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Author Topic: [Tech Demo 1] Forgotten Legends  (Read 3229 times)

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[Tech Demo 1] Forgotten Legends
« on: July 26, 2012, 12:24:53 pm »
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Forgotten Legends
An 8-bit homage to the Final Fantasy franchise



Download Link : https://sites.google.com/site/zfgcstuff/FLTD.zip
Tech Demo 1 Release:
Contains some mp3s, complete walking mechanics, and the start of the battle system.
Alot more is going on than what you see.  Attack and ATB algorithms are working flawlessly.  The plans for how the battle scene will play out is already being set up.


Please read the included ReadMe file for more information at this time.  Anything is subject to change at this time.

Next tech demo should include: first town, completed inventory data, more monsters, leveling system, and one quest.

Created with Game Maker 8.0
« Last Edit: July 26, 2012, 12:50:24 pm by Theforeshadower »
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Re: [Tech Demo 1] Forgotten Legends
« Reply #1 on: July 26, 2012, 01:36:14 pm »
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I'm at work right now so I can't download the demo to see how it is but based on the information you provided and the text engine you posted in Coding, it is nice to see how much of a project you are making this into. I look forward to the next tech demo.
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Re: [Tech Demo 1] Forgotten Legends
« Reply #2 on: July 29, 2012, 01:07:09 am »
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Some things worthy of note that have been completed(not uploaded):

*The monster now takes his turn as well when his atb gauge is full.  He can perform idle,defend,and attack.  All three are in perfect working order.
*Characters now have main armor equipped and stats are working in battle for the armor.
*The main items(no key items) and equipment data has been finalized at this point.  I wanted a nice set of different things but also wanted it simplified as well.
For weapons, the number is that weapon's base damage;for armor,helms,accessories,and shields, the number is that item's defense;and for items, the number is the base amount healed.  I also included the cost gold for all items so that when I start coding shops, the shop will access the data file according to each item for sale.

Eventually, all spells for every character and monster will be in the data file with similar numbers for their respective damage and healing ability.

I am thinking that I may change the entire system to no longer use globals and instead, read/write to the data file.  The new approach is to have the 3 main save files in the data file and one temporary save file.  Throughout the game, the temp file will contain all the stats and equipment for the characters.  The battle engine will access this as needed(already does for determining attack damage in a way).  If the player wants to save, a simple copy/paste would be performed of all the stats and equipment and the player's current x/y positions in the temp file.  This new approach seems to be the simplest way do to this based on GM8 lite restrictions.

Anyway, here is the current data file if interested:
Show content
[weapons]
ShortSword=15
Broadsword=20
LongSword=30
BastardSword=45
FlameBlade=55
IceBlade=60
LightEdge=75
Energizer=85
Legend=99
GreatSword=20
GreatAxe=35
FlamBerge=45
Claymore=60
GreatHammer=75
Executioner=95
Alpha=115
Omega=140
Staff=5
Rod=7
SteelRod=14
WereBane=20
Arcana=25
RunicStaff=30
TwistedRod=40
Majestic=55
Shortbow=10
LongBow=15
SteelBow=20
BoneBow=30
CrystalBow=40
HolyBow=50
CrossBow=60
Finale=65

[armor]
rLeatherArmor=10
rBronzeArmor=15
rSteelArmor=20
rDarkArmor=25
rLightArmor=30
rFullPlate=40
rStrPlate=50
rStamPlate=50
rGenjiPlate=60
rDiamondPlate=75
rDragonPlate=85
rGod'sChest=99
iClothes=1
iCottonRobe=4
iWoolRobe=9
iSilkRobe=15
iMysticRobe=21
iOracleRobe=27
iSageRobe=33
iAngelRobe=40
iFantastic=49
nLeatherMail=5
nBronzeMail=8
nSteelMail=12
nMythrilMail=16
nMagicMail=22
nDemonMail=30
nSpeedMail=40
nElvenMail=50
nOrganicMail=62

[helmet]
Leather=2
Studded=4
Bronze=7
Steel=10
Mythril=14
Crystal=18
Diamond=23
Health=25
Magic=25
Genji=35
Dragon=40

[accessory]
LeatherBoots=1
BronzeBoots=3
SteelBoots=5
SilkCloak=6
SpeedRing=8
PureRing=10
HPRing=13
StrRing=15
Elemental=20

[offhand]
L.Shield=3
B.Shield=6
S.Shield=9
M.Shield=13
E.Shield=18
D.Shield=24
G.Shield=30
God'sShield=37

[items]
Potion=30
HighPotion=120
XPotion=250
Ether=30
DryEther=120
Elixir=1000
Tent=0

[itemcosts]
Potion=25
HighPotion=100
XPotion=300
Ether=50
DryEther=300
Elixir=1250
Tent=175

