View Full Version : Super Nintendo RPG
MagicJuggler
04-03-2004, 02:53 AM
Greetings all; I have just downloaded the Gamemaker (Daniel's amazing OoT2D work inspired me) and am learning the methods to make games with it. In my case, I have taken the unoriginal concept of a Smash Bros-styled RPG, and have plans on turning it into a traditional 2D Tactical RPG.
The basic premise is as follows: Every Nintendo Universe is connected through a webway known only as the Worldthread. If the Worldthread is destroyed and the links between all the gaming universes severed, then each universe will slowly die off, as the 2nd law of Thermodynamics (Entropy tends to spontaneously increase over time) kicks into overtime. Now, imagine some enemy, that using it's amazing powers of puppetry, manipulates the villains of assorted universes to accomplish it's dirty work. It would be up to the heroes to save the day.
The way the game actually works is as follows: Everybody has typical RPG stats: Power, Toughness, Speed, Hit Points, Magic Points, Action Points, Magic Power and Magic Resist. HP is a function of toughness, MP of Magic Power, and Action Points a function of Speed. The game plays in real time, in which you move around, until combat comes.
COMBAT FUNDAMENTALS:
Speed determines not whom goes first, for the game plays along the lines of rounds. Every round, you plan actions like movement, spell preparation, etc. and your opponent does the same. Then you press "Execute Round" and the round takes place. Of course, there will be Overwatch to keep things entertaining, thus essentially allowing a second or even third chance at planning.
Certain attacks cost varying action points, so either one can use lots of tiny attacks in a turn, or 1-2 strong attacks. Moving costs action points, so standing ground usually is a good call. Sometimes, movement and attack are rolled into one maneuver.
When combat is over, you gain gold, experience, and the equipment of enemies (if they had equipment; meaning one could loot a Space Pirate of his Galvanic Accelerator Cannon, but would get squat for fighting a Goomba), and the game resumes real-time.
TREASURE:
Equipment and other goodies is quite interchangable really; Fox could learn to throw a Bob-omb as well as a blackpowder Bomb, as well as a Photon Grenade, which are covered under his "Grenades" skill. Mario could equip a regular Wooden Hammer, a Magic Hammer, the Megaton Hammer, or any other hammer. Link could very well use swords like the Sword of Kings as well as he could use his Master Sword (which nobody may use for it is bound to him).
However, to keep your team from becoming too powerful, encumberance comes into it's own; your team can only hold so much before it starts to feel weighted down. Of course, to keep micromanagement at a low, all non-equipped items (meaning, the character isn't equipping them) have their weight borne by the party as a whole; after all characters are done equipping their weapons and armor, their remainder carrying capacity is pooled to carry all unequipped items. Thus, one won't have to continually play "pass the item," and having a single "Mule" character isn't so important.
CHOOSING YOUR PARTY:
You can have up to 6 party members: 1 "Star" character, and 5 "Sidekick" characters. "Star" characters are protagonists whom have starred in their own games, defeated bad guys, and are well known in general: Mario, Link, Samus, Fox, and Ness are example Stars. "Sidekick" characters help out the main characters with their abilities: Luigi, Peach, Yoshi, Falco, and Paula are example "Sidekicks." You start off with the Star, and can eventually recruit the Sidekicks into the party. Sidekicks might not like each other (For instance, Slippy and Jeff are at odds about whom is the geekiest mechanic around) and may refuse to join, some may leave on account of events, and some might even betray you (Do not trust Luigi if you see him chatting with that shady Wario...).
EXPERIENCE:
Whenever a character gains enough EXP, he/she levels up. Whenever you level up, you gain an increase in attributes (Stars gain more than sidekicks. Go figure), and a skill point. Skills are like abilities in Diablo II. You have a tech tree for each character, and may spend point on specific skills. You must have a certain amount of points in some skill before you can learn new skills. Tech trees are very broad, so you can have very different variations on the same character, depending upon how you trained: Swordmaster Link vs. Archer Link vs. Jack-of-All-Trades Link vs. Link the Archcleric. In other words, a customizable system.
Graphics:
2D Isometric, along the lines of Mario RPG.
If anybody is interested in helping out, by donating soundtracks, characters, etc, my E-mail is AOKer51@hotmail.com. Anybody wish to work as a partner, feel free to contact me. I'll mention your name in the credits.
bobo_ess
04-03-2004, 03:02 AM
Good luck man.
HolyPaladin
04-03-2004, 07:44 AM
I think I've mentioned this on occasion, but this (Game Maker) is one of those programs that I've downloaded quite some time back but haven't messed with enough, though I would like to get around to piddling with and figuring it out because I personally want to make a handful of games including a Mega Man, Super Mario Bros. 4 (no, Super Mario World was not SMB4 for those that might want to insist otherwise), a brand new The Legend of Zelda title, a Castlevania, and a Metroid title.
