KILLER WOLF'S PROFILE

When you're bound by your own convictions, a discipline can be your addiction.

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Ye Olde Ancient Screenshots Topique

And now, for some embarrassing stuff... these are some of the earliest attempts I ever made at using Rm2k, and it shows!


A game about a fallen Archangel... also, Rule#1 NEVER use your own face as a face set. Ever.



Max, get ready to lament another failed Cyberpunk game.





I even tried a classic monster type mystery with a thinly veiled Psychic Sherlock Holmes analog... His right hand man? Dr.Hoyle, of course.





This was going to be a Final Fantasy style game, I think. It was also one of my first attempts at a custom battle system that popped up on the exploration map.



At one point, this honestly seemed like a GOOD idea...





Ye Olde Ancient Screenshots Topique

Mine are from at least three years ago, with the one from my "cinematic jrpg style game" being the oldest at seven years old. Now, if you want some embarrassing stuff, I'm going to have to dig through my old laptop. I think I might still have some cringe-worthy artifacts of fledgling RM-ing in there someplace. =)

Breach: Awakening

I check the facing for the event I use to track the player's position. The "hero" object is only used to reset the camera to the center of the screen or to synch positional data during travel between different maps.

By using an event other than the hero as the reference point for the field of view calculations, I have more direct control over rotation and movement. This way, pressing the right arrow key just rotates the place holder's facing 90 degrees, instead of causing it to walk sideways. It also prevents the player from just holding down "ctrl" and clipping through my walls.

Videos

Well, right now that empty white outline on the map was filling in for the player's position. I'm going to make icons for the different directions, as well as indicators for known objectives.

I'm planning on throwing a little display up when you enter a new area. At first it will be stuff like "Unknown Location", "Abandoned Office", and "Hallway", but after the player finds an info kiosk (for lack of a better term at the moment), the proper name for areas will pop up. From that point on, visiting new areas unlocks their names on the map screen, so it should be pretty easy for the player to get their bearings... I hope.

I don't really like feeling lost in these games either!

[Results!]Christmas Mapping Contest!

The snowman is festively dressed in green and red.

Ye Olde Ancient Screenshots Topique

Supreme Warrior - Unfortunately, no, I never released a demo for it. It was very crash prone when going back and forth between the normal areas and the hacking maps. MMF2 doesn't seem to like switching back and forth between two maps that frequently, and my usual fix of just making an auto-save and completely restarting the program each time didn't even fix it 100%

Max McGee- I wish I'd finished a few of them too! I am actually considering trying to adapt that one into an RM engine. My first test with VX a few months ago didn't make me very optimistic, so it would probably be 2k3, or some patched variant thereof.

Ye Olde Ancient Screenshots Topique

S_W - I remember seeing quite a few (maybe all) of those back on GW!

I found some more shots in my old MMF2 projects folder.


A Castlevania fan-game


An exercise in bad grass tiles and general top down fantasy tomfoolery


Unnamed Cyberpunk project #726


Hacking Mini-game from the above


The triangle thing on the left is one of two Ice-Breakers. You have to rotate the blocks into different sequences to try and match the encryption or "lock" on a particular node or port. The little hand icon "grabs" the progam and drops it near the locked area. The hand animates as it flicks the blocks around. The popup to the left is a recorded Lock Pattern. You're fighting against a timer, marked out in the Proxy Routing box on the right, so trying known locks is the best bet. The other set of triangles is for a different encryption type. Some locks in the game would have featured both, so you would have had to alternate which program you used to make progess on the lock. I may still try to do something with it.

What are you thinking about right now?

I'm waiting for a call to let me know when to go in to pick up my glasses. An apparent, and unfortunate, result of my mysterious eye infection is that my left eye now requires vision correction. Yup, I'm getting a pair of glasses with one pane of window glass, ground to opthalmic grade, of course, and one prescription lens.

With my luck, they'll be backwards and I'll have to wait another few days for the mistake to get corrected.

It will be nice to be able to read, drive, or use the computer without getting a headache again though.

Breach: Awakening

The first video in the video section goes into a little detail about it. All of the different wall types are stored as Terrain IDs. I set up an array of variables to act as the player's visual field. They check for the terrain id at their respective coordinate points and then kick that info out to my show picture events.

As for the art assets themselves, I just scaled some helpful tiles from the future rtp chips using a perspective tool in Deluxe Paint 2 Enhanced.

In the aforementioned video, you can catch a brief glimpse of what the "levels" look like in the editor at the beginning.

The terrain id solution fixed the biggest problem I had when I tried this perspective faking trick before. In the past, I'd always graphed stuff out and then tried to figure out what surfaces would be visible from any given point. I'd get about two or three rooms deep and decide "the hell with this." Now, I can just draw the maps out in the editor, come back and alternate the terrain ids for wall surfaces (cycling wall types helps to sell the movement illusion), place whatever door types I need, and be testing the level in a couple of minutes.

Ye Olde Ancient Screenshots Topique

author=chana
yes, gorgeous, and I really like the screenshots from the project "walkin'
with a limp"


Thanks! I actually have a couple of videos for that project, so I might throw a game page up soon.