changes has been added to the site and can be viewed from the following link -

Shadow’s Flame Changes Log

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