MagicJuggler
04-03-2004, 02:25 PM
Well, here are the latest updates; only 4 party members max. This is true to more Nintendo RPGs: Team Starfox included Fox, Peppy, Falco, and Slippy, Ness' party of chosen ones included him, Paula, Jeff, and Poo, Mario in Super Mario 2 only had the help of Luigi, Peach, and Toad, and Isaac only had the help of Garet, Ivan, and Mia. While 6 is a more traditional number for tactical RPGs, like Final Fantasy Tactics, Jagged Alliance 2, X-com, or Wizardry 8, 4 is a more Nintendoish number.
Soundtrack hunting is another item of interest: I'm contemplating mixing and matching classics like Wagners "Ride of the Valkeries" in tandem with .midi format videogame music. Should I stay entirely true to the games in terms of sound, or do you think I have room for flexibility?
Finally, my greatest hurdle is converting the tile-based "Background" into an isometric one: any help would be appreciated. The primary reason I want isometric instead of top-down is so I can make height a factor in battles, exploration, etc. while not having to go and program in 3D (and subsequently having graphics of DOOM quality :S). Any help from anybody would be great.
MagicJuggler
04-03-2004, 03:02 PM
Note I am double-posting only to keep you timed of updates. Editing just won't cut it.
Finding music online has gone quite successfully; there's this really useful site called VGmusic.com which has a huge archive of soundtracks in midi-format. So far, I have downloaded the Ganondorf themes, the Hyrule Overworld theme, and the Mario 64 remix of the Chrono Trigger soundtrack (which BTW is really kickass).
My search for sprites hasn't fared to well; in particular, finding an Isometric Link (or Samus, or Donkey Kong, or Kirby, or Fox McCloud, or Ness) is pretty much impossible (now, mario is easy enough; he had Mario RPG). If anybody knows 3D Studio max, then can you help out a distressed dude?
MagicJuggler
04-03-2004, 04:40 PM
10:33 AM, East Coast Time.
Having downloaded a sufficient amount of sounds, and several Mario RPG sprites (as well as generic tilesets), I have decided to create a sample battle. This battle is entirely standalone, and only uses characters that were present in the Mario RPG game (for lack of sprites is still a problem.). However, as today is Prom day, and tomorrow, I have to write up 2 lab reports, and study for 5 tests (including tests on Fractal decomposition, Electrochemistry, Light, Cold War America, and translating Cicero), it looks like Easter will be the ideal time for me to start working on this project more.
MagicJuggler
04-03-2004, 05:57 PM
11:50 EAST COAST TIME:
I have learned Isometric map-making! Hooray for me!
Having assembled the first battlefield map, the actual room is prepared for combat. However, now comes the task of populating it with assorted Magikoopas, Terrapins, Bowser, Bullet Bill Sentries, etc. In the meantime, I have been able to extract animations from SMRPG and convert them into .GIF format.
After this comes the task of programming the wide array of variables that represent every RPG stat, ability, item equipped, etc. It may take awhile, but when this battle demo is tested, I'll post it on my webpage for download.
Blaksmoke
04-03-2004, 06:24 PM
Wow. You're really going all-out on this, aren't you? Good luck.
MagicJuggler
04-03-2004, 07:23 PM
Thank you. Now to advertise the demo so you'll be really excited when it comes out:
Bowser has kidnapped Peach. Again! Rescue her at all costs!
You start off with a team of Mario, Luigi, Geno, and Yoshi. Bowser's team attacks in 3 waves. The first wave is 2 Bullet Bill Cannons, and 2 White Magikoopas (Can heal or fire magic). Making use of cover, fight your way to the cannons and disable them, all while listening to remixed boss battle music from Mario RPG. After this, a crack team of 5 Paratroopaz' paradrops in (to Wagner's Ride of the Valkeries) and you must be careful not to fall to their elite squad tactics: They are equipped with Shy Guy-manufactured slingshots, and will toss Bob-ombs to flush you out of cover. Finally, Bowser himself enters the battlefield, flanked by 2 Hammer Bros. Defeat them and you rescue Peach. However, Bowser is an expert warrior, equipped with flame breath and VERY high toughness (his Magic Resist isn't so high though...), and his bodyguards are no pushovers either (either capable of tossing hammers, or fighting in melee with them)
Note this is only a combat demo which I am making for PR purposes and to get you all salivating at the mouth. Also, note that the character sprites the demo are from Super Mario RPG. That is because it was the only isometric game with Nintendo characters I could find. If anybody wishes to supply artwork, just contact me at AOKer51@hotmail.com
bobo_ess
04-03-2004, 08:57 PM
That sounds killer!!!
goku2057
04-03-2004, 09:35 PM
Sounds extremely cool. Keep us up-todate.
Markopolo356
04-03-2004, 10:20 PM
Are you going to have demos? It sounds badass.
