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Alcarys Complex giveaway #2 - Review Challenge WINNER
hi, dev here.
i will also send the winner of the raffle a physical disc copy of both the game and the soundtrack. let's "do it" as the teens say
i will also send the winner of the raffle a physical disc copy of both the game and the soundtrack. let's "do it" as the teens say
Survey participants needed for Game Maker RPG engine
If you're interested, I've got a couple of snaps of the multiple-choice portion of the survey I can post. I've got the open-ended stuff, too, but that's harder to quantify except as a sort of "suggestions bank". I got loads of good suggestions, though!
In other news, the gmRPG game page is now live! If you want to discuss or help out or you have a bug report or whatever, the game page is the place to do it, because I won't be using this thread for much of anything anymore.
Thanks for your time!
In other news, the gmRPG game page is now live! If you want to discuss or help out or you have a bug report or whatever, the game page is the place to do it, because I won't be using this thread for much of anything anymore.
Thanks for your time!
Survey participants needed for Game Maker RPG engine
Just a reminder that August 31 is quickly upon us. If you'd like to participate in the survey, please do so before Saturday night. After that date, this topic will be closed and all gmRPG discussion will happen on the project's game page (the page is private right now, but it'll be public very soon).
Thanks!
Thanks!
alcarys_complex_04.png
Leyt is having a dream/hallucination, and this is the way I chose to represent that. In these sequences, the text also scrambles itself over time <3
Survey participants needed for Game Maker RPG engine
Just letting you all know that the last day to take the survey or initiate an interview is August 31. Also, after the 31st, I'm planning for a gamepage to take the place of this topic.
I've been whiteboarding pretty hard recently and I've come up with a lot of fundamental mechanics for the engine base. I can't quite share these yet, but I'll put something up as I get more of a complete picture.
I'm still looking for a few more people to take the interview, so if you're interested and you have the necessary experience, send me a PM!
I've been whiteboarding pretty hard recently and I've come up with a lot of fundamental mechanics for the engine base. I can't quite share these yet, but I'll put something up as I get more of a complete picture.
I'm still looking for a few more people to take the interview, so if you're interested and you have the necessary experience, send me a PM!
Survey participants needed for Game Maker RPG engine
Survey participants needed for Game Maker RPG engine
Full finite state machines for each enemy (as well as grouping enemies into categories based on their behavior set) are already part of the AC source package - the only matter is presenting them in an easy-to-use way in the IDE. These are FSMs designed for use with action RPGs, but I should be able to modify them to work with turn-based systems without a huge amount of trouble.
How this works:
Say you want three enemies, a Hawk, an Osprey, and an Eagle. Currently, you can define a Bird AI type and have your three Bird enemies inherit most of the major characteristics of "being a bird" (flying around, diving, etc). After you do that, you would just go into the individual state machines of your three enemies and define different skills and behaviors from there.
How this works:
Say you want three enemies, a Hawk, an Osprey, and an Eagle. Currently, you can define a Bird AI type and have your three Bird enemies inherit most of the major characteristics of "being a bird" (flying around, diving, etc). After you do that, you would just go into the individual state machines of your three enemies and define different skills and behaviors from there.
Survey participants needed for Game Maker RPG engine
author=noellechan
Took the survey, and looking forward to what you have to offer with the program! I personally know very little Ruby (or any other language) so like what was said before, it would be nice to have lots of features that can be implemented without scripting. I'm not sure the "look" you're going for, but have you thought about looking at RPGs that have been made and successful to draw ideas for features to include?
Yeah, definitely. In addition to taking a look at the RM suite, I'm going to take a look at heavily-used features in other RPGs and see if I can make those features available in the IDE.
In fact, if anyone wants to suggest things in this topic that would be cool or useful, I'll add it to my list.
Last chance to pay what you want!
author=kentona
so, Buy Direct gives me a Desura ID? Or do I just get a game to download? Do I need some sort of Desura game launcher installed or what? I ask because there is a Buy Direct and a Buy (Desura).
(also if I bought 3 copies could I somehow gift 2 of them for events on RMN?)
Buying direct will give you one Desura product key for AC per purchase.
The Desura key is available because the game has no DRM. Having no DRM is nice, but it also makes me unable to give away free product keys, which is where the Desura key comes in. If you buy direct, you'll get one key attached to your confirmation e-mail for each purchase. (If you want three keys, just pay what you think three copies would be worth and I'll send you two more keys via PM.)
To redeem them, all you have to do is go to http://www.desura.com/gifts and activate the key. You don't need the client or anything, the system will just spit out a .zip file.
The game IS on Desura, but since Desura doesn't support a Pay What You Want pricing model, it is excluded from this sale and will cost $9.99 per copy if purchased from them.
Alternatively, if you want to buy via itch.io (leafo's game storefront), I can hand over some keys, but since there's no way to set up fulfillment actions on itch.io, I have to do it manually. Either way, I'll see if it comes through and give you some keys regardless.
author=Bladezuez
I got this when it first came out in July on the 1st actually.
Thanks! Hope you're liking it!
Survey participants needed for Game Maker RPG engine
Wow, this thing blew up! Anyway, a couple things:
Separating the scripting from the "easy" aspects of this program will be virtually impossible. After all, Game Maker's drag-and-drop functionality is just GML commands assembled into a palatable interface geared toward novice programmers. Expect to have to "dip into" the scripting side at some point (this is true with anything complex, really). But I'm inclined to think that the IDE itself will omit scripting, for the most part. If you really want to muck around in the engine, just open up Game Maker Studio and do it that way. It'll be way easier on you (and I promise to make everything super-readable)!
