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Main forum => Announcements => Topic started by: Darmakwolf on 2013-Aug-31

Title: Darmakwolf returns! with.......................
Post by: Darmakwolf on 2013-Aug-31
**see latest post for beta download**

Kodai no Chikara (Hidden Power) - an RPG game, and possibly the only Final Fantasy inspired RPG for GLBasic!
I know I was on hiatus for a while, but I returned because I found some free time. In that time, I played some
Final Fantasy: Dawn of Souls, and decided to make a game of similar simplicity. The project is unique because
it is rendered in SNES standard resolution (256x224) so when it is played on a CRT television it's like a true
classic. (The game has zoom options, you won't be stuck with a tiny window!) So far I have finished the mapping
system, the inventory and item database, complete with item database editor written in C#. Equipping / unequipping
armors and weapons, and using items with effects is complete. Next step is NPC system and battle system, then I'm
all set to make the game playable! Another important note: The game will be playable 2-player, like FF5/6, where the
second controller can be set up to command the third and fourth party members for more co-op fun. Here's some screenshots.
Title: Re: Darmakwolf returns! with.......................
Post by: Ian Price on 2013-Aug-31
OOhh! Feelings of joy-joy here! Anything resembling FF gets a big thumbs up from me. As does SNES (and PRE-SNES) style gfx and sfx.   :happy:   :good:

Is it done yet? :P

Welcome back BTW. Why C# for the editor and not just GLB itself?
Title: Re: Darmakwolf returns! with.......................
Post by: Schranz0r on 2013-Aug-31
Welcome back Darmakwolf!
The game looking ace :)
Title: Re: Darmakwolf returns! with.......................
Post by: mentalthink on 2013-Sep-01
Welcome again, and the game looks very very cool, but for which platform, it's only for PC?¿
Title: Re: Darmakwolf returns! with.......................
Post by: Darmakwolf on 2013-Sep-01
Mentalthink, I will compile for Windows, OSX, Linux, and Android.
Ian, I used C# for the editor to get some practice in! Also it involved TONS of controls, which GLBasic doesn't handle too easily (DDGUI is sometimes not what I need...)
Thanks for the compliments! It's the most code I've ever written in a project so far - I'm over 10,000 lines. I am hand-drawing all of the graphics in a pixel art program. Having fun making the code, too! :) :booze:
Title: Re: Darmakwolf returns! with.......................
Post by: mentalthink on 2013-Sep-01
That's it's cool perhaps in Steam or the Greenlight market you can sell the game... I read a lot of C# and I have the doubt of learn C# or Java, I read the compatibility whit C# it's a Hell...
I get out the hat, make the graphics whit pixel Art, it's really really difficult, I think much more than do 3D...

No development Blog?¿...
Title: Re: Darmakwolf returns! with.......................
Post by: bigsofty on 2013-Sep-01
WB Darmakwolf, you've been very busy and it looks great!  :good:
Title: Re: Darmakwolf returns! with.......................
Post by: Darmakwolf on 2013-Sep-01
Thanks Mentalthink and Bigsofty! I may just put it on the steam greenlight thing. I'd give it to GLBasic forum members for free of course!
Title: Re: Darmakwolf returns! with.......................
Post by: Darmakwolf on 2013-Sep-01
Mentalthink - C# is not meant to be "ported." The entire .NET framework is meant to be a Microsoft exclusive deal. It's still quite popular because most businesses don't care that their server program doesn't run on Mac OS. For better or for worse, Windows dominates the business world. I think Java is still the most commonly used language for business though, because it's 100% portable and many people can help manage it.
Title: Re: Darmakwolf returns! with.......................
Post by: Hark0 on 2013-Sep-01
Oh my God! Very nice! Any video?
Title: Re: Darmakwolf returns! with.......................
Post by: Darmakwolf on 2013-Sep-01
Quote from: Hark0 on 2013-Sep-01
Oh my God! Very nice! Any video?

Sorry Hark0, not yet. Once I finish the battle system I'll likely have a demo available though, which is even better! :good:
Title: DEMO TIIIME!
Post by: Darmakwolf on 2013-Sep-02
I am not finished with the battle system, so this demo version is to demonstrate the inventory and walking around the map.
When the game begins, if the window is too small, click the little gear in the upper-left corner to adjust to the proper resolution. (I've set it small by default so basically any old computer can display it properly)

How to test this demo:

Use the mouse at the title screen (It's being revised, it'll be entirely keyboard/game controller only soon.) and click play. Use arrow keys to move about. Return/enter opens the inventory. The character graphics are obviously placeholders. Use the arrow keys to navigate the menu. This game, without a game controller, uses Z and X as its main input buttons (much like RPG Maker games would.) Z is generally cancel/back, X is generally accept/ok. You can currently enter the Items, Equips, and Status menus. In items, press X once to get a description of the item and pick it up. you can then move to another item cell and drop it to swap its position, allowing for inventory customization much like FF5/6. Instead of moving it, press X a second time to "use" the item - a window will pop up allowing you to select a party member to use the item on.