MagicJuggler
04-04-2004, 04:33 PM
Yes; I am hoping to have the first demo ready by the 9th, but that may change, due to this being a test week. On another note, I've been able to animate Mario with successful results; now all I have to do is create the Koopa Paratroopas (I'm thinking of giving them uniforms, German coal-scuttle helmets, and jackboots, but that might be a little too allusive...).
MagicJuggler
04-04-2004, 08:05 PM
1:47 PM, EAST COAST TIME:
Having extracted all the sprites for the demo from SMRPG, and using Microsoft Paint to animate them and alter them (although they still look rather good), the following have been prepared for combat.
-Bullet Bill Launcher
-White Magikoopa
-Mario.
-Bowser.
-Peach (Tied up like in Mario RPG; however, does anybody want to hear her yell "HELLLLLLLLLLLPPPPPPPPPP! MARRRRRRRRRIIIIIIOOOOOOOOOOO!!!!!!!!!!!" for the 1000000000000000000000000000th time, or should I gag her model?)
I still need to prepare:
-Koopa Paratroopaz (This one is going to be a heavy conversion of a standard Koopa Troopa model; removing it's wings, equipping it with a parachute [scratch-drawn], a Terrapin helmet (modified to resemble one that you might see on a certain type of Stormtrooper in a rally), combat boots, and a Shy Guy Slingshot. I have been playing through Super Mario RPG, constantly pausing the game, and hitting the Print Screen, and pasting character models onto Paint, which I can then alter accordingly.
-Hammer Bros. I want to do something to make them look more...professional than they did in SMRPG. Something along the lines of converting their graphics, maybe having them carry banners/shields/etc.
-Geno: I need to animate him. You never saw him lead a party, and thus, making stuff like walking animations for him will be a task. Maybe I can extrapolate the graphics from the Mushroom Woods...
-Yoshi: I could probably steal his graphics from the Yoshi Island. I would have to create his attack animations from scratch though.
-Luigi: Yes, a Luigi of Super Mario RPG graphical detail! I'm going to convert Mario's sprite by stretching it so that it's taller and thinner, replacing all the shades red with shades of green (Yes, by that, that means Luigi will have more than one green; he'll have the same level of detail you'd expect from an ACM-made model.), and replacing the "M" on the hat with an L. Not to mention the fact that I would have to thin out the face and such.
I have saved a lot of "subimages" for each character, such images like Sub_Mario_FaceSW, Magikoopa_White_Move 1, and so on.
After all the sprites are ready, I need to make the game itself. That involves learning how to manipulate variables (which I will have to do in order to be able to create RPG statistics like HP and MP), as well as being able to create an interface, an AI, ayayayay!
MT2003
04-04-2004, 09:31 PM
How do you plan to make Samus and Link? Anyway, this games sounds really good. Make demos and keep us updated.
Cofey
04-04-2004, 09:47 PM
This sounds like it's going to be really awesome. But I've often wondered about OOT 2D...is all this legal?
MagicJuggler
04-04-2004, 10:29 PM
How do you plan to make Samus and Link? Anyway, this games sounds really good. Make demos and keep us updated.
Actually, I am looking for help converting them (among others) into an isometric format. I think I might be getting some help from a contact of mine :D
That being said, here is an image of the White Magikoopa.
http://www.freewebs.com/legionaire/Sub_White%20Magikoopa_SW-Face.gif
Hisham
04-04-2004, 10:32 PM
It's legal as long as you don't make money off it. How many times does it have to be said? This is like the 100 time.
MagicJuggler
04-04-2004, 10:49 PM
Oh, and about this image. This is only 1 of the frames. I have several other sprites for the animation of this spellcasting Koopa, as well as for the Paratroopa, whom is all but complete. The main problem I am having with his model is what color the parachute should be. This, people, is your chance to make a difference; everybody tell me your personal choice. Know that the Paratroopa is in plate-mail and is wearing a steel helm; the Coal-scuttle helm wouldn't fit a Koopa's face, what with it's large eyes and such.
Cofey
04-04-2004, 10:55 PM
It's legal as long as you don't make money off it. How many times does it have to be said? This is like the 100 time.
Sorry guy, I didn't know
MagicJuggler
04-05-2004, 01:25 AM
Well, I'm afraid my image link didn't work, so for the duration of this project, I'll be directing people to my website: www.freewebs.com/legionaire for information on the game, images, etc.
As of now, the site hasn't been updated in months (it still says that I am eagerly awaiting Raven Blade; it's been that long!), and with the exception of one image under the Images section, there is nothing really that pertains to the project.
However, over the week, I'll be updating the site, providing information on the project, game concepts, etc.