That being said, at no point will I intentionally attempt to hobble the program in a way that shuts novices/non-scripters out. I actually have a few UX ideas I'd like to burn on this project that I haven't seen done in other game design programs, so this is as good a chance as any. Examples:
The database (RPG elements) will probably be the easiest thing to construct, and is probably the thing that will go in first on the backend. A program like this should allow for as many or as few components as the user desires. If I want 15 equipment slots for each character, I should be able to define that many in the IDE (in addition to setting item filters for each slot) without cracking open Studio and copy/pasting code. If I want three, same thing. If I want a hundred or even a thousand stat variables, I should be able to make that happen very easily in the IDE.
Also, if any major gameplay systems are included, and I'm not willing to comment one way or the other on that just yet, they will be completely optional. They will be able to be turned on or off at the click of a button (though only one can be on at a time for obvious reasons) and their GML will be compartmentalized so that the associated resources are easily removable.
For our CompSci BS, we have to take on something computer science related. I took this on myself (we're allowed to choose what we want to work on), and I figure it'd be more interesting than developing an iPhone shopping list app. :)
December is just when the project needs to be turned in. Nothing special. I'm hoping that the GML codebase I already have will provide a good path to something that will satisfy my program's requirements by December. It doesn't have to be finished, but it DOES have to work, even if it's only limited or one-way (from gmRPG to Studio) support. Think of it as a "proof-of-concept".
EDIT: Just read a survey comment about tile snapping. gmRPG will be designed from the ground up to allow the player character to move using either strict grid snapping (Final Fantasy), loose grid snapping (Zelda), or pixel-based movement (Mana, Chrono Trigger).
Separating the scripting from the "easy" aspects of this program will be virtually impossible. After all, Game Maker's drag-and-drop functionality is just GML commands assembled into a palatable interface geared toward novice programmers. Expect to have to "dip into" the scripting side at some point (this is true with anything complex, really). But I'm inclined to think that the IDE itself will omit scripting, for the most part. If you really want to muck around in the engine, just open up Game Maker Studio and do it that way. It'll be way easier on you (and I promise to make everything super-readable)!
That being said, at no point will I intentionally attempt to hobble the program in a way that shuts novices/non-scripters out. I actually have a few UX ideas I'd like to burn on this project that I haven't seen done in other game design programs, so this is as good a chance as any. Examples:
- Alcarys Complex's debug mode had the ability to "draw" certain cutscene staging directions (moving and facing, mostly) while in the game and output them to a script file. I'd like to be able to extend that to everything in the engine.
- I'd like the map editor to have a feature that visually "links" your teleport events to the map they're pointed at, so users can easily identify and correct spatial disparities between maps. See this mockup for what it could look like. This is pretty advanced, though, and I don't expect it to make the cut before December.
- People using an event interface should be able to write a line of GML and include it as an event. For instance, you could use the "Draw Rectangle" dialog to draw a rectangle to the screen, or you could define a new GML event with a command like draw_rectangle(32,32,64,64,1); and both would yield the same thing. Lines only! If you want functions and full scripts, you're better off opening up Studio.
author=Avee
I'd like if the engine offered the implementation of a bunch of typical RPG elements (i.e. experience, stats, skillsets, menus, equipment, etc.) easily as long as I can still make the main gameplay system (i.e. the genre = action, strategy, shooter, roguelike, etc.) whatever I like using the regular features of the engine.
The wrong way to go about it would be to include a default, generic RPG battle and exploration system like those of the RPG Maker suite. I hope this is not what you're aiming for. Let's have "GM do what RM don't" if you know what I mean.
In any case, I wish you much success with this project.
The database (RPG elements) will probably be the easiest thing to construct, and is probably the thing that will go in first on the backend. A program like this should allow for as many or as few components as the user desires. If I want 15 equipment slots for each character, I should be able to define that many in the IDE (in addition to setting item filters for each slot) without cracking open Studio and copy/pasting code. If I want three, same thing. If I want a hundred or even a thousand stat variables, I should be able to make that happen very easily in the IDE.
Also, if any major gameplay systems are included, and I'm not willing to comment one way or the other on that just yet, they will be completely optional. They will be able to be turned on or off at the click of a button (though only one can be on at a time for obvious reasons) and their GML will be compartmentalized so that the associated resources are easily removable.
author=kory_toombs
This project is for an undergrad degree? That's a lot of work for something like that. I would expect this for something like a Masters of PHD. The most complicated thing I ever had to do in my BA was write a 10 page essay on Milton's Paradise Lost.
Completed the survey anyways.
For our CompSci BS, we have to take on something computer science related. I took this on myself (we're allowed to choose what we want to work on), and I figure it'd be more interesting than developing an iPhone shopping list app. :)
author=edchuy
I'm curious as to why this is due by the end of the year (is that when you graduate?).
December is just when the project needs to be turned in. Nothing special. I'm hoping that the GML codebase I already have will provide a good path to something that will satisfy my program's requirements by December. It doesn't have to be finished, but it DOES have to work, even if it's only limited or one-way (from gmRPG to Studio) support. Think of it as a "proof-of-concept".
EDIT: Just read a survey comment about tile snapping. gmRPG will be designed from the ground up to allow the player character to move using either strict grid snapping (Final Fantasy), loose grid snapping (Zelda), or pixel-based movement (Mana, Chrono Trigger).