[gearcosts]
ShortSword=50
Broadsword=150
LongSword=500
BastardSword=950
FlameBlade=1500
IceBlade=1750
LightEdge=3000
Energizer=5000
Legend=1
GreatSword=75
GreatAxe=225
FlamBerge=750
Claymore=1500
GreatHammer=3000
Executioner=5000
Alpha=10000
Omega=1
Staff=25
Rod=100
SteelRod=300
WereBane=900
Arcana=1500
RunicStaff=3000
TwistedRod=7500
Majestic=1
Shortbow=30
LongBow=120
SteelBow=350
BoneBow=1000
CrystalBow=2500
HolyBow=5000
CrossBow=10000
Finale=1
rLeatherArmor=50
rBronzeArmor=300
rSteelArmor=1200
rDarkArmor=2500
rLightArmor=3500
rFullPlate=5000
rStrPlate=10000
rStamPlate=10000
rGenjiPlate=20000
rDiamondPlate=30000
rDragonPlate=45000
rGod'sChest=1
iClothes=5
iCottonRobe=100
iWoolRobe=300
iSilkRobe=1200
iMysticRobe=2000
iOracleRobe=3300
iSageRobe=5000
iAngelRobe=7500
iFantastic=1
nLeatherMail=50
nBronzeMail=225
nSteelMail=750
nMythrilMail=1500
nMagicMail=2500
nDemonMail=5000
nSpeedMail=8500
nElvenMail=12500
nOrganicMail=1
Leather=40
Studded=150
Bronze=350
Steel=1200
Mythril=1800
Crystal=3250
Diamond=4250
Health=7500
Magic=7500
Genji=10000
Dragon=15000
LeatherBoots=30
BronzeBoots=75
SteelBoots=150
SilkCloak=300
SpeedRing=1000
PureRing=3000
HPRing=4500
StrRing=5500
Elemental=10000
L.Shield=50
B.Shield=150
S.Shield=300
M.Shield=750
E.Shield=1250
D.Shield=2500
G.Shield=5000
God'sShield=1


I understand that the game data could be easily modified, but I believe a true gamer would play through the game the way it is meant to be played at least once.  This could also provide cool mods to the game if I end up implementing a tiling system.  They could create their own worlds,dialogue,stats,weapons, and such.

Well, enjoy the update and hope you look forward to Tech Demo 2!
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Re: [Tech Demo 1] Forgotten Legends
« Reply #3 on: July 29, 2012, 01:29:24 am »
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I don't know if anyone else is having this issue but if I try to run the .exe file under Windows 7 64-bit it freezes up after loading.
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Re: [Tech Demo 1] Forgotten Legends
« Reply #4 on: July 29, 2012, 01:34:37 am »
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Did you extract it?  It should probably be extracted to a folder that you have admin rights to.  Not too sure.
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Re: [Tech Demo 1] Forgotten Legends
« Reply #5 on: July 29, 2012, 01:46:25 am »
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I first extracted all of the download's contents to my Desktop, but after your suggestion I moved it into a folder on the Desktop of which I checked to see if I had administrator rights to and did - but this resulted in the same freezing. If you created it in Game Maker 8 Lite, would it be possible to take the GMK, open it up in Game Maker 8.1 Lite, save it as a GM81 and then save it as an executable?

Actually, I just tested creating an executable with Game Maker 8.1 and you were right about the terrible, terrible blinding watermark. This is to say that Game Maker 8.1 executables will work on Windows 7 64-bit but in a manner that makes someone dislike Game Maker. But I guess if you could provide a Game Maker 8.1 executable download too it would be nice.

(and you can delete my posts about compatibility if you want so that discussion can get back to your game's merits)
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Re: [Tech Demo 1] Forgotten Legends
« Reply #6 on: July 29, 2012, 01:50:04 am »
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No problems on my end with Win 7 64-bit.  I think the issue is the mp3 codecs.  ffdshow decoder turns on everytime I run my game.  I may have to settle for crap .mid for now if that is what is causing the issue.  It shouldn't be an issue.  The mp3s were created in FL Studio 10 and are simple 32k mp3s.  Any ideas to what the issue is?  It has to be the music.
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Re: [Tech Demo 1] Forgotten Legends
« Reply #7 on: July 29, 2012, 02:28:03 am »
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Just downloaded it

Notes:

- Eep the story text is slow


- Am i suppose to be able to attack? Since Z doesn't seem to do anything
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Re: [Tech Demo 1] Forgotten Legends
« Reply #8 on: July 29, 2012, 02:31:33 am »
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It's just a showoff feature.  You are attacking but no animations are taking place.  The number is the damage you are dealing.  The monster does not die,  press R to leave the battle.
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Re: [Tech Demo 1] Forgotten Legends
« Reply #9 on: July 29, 2012, 02:41:23 am »
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Here is a screen to show you the menu that now opens when your ATB gauge is full.  The hp/mp stats are moved to the right until the ATB gauge is hidden, the menu commands are always shown, then the hand is drawn.  Once a command is selected, the menu moves back to the left.
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Re: [Tech Demo 1] Forgotten Legends
« Reply #10 on: July 29, 2012, 02:45:30 am »
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Ah, just noticed the numbers, kind of hard to see because of the white numbers appearing on the light green background. Not bad though
« Last Edit: July 29, 2012, 03:09:01 am by FISSURE »
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Re: [Tech Demo 1] Forgotten Legends
« Reply #11 on: July 29, 2012, 03:56:21 am »
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Wow.  I am making great progress on my end.
Another screen showing the finished NPC dialogue text box.  Works like a charm.

Thanks, FISSURE.  Can't wait for you to see the next tech demo.
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