And now, a quick list of all the characters I hope to make playable by the game's completion (tell me if I left anybody out). Note that there will be NO POKEMON WHATSOEVER in this game, for my loathing of the disgusting creatures goes without limit. The list is as follows:
Stars:
Mario, Donkey Kong, Kirby, Link, Samus, Fox, Ness, Pit (from Kid Icarus), Captain Falcon, and Isaac (from Golden Sun).
Supporting Characters:
Luigi, Mallow, Geno, Croco, Yoshi, Diddy Kong, Dixie Kong, Tiny Kong, Lanky Kong, Chunky Kong, Kiddy Kong, Gooey, Waddle-Dee, Zelda/Shiek, Malon (a summoner; can cast Summon: Giant Cuckoo, among other abilities), Darunia (wields a hefty hammer), Ruto, Falco, Slippy, Peppy, Paula, Poo, Jeff, Samurai Goroh, Garet, Ivan, Mia.
Enemies:
Bowser, Wario, King K. Rool, King Dedede, Ganondorf (making a Ganon form of him will be quite a challenge to say the least!), Mother Brain (won't be a single enemy. Rather, a collection of screens, turrets, and the requisite self-destruct), Team Star Wolf (having them fight in Arwings would be an interesting scenario...), Pokey&Gigyas, Medusa (Petrification is among the worst of status ailments; however, if you're Link and you have the Mirror Shield...), Blood Falcon (arranging an assassination of Captain Falcon didn't work so well...), and Felix.
Cofey
04-05-2004, 01:34 AM
What about Wario? I think you metioned him in an earlier post but I don't see his name here ^
MagicJuggler
04-05-2004, 03:19 AM
9:11 PM, East Coast Time.
The webpage has been updated. www.freewebs.com/legionaire. In addition to my bio being updated, now information about the game can be found, as well as two images of bad guys: the White Magikoopa, and the Koopa Paratroopa (I am contemplating; should I call it a Stormtroopa, because of it's use as a special ops troop?).
The White Magikoopa is capable of casting healing magic, and can make a battle last a lot longer than it should. The Paratroopa is armed with Mini Bob-Ombs and a Slingshot, and uses group tactics to flush out it's foes. You have been warned, cuz' come time the Demo, you'll be begging for mercy!
Don't worry, the game won't be THAT harsh. However, don't expect a half-assed pushover fight in which Mario and Co. can wipe the floor with their foes.
ScratchedAt
04-05-2004, 04:54 AM
Honestly, I want you to get in contact with me, and talk with me about this. Let me throw in some ideas, and see how your doing. You know this could make you famous.
MT2003
04-05-2004, 09:03 PM
When are you gonna give this game its own website? I'll be waiting for your project. Good luck.
MagicJuggler
04-06-2004, 12:35 AM
The game has a website; only thing is that as it's using Freewebs, it's not like SupernintendoRPG.com or anything like that. That would require registration and that costs a monthly fee. WWW.freewebs.com/legionaire is the name of the site.
On another note, the demo is going to be delayed; I've been collecting assorted graphics (from Age of Empires II) to use for creating characters appropriate to the Zelda universe. Using a program called Mod Pack Studio, I've been able to extract graphics into a bitmap format, and use Gamemaker's built in sprite editor to alter the units quite nicely...
Tell me, what do you think of the current units, graphic-wise? I still haven't recieved any feedback on them.
MagicJuggler
04-06-2004, 03:33 AM
9:11 PM, East Coast Time
I have begun the extraction of character models from Age of Kings. The Longswords Infantry, the Archer, the Legionaire (from Age of Empires 1), and the Throwing Axeman.
Here's how they'll be converted:
-Longsword Infantry: The core unit upon which others might be made; it will be used to develop units such as Link, the Stalfos Knight, and Hylian Knights (whom will fight for or against you, depending on whether Aghanim has managed to mind-control them yet...). Armed with a sword and shield, it's the perfect unit to convert; that and the fact that it already comes animated is gravy!
-Archer: Modified to be Link in Archer Mode, or a Hylian Archer Knight (man, were they annoying in A Link to the Past!)
-Legionaire: The Legionaire definitely is going to be a Darknut. There is no better unit suited, with it's Romanesque helm, gladius, bronze mail, and shield.
Unfortunately, that appears to be the only real use for the unit.
-Throwing Axeman: The Throwing Axeman carries a huge axe; too bad he throws it. Therefore, I am going to alter the core attack animation that he might instead use the axe for melee combat. Then I shall make two different units from this modification: the Iron Knuckle from the 64 series of games, and a battleaxe-equipped Ganondorf.
Items I still wish to extract:
-Man-at-arms: Would make a good Bandit model for Golden Sun.
-Pikeman: With just the right touch, the Pikeman would be the PERFECT model to guard the gates of Hyrule Castle Town.
-Mangonel (Catapult): I wish to include a siege of Hyrule Castle as one of the scripted battles; therefore I shall need siege weapon units.