In the equip menu, you can select a slot to equip (weapon, for example,) and press X. You are now in a list where you can press up/down to select a weapon and compare its stats. Green indicates the item in question raises that particular stat. Red means it is worse, and white means it is just as good as what you have on. Note that items that alter VIT may affect your HP differently from what is shown because VIT affects HP, same with INT affecting SP. Press X to equip it.

Use the left/right arrow keys when selecting a slot to swap to another character in your party.

That is all! Nothing special, just something to have fun with. The item descriptions are sometimes a laugh. I created all of the pixel-art by hand on my tablet with a stylus!  =D


p.s: this is a very early build, don't expect much. Also there's a few known bugs. Equips that lower your HP/SP can bring you into the negative maximum, which would just constantly kill you in battle, etc. Also I was nice and gave you x1 of every item there is so far. The secret crate is an inside joke - however it gives you x1 random item from the database. Have fun! :P
Title: Re: DEMO TIIIME!
Post by: Hark0 on 2013-Sep-02
Quote from: Darmakwolf on 2013-Sep-02
I am not finished with the battle system,...

Hi!

What formula uses you for the game?

I'm are using a variation of roguelike system formula combat.
Title: Re: DEMO TIIIME!
Post by: Darmakwolf on 2013-Sep-03
Quote from: Hark0 on 2013-Sep-02
Quote from: Darmakwolf on 2013-Sep-02
I am not finished with the battle system,...

Hi!

What formula uses you for the game?

I'm are using a variation of roguelike system formula combat.

Full real-time Active Battle Systen (RTAB,) same as FF6!
Title: Re: DEMO TIIIME!
Post by: Hark0 on 2013-Sep-03
Quote from: Darmakwolf on 2013-Sep-03
Quote from: Hark0 on 2013-Sep-02
Quote from: Darmakwolf on 2013-Sep-02
I am not finished with the battle system,...

Hi!

What formula uses you for the game?

I'm are using a variation of roguelike system formula combat.


:good:
Full real-time Active Battle Systen (RTAB,) same as FF6!
Title: UPDATE
Post by: Darmakwolf on 2013-Sep-06
No battle system yet, but this took some major work. It should *now* work on ANY resolution by default and allow for scaling, even on standard resolution TVs, tiny laptops, or gigantic TVs.

Added FULL controller customization support. All game controllers and up to 12 buttons on each controller can be set as in game controls. D-Pads and analog sticks are fully functional. You can also choose keyboard keys as game controls, so player 1 could be on a keyboard while player 2 plays on a game controller. Or both can play on keyboard... or both on controllers! It was tough to make a controller customization module that can read the selected input at run time.

At first run, you'll be prompted to adjust the screen and set up controllers - all settings are saved and it will not have to be repeated. Since the screen size is important for reading, you must do that first. Use the default controls to adjust the screen: arrow keys up/down to adjust the size, X to confirm. Then you pick controls for the game.

If someone could try this on a game controller and report the details I'd appreciate it. I can only test it on my PS2 controllers that I have an adapter for. It technically should work with any game controller that works in GLB.

In-game you can press Start to open the menu, and fiddle around with items / equipment. Game fits on a couple floppy disks so far :P
Title: Re: Darmakwolf returns! with.......................
Post by: erico on 2013-Sep-06
Welcome back Darmakwolf!

...and you have tricks up your sleeves uh? Really great!
Keep us informed, it looks and sound like a great project.

I will check it out.
Title: Kodai no Chikara Update!
Post by: Darmakwolf on 2013-Sep-27
Hello again! There is no demo of my new additions until the battle system is finished. I've made great progress, however!
See attached screenshots. I now have:

Working ATB (Active Time Battle) system.
Animated battlers / map characters
Dynamic battle backgrounds
Enemy groups / Random encounters
Sounds for each individual enemy!
Fixed input. All controllers are now mappable for 1 or 2 players.
Message system finished

It's coming along nicely. Soon we'll have GLBasic's first Final Fantasy styled RPG!  :good:
Title: Re: Darmakwolf returns! with.......................
Post by: Darmakwolf on 2013-Oct-07
Just finished adding FMOD support for chiptunes in-game!

Kodai no Chikara (Hidden Power) version 0.31b by Darmakwolf

How to play:
* It's a beta - you can't do much.

Use arrow keys to move on the map or through men us
Use X key for accept, Z key for cancel
ENTER key = inventory/start/pause

You can:
equip characters (go to EQUIP in menu. Use left/right to equip other characters.)
use items.
walk around. (No other rooms besides test map atm, i'm working more on core systems than designing atm.)
get into battles. You can kill all the enemies, but they will not fight back, nor can you "win" - simply use the RUN command when they all die. Victory / EXP gain screen is next to be developed!

Note: All music is decoded at run-time and is in module chip-tune form. I could probably have 500 music tracks and keep my game under 20MB :D



edit: pro tip: equip Red Hat and Valmanwei to test being an ultra bad@ss.
Use BACKSPACE key on the map to test switching map sprite characters.  :good: