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Post by Alexander_Q on Nov 29, 2007 21:12:25 GMT -5
AimMy goal when recreating the Secret of Mana engine in game maker is to fix the few errors that square made in the original and make a few tweaks to improve the experience, especially in multiplayer. Though I intend to make a new game, a sequel to the original, I wish to stay true to the original graphically and thus hope to rip much its sprites and tiles. Proposed changes include:
MENU- Level Obtained/Maximum Level (Orbs obtained) printed on each weapon graphic in weapon ring.
- Level Obtained/Maximum Level printed on each element graphic in magic ring.
- No pause while using menu rings, until a stat screen or other similar fullscreen info display is selected; thus no pause for items, changing weapons, casting spells, changing equipment.
- Better text in all fullscreen info displays.
- Unique per-player inventory
- Items passable when close to other player
- Items only usable when close to other player
MAGIC
- No pause while casting, selecting spells.
- Spells are less effective
- There is a bar that must charge similar to the attack bar before a spell can be cast
- Players have more mana
- Spells must be aimed, and have range like physical attacks
COMBAT
- Game can tell difference between tapping and holding attack button: bar will start charging straight away upon hold, instead of doing basic attack, going to 100%, then commencing charge.
- Sprinting depletes %, does not completely remove it immediately.
- Each weapon charge level maintains its original attribute depending on the level when the attack is executed. I.e, if you have a sword at level 6, but you only charge to level 4 and execute and attack, then the attack will be effective against insects instead of having a raised critical chance. Each weapon will bestow on its user constant abilities depending on the player's level with it, i.e, a level 6 sword will always give you raised agility and evade percentages.
MISC
- Sprite (aka, each player's sprite, not Popoi) changes to account for armor.
- Players able to leave screen, either split screen or different monitors over network.
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CollaborateI'm not doing this for educational purposes or for glory - I want to make this game fun and play it myself! If you can help, please do. No one will be turned down. I'm especially in need of people to rip sprites from the original game - I'm making steady progress with the code but there is ALOT of stuff to rip, not least of which is the weapon animations.
Declared Collaborators
- Alexander_Q
- Xenith (Please confirm)
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FeaturesList of currently achieved modules.
- Functional display of health for values up to 999.
- 8-directional walk/sprint
- Non-stick walls
- Enemies react to attacks by bouncing back (?)
- Functional display of percentage (!)
- Sprint depletes percentage Secret of Evermore style; when at zero, player can no longer sprint. (!)
- Rabite differentiates between being at 100% or being hit below 100%. This is done using sprites and sounds.(!)
- Attacking depletes percentage to zero (!)
Key: (!) Recently added feature (?) Feature has bugs that need to be ironed out |
Known BugsList of things I can't figure out or haven't gotten arount to.
- Rabite occasionally teleports 20 pixels in a random direction. If you figure this one out, please let me know!
- Various tile/sprite depth errors.
- Upwards sword animation fails to collide with rabite at point-blank range.
- Holding shift depletes percentage even if player isn't moving.
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ScreensCreditsMost of this code comes direct from Xenith and IsmAvatar. Hats off to you guys. |
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Post by Xenith on Nov 30, 2007 0:21:25 GMT -5
You created a new topic, you've kicked me out.......... Just kidding. I like the health bar you got, and the enemy bounce away is a nice touch as well. I have a question, when you played my version was the resolution a problem? I noticed that when playing other's games (not yours) that the resolution was strange and I thought maybe it just looked better on their monitors settings or something. Anyways I'm sleepy and I start nightshift tomorrow.
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Post by Alexander_Q on Nov 30, 2007 1:05:22 GMT -5
Xenith - good to hear from you. The last thing I want you to feel is that I'm hijacking your project. I just thought that if it was going to be actively developed and have a download link that was updated it might benefit from having that in the first post, and having all the other information in post 1 is probably good too. I really feel indebted to you for providing you code, I've learnt so much in just a few days. You are the father of this project.
Yeah, I was really happy with how the health bar turned out - believe it or not it was IsmAvatar who provided the code, in a completely different forum! That guy just doesn't stop being helpful huh?
The enemy bounce has been improved. Probably won't notice the difference when I upload the new version but it uses trigonometry to determine direction etc rather than the page of code I had before, thus it's much more succinct. I had to get my girlfriend to explain the code to me before I could use it!
Resolution was not a problem in your game at all - I copied your settings because I felt that the 800x600 gave the most authentic feel and level of zoom.
If I can iron out the bugs with the bounce today I'm going to start to implement your "rabite following" code, then get stuck into damage calculations etc.
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Post by IsmAvatar on Nov 30, 2007 15:54:53 GMT -5
Girl.
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Post by Alexander_Q on Nov 30, 2007 17:39:15 GMT -5
Apologies to you IsmAvatar. At IsmAvatar's reccommendation I have created another game page at another forum: gmc.yoyogames.com/index.php?act=ST&f=11&t=342886&st=0#entry2443268This is just to provide a more definite, permanent home for the project. This thread will cease being updated by me, so please direct your interest to the abovementioned link.
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