Other isometric games from which to extract graphics besides Age of Kings, and Mario RPG:
-Age of Wonders: A great high-fantasy game, it has a decent array of sprites for typical fantasy races like Orcs (found in Golden Sun), Elves (Hylians), Dwarves (the occasional blacksmith), Halflings (Kokiri), and Draconians (a race of lizard-like creatures; if I wanted to make a Lizalfos or a Dodongo, then I would use their sprites).
-Starcraft: The Zerg would be useless unfortunately, and the Protoss only good for a unit or two (mainly the awesomeness of the High Templar). The Terrans though, have a decent array of sci-fi units that could be altered, mutilated, etc. in order to create Space Pirates, etc. In particular, Samus could be made by merging a Marine firing it's Gauss Rifle, with the slender body of a Ghost, and the shoulder-pads of a Medic, slightly rounded.
MagicJuggler
04-07-2004, 02:52 AM
8:41 PM, East Coast Time.
No real progress has occured from a graphic perspective, aside from beginning to create the basic interface. However, the plans as to how to actually implement gameplay mechanics appear well in hand. Basically, for this demo only, there is a command list that surrounds each character whenever it's their turn. There are 4 commands: Move/Undo, Action, Status, and Wait. Pretty self-explanitory. Of course, this is the alpha interface, meaning that there will be updates to the basic system.
Whenever move/action is selected, a Range check is run: At every interval of 52 pixels in the X-axis (up until move), and 26 in the Y-Axis, a blue tile is pasted above the screen. Clicking on it confirms your move/attack location. There are variables for:
-Turn Order
-Core stats.
-Whether or not you have moved/not.
-Basic location.
For combat, dodge is taken into account. Attacks have a base hit rate, with Dodge subtracted from it. If you attack from the side, Dodge is halved, and you attack from behind, Dodge is nullified. So fight like the sneaky bastard you are!
Of course, this is the alpha; in the Beta, concepts like using terrain for cover, party morale (if your party gets annoyed by Slippy's incessant whining, don't say I didn't warn you...), and Action points (so you must balance between moving and attacking; either one of the two, or a bit of both) will be added.
As for the actual RPG: No random encounters! In the Overworld, there are no random enemies, and in individual areas, battles are arranged, Chrono-Trigger-style. This keeps the world believable.
ScratchedAt
04-07-2004, 04:48 AM
Someone needsa hook up with me and make a mario rpg 2. Only thing is, i don't know how to use gamemaker or anything. SOMEONE has to be pretty good at it. I just think a more true-to-the-first-game story would be a lot more easier, fun, and quality. No offense, juggler, im DEFINATLEY looking forward to yours, but I wish someone else wants to try to make a sequel.
MagicJuggler
04-07-2004, 01:14 PM
Well KDawg, you say you can't use ANYTHING? I am looking for a good artist still. Know anybody?
MagicJuggler
04-08-2004, 02:13 AM
Accidentally double-posted, please delete this!
MagicJuggler
04-08-2004, 02:21 AM
Greetings fellow Nintendians! I have great news! The first screenshot of what the actual demo will look like has been posted under the images section of www.freewebs.com/legionaire.
Of course, in case you really want to see it now, here is the first image, of 2 White Magikoopas and 2 Bullet Bill Launchers guarding a key location.
http://www.freewebs.com/legionaire/Preview.bmp
Just let me warn you; due to the fact that there is a size limitation on the pictures that may be posted, I had to shrink it a lot. Therefore, the text might not be readable... (BTW, the screens on the bottom left are the Hit Point Bar, Magic Point Bar, Action Point Bar, and Experience Point Bar of both you, and your target. The text on the bottom right houses three buttons: End Turn, Load Game, and Save Game.)
Notice that Mario is not on the screen; I had to delete him to fix his character model. Also, I have yet to assign actual functions to assorted variables; I have been making variables with absolute accuracy, and soon hope to create have them play a role in the actual game.
I've also learned how to use Alarm Clocks. This means if I want to, later on I could create day/night sequences or something like that.
MagicJuggler
04-09-2004, 03:41 AM
So, what do you think so far?
Koopa69
04-09-2004, 04:22 AM
Wow..youre really serious bout this aint u. Good luck with the whole thing. Yea dat cool. But wht i wanna kno is these sidekicks are gonna be just like the star and not like paper mario right?I mean the star will be the protaginist and the sidekicks just dont say anything right?And you should get to choose from like a big batch of guys like the parakoopa, hammer bros etc. They could fit in the story line and be a defector or somethin, and bowser has to be on your team, maybe not at first but later in the game when u find out who the "real bad guy" is. Great idea tho, if i knew anythin bout that stuff id help u. Just dont got the time.
MagicJuggler
04-09-2004, 02:47 PM
Reply: They will not be "sidekicks" in the Paper Mario sense. In that manner, you will have interaction between party members, all the way to the point that you have to be careful whom you side with, for some sidekicks don't get along with others (and some, like Slippy, tend to annoy EVERYBODY!)
I contemplated making Bowser playable, but then I realized if I made one villain playable, I would have to make EVERY other villain playable! Meaning you'd play with Saturos, Medusa, Menardi, and Mother Brain on a team! It would be madness!
As much as I contemplated the idea of defecting units, I decided against it for having to worry about the extra programming necessary. There are at least 25 different playable characters to choose from, and mixing and matching them into teams of 4 (plus the fact that due to the Diablo II-esque level up system, there are dozens of variations on a single character: Archer Link vs. Swordsman Link for instance) will be enough of a challenge as is.
What I am contemplating though, is the implementation of morale: If morale drops, a unit might defect, desert, or simply refuse to follow orders. Morale drops whenever you lose units, or whenever you fight fear-causing foes (like ReDeads and Dry Bones), or whenever you have a team that doesn't get along (so be REALLY sure if you want to bring Slippy along...). Morale rises when you beat up enemies. This adds a psychological aspect to the game that not many other "tactics" games have.
MagicJuggler
04-10-2004, 01:00 AM
Bad news. I had to delete the demo map. I am now upgrading from the map being a simple backdrop, to one that is tile-based. The good news though, is that the core interface seems to be working as of now, and I can now select units and give them basic commands. I should be back on course in awhile...
MagicJuggler
04-10-2004, 01:55 AM
Bad news. I had to delete the demo map. I am now upgrading from the map being a simple backdrop, to one that is tile-based. The good news though, is that the core interface seems to be working as of now, and I can now select units and give them basic commands. I should be back on course in awhile...
Actually, I scrapped the tile interface and altered every graphics origin from the grid snap. Now, the Move-tiles will be perfectly aligned with the terrain, and I believe I can keep units in combat by walling the arena. Let's see how it turns out...
...oh yeah, and due to last-minute scizophrenia, I am altering the demo again. This time, I am creating Bowser's Castle itself. Mario will go in, fighting assorted enemies, and progressing (basically, no longer a single protracted battle, this is an actual level I am making!).
Koopa69
04-12-2004, 06:31 AM
I contemplated making Bowser playable, but then I realized if I made one villain playable, I would have to make EVERY other villain playable! Meaning you'd play with Saturos, Medusa, Menardi, and Mother Brain on a team! It would be madness!
^You wouldnt have to have all the bad guys be playable, just him, i thought bout havin 2 sides of the story, u kno bad side good side, but you got enough on your plate already. So if Slippy annoys everyone wht is the point of having she..or he? And wht if all your units have low morale and none will follow orders?I think Morale should be how well they fight, stats, speed, etc.
MagicJuggler
04-17-2004, 03:34 AM
^You wouldnt have to have all the bad guys be playable, just him, i thought bout havin 2 sides of the story, u kno bad side good side, but you got enough on your plate already. So if Slippy annoys everyone wht is the point of having she..or he? And wht if all your units have low morale and none will follow orders?I think Morale should be how well they fight, stats, speed, etc.
A good and bad side eh? One problem with that. The way I've designed this game, you have 1 starting character from a large enough list. Mario, Link, Kirby, Pit, Isaac, Ness, Fox, Samus, Captain Falcon, maybe Marth, Donkey Kong. That already is a LOT to make! Don't overwork me!
I want Morale to be more psychological than physical in nature. Hence the lack of following orders in combat. Don't worry; once you're out of combat, Morale returns to max (unless you lost a member in combat).
In case you are wondering why Slippy is worth taking along, his technological prowess makes up for it. True, you'll have a whiny party, but at least they'll be equipped with modified weapons. Imagine Link's Hookshot with an Infrared Scope, or Geno's Rocket Fists having homing capabilities.
Finally, thanks to the View Systems on Gamemaker, I made it so it's now possible to have a status bar that always is movable. Yay for me!
MagicJuggler
04-21-2004, 01:09 AM
Oh, and for fun, when I'm finished with this game, I'm contemplating making a fighting game using all the space-age characters, like Samus, Master Chief, Mega Man, and Starfox. Just an odd thought...
I haven't progressed much after being grounded; I can only use the PC now for homework.
MagicJuggler
05-01-2004, 03:57 AM
Eh? A ton of my posts were deleted? Why? Oh well, here's another image. Sorry the Demo is taking so long.
http://www.freewebs.com/legionaire/Preview2.bmp
Here, Mario sneaks up on two White Magikoopas/
fishbonetaher
05-02-2004, 12:39 AM
how did my posts gets deleted?
KamiKaZe
05-02-2004, 01:50 AM
so.........is this going to be like one of those grid-based tactic rpgs?
MagicJuggler
05-02-2004, 04:20 PM
so.........is this going to be like one of those grid-based tactic rpgs?
Yep; only with more bells and boomsticks than the other ones. The first thing I could use are sprites, mainly of the terrain type. Trees, flowing rivers, etc.
The second thing I could use are generic sound effects. Not music, for I have enough of it, but everything else.
As for actual updates, I've created the title screen (still need to put the background), it's musical score (a hybrid of Final Fantasy IV and Smash Bros; you've got to hear it.), and the options for "New Game" "Load Game" and Quit.
I've also began working on the beginning to the Mario campaign. I've been learning GML (Gamemaker Language; basically how typing in code) to control variables such as location music, enemy AI, etc. Fun stuff really.
MagicJuggler
05-02-2004, 09:16 PM
I believe I am almost ready to release my first demo.
This has no gameplay. All the demo has is a rundown of character selection. Most of it is self-explanitory.
MagicJuggler
05-02-2004, 09:34 PM
OK, the first demo is ready for download.
Go to www.freewebs.com/legionaire and head to the downloads section.
Pro A.
05-02-2004, 11:11 PM
Looks interesting. I might check it out later.
MagicJuggler
05-09-2004, 04:48 PM
We've just reformatted the PC and totally updated the computer. I've been able to transfer all the Gamemaker files onto the new one, so it's not a total loss.
fishbonetaher
05-09-2004, 06:58 PM
I had a wierd dream about your game, i dream that i downloaded the final version of the game, played it and it was amazing
i swear to God that i am not making htis up, but in my dream the game was amazing.
MagicJuggler
05-22-2004, 05:40 PM
Sorry it's been awhile. It took a lot of soul-searching but the game is no longer isometric; it's now a platformer with Paper Mario-esque graphics. Sorry!
That being said, this will make it a LOT easier for me to find sprites as I won't have to do as much graphic conversion.
The plot is still intact. Don't worry.
First GAMEPLAY demo should be out soon. It's a simple "run the gaunlet" style scenario, where you play as Link and must fight your way through assorted enemies.
MagicJuggler
05-23-2004, 06:50 PM
The first gameplay demo is out.
www.freewebs.com/legionaire
It features Link walking around. Enjoy!
MagicJuggler
05-26-2004, 12:28 AM
Image of the current demo.
http://www.freewebs.com/legionaire/Preview.GIF
Link stumbles across a fork in the road. Which path should he take?
Working on new demo now. Combat system this time around.
Character: Samus
Fight a Space Pirate base, Super Metroid-style.
How does it sound?
Cofey
05-26-2004, 02:45 AM
I'm really looking forward to your next demo. Keep up the good work.
ScratchedAt
05-27-2004, 12:09 AM
Of course you are. That's because you spend your time whacking off to Monica Lewinsky pictures that you put her face on rosie o' donnels body using MSPaint.
Ha
MagicJuggler
05-27-2004, 12:34 AM
Of course you are. That's because you spend your time whacking off to Monica Lewinsky pictures that you put her face on rosie o' donnels body using MSPaint.
Ha
I did not want to imagine that!
But seriously though, I'm getting the sprites through third-party sources, and please don't be critical of my sudden switch in graphic style. I was unable to successfully acquire enough isometric sprites. Sorry...
That being said, here's a debug image of my next demo. I'm attempting to make an operational jumping and combat system.
http://www.freewebs.com/legionaire/Preview2.GIF
plebben
05-27-2004, 12:48 AM
will it be out for Xbox?
MagicJuggler
05-27-2004, 01:17 AM
With graphics like these?
No, it'll be for computer as a free download. Besides, with all the keyboard commands I'm planning to use, it would be near impossible to pull off on a console (that, and I don't know how to use DirectX anyways).
ScratchedAt
05-27-2004, 04:45 AM
For the XBOX? WHAT THE HELL? You been smoking?
MagicJuggler
05-28-2004, 02:36 AM
I know, he's obviously crazy.
Anyways, a new image for the day. The screenshot is grainy because of the conversion to .gif format, but oh well...
http://www.freewebs.com/legionaire/Preview3.GIF
MagicJuggler
06-08-2004, 06:05 PM
Bumping again.
No image, but I've managed to get variable Z working. The game can now mimic a 3rd dimension. Yay!
MagicJuggler
06-17-2004, 03:57 PM
New image:
http://www.freewebs.com/legionaire/Preview5.GIF
Michael
06-17-2004, 04:03 PM
Looks cool the only concern I have is the edges, but I hope the game turns out good.
MagicJuggler
06-29-2004, 07:51 PM
Sorry, but I've discontinued the game. I have a different project I'm going to work on anyways.
KamiKaZe
06-29-2004, 09:22 PM
Like what? Helping us? :D
Michael
06-29-2004, 10:26 PM
Sorry, but I've discontinued the game. I have a different project I'm going to work on anyways.
That's too bad, I would have liked to have seen the game.
MagicJuggler
06-30-2004, 08:52 PM
You just might after all. Kamikaze, if you want help, I'm at your service.
Anyways, I might revive the project, switching to a new graphic style, and I've found several 3D modelers to allow me to animate 3D characters (which will then be converted to 2D). Now to learn how to use them...
bobo_ess
07-01-2004, 12:01 AM
Good luck.
Michael
07-01-2004, 12:52 AM
You just might after all. Kamikaze, if you want help, I'm at your service.
Anyways, I might revive the project, switching to a new graphic style, and I've found several 3D modelers to allow me to animate 3D characters (which will then be converted to 2D). Now to learn how to use them...
Yes, we do need your help...We trying to make this big, but above anything else, a great game, and logical sequel to SMRpg...while were not following the sequel formula to the tooth, we want to make it enjoyable, long and funny like SMRpg..
KamiKaZe
07-01-2004, 04:24 AM
Yes, join us, magic juggler.
*begins 'join us' chant in a monotone voice*
MagicJuggler
07-01-2004, 04:49 PM
PM me with more info about this game. In the meantime, I'm learning how to use Anim8tor and Metasequoia in order to create 3D objects. The learning is going well. I'm currently working on making a 3D Landmaster Tank.
MT2003
07-01-2004, 08:19 PM
Does taht mean that the game is back?
MagicJuggler
07-01-2004, 08:56 PM
Yep! Only I've restarted. New graphics and stuff.
And I am going to attempt to recruit a crew. I can't do everything alone. Nobody seems to be eager to help out though. I need a character modeler.
KamiKaZe
07-02-2004, 12:44 AM
Nobody seemed eager to help me and kdawg at first either, but slowly people began offering to help, like toohuman. By the way, toohuman, I've been kind of busy lately with work and all and I should start working back on our project and demo soon I hope.
MagicJuggler
07-02-2004, 03:57 PM
Private Message me so I can learn more. I can't do squat if I don't know anything.
MagicJuggler
07-13-2004, 02:26 AM
Oh, and I'm currently trying to learn Java. Keyword is trying. Ever since logging onto sun.com, the SDK would not download properly, due to a messed up modem or something of that manner.
In the meantime, I'm making a little mini-game, escape from Kefka's tower, just for practice.
Bkbro429
07-13-2004, 04:51 AM
Cant wait to see the next game demo in action.
MagicJuggler
07-14-2004, 04:15 PM
OK, the mini-demo was canned, although I got the basic item I wanted from it: A formula for conversation, and a more effective debug.
I am canning the 3d movement, although I plan to retain the pseudo-3d graphics. I'm currently working on the combat demo.
Finally, for all you retro fans out there, how many of you wish I put Samus in Justin Bailey?
Shadowblade420
07-14-2004, 04:22 PM
super mario rpg LotSS was awesome..anyone ever play that?
Bkbro429
07-14-2004, 06:23 PM
Yes, that was one great SNES RPG.... semi-3D, made the SNES look good for its time.
MagicJuggler
07-14-2004, 08:48 PM
Played SMRPG, and beat it. Kamikaze and a few others asked me for help in making a sequel, but they never really told me much besides that. Oh well...
Shadowblade420
07-14-2004, 09:07 PM
that, besides grandia II, is my favorite rpg
KamiKaZe
07-14-2004, 10:55 PM
Magicjuggler, I added you to msn, but you haven't gotten on so I haven't had a chance to talk to you. I sent you a pm saying this.
Michael
07-14-2004, 10:56 PM
^You haven't been one yahoo in awhile yourself...
MagicJuggler
07-15-2004, 08:51 PM
Grandia II was on the Dreamcast, then it was ported over to the PC. Pity I never got the chance to play it...
That being said, I've a new image for the day.
http://www.freewebs.com/legionaire/Preview3.PNG
Yes, I have gotten the Goombas to move around. No, they cannot damage you...yet. However, you can slice them, dice them, squish them, perforate them, or whatever. They die in droves, and make lovely squishy noises in the process.
MagicJuggler
07-17-2004, 02:49 AM
New demo. Go to the webpage http://www.freewebs.com/legionaire to download it.
KamiKaZe
07-17-2004, 12:25 PM
I know I haven't been on much. I've been in a slump lately, and I need to snap out of it so we can get back to work. I think when kdawg comes back, things will be ok.
MagicJuggler
07-18-2004, 01:52 AM
I'll be on vacation for a week, so don't expect any updates.
MagicJuggler
10-27-2004, 12:45 AM
Sorry it's been so long.
Been learning Java in CompSci. I'm currently planning to compile the project, then translate it.
Cofey
10-27-2004, 01:22 AM
Yeah wow it's been a while. Glad you're still keeping it up though.
MagicJuggler
10-27-2004, 01:47 AM
Yeah...with high school and college applications (looking into MIT and Virginia Tech), I am a little busy right now...
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