Azzie's Quest!

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Azzie's Quest!

Postby Jake » December 30th, 2010, 9:51 pm

Azzie's Quest
Azzies Quest is an RPG. I have a bit of a story so here it goes. One day Azzie was flying his spacecraft when it crash landed on earth. Now in which he must travel around collecting materials so he can fix his spacecraft. On the way he meets friends and foes. Which include monsters.

The game is in very early development. I have been mainly working on the over-world engine and battle engine. The battle engine is mainly done i am still adding some minor adjustments but it is mainly done. Once i start getting into the game with monsters etc. This game engine will be easy update able with attacks etc. The over-world engine. I have only started it this week and its coming along well. I have tried making a couple of my own collision code's but it has not worked out. The only reason I'm coding my own is because of those terrible buggy collision maps. There may also be some bugs, so let me know.

Below i have included a demo and some screen-shots.
ScreenShot1.png
ScreenShot1.png (13.61 KiB) Viewed 2355 times
ScreenShot2.png
ScreenShot2.png (3.68 KiB) Viewed 2355 times

Azzie's Quest Demo!
http://dsgamemaker.com/dsgmforum/download/file.php?id=84
Last edited by Jake on January 9th, 2011, 10:36 am, edited 3 times in total.
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Re: Azzies Quest!

Postby mjsdude » December 30th, 2010, 10:12 pm

I found a bug that you may be unaware of. If you go downward then press A, then press A again the alien is no longer on screen.
Image
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Re: Azzies Quest!

Postby YoshiInAVoid » December 30th, 2010, 10:16 pm

A nice start,

You need to fix the animation, (some people who have tried an rpg before has used even worse animation, so it's not so bad but still needs to be fixed)

The story line is a bit weird, you are an alien who walks into a house and fights another alien.
EDIT: Read the storyline in your post and it seems fine actually, but you need to explain that in the games as well.

You need to remove all the draw variables and put some graphics in the battle engine, at the moment it's really hard to see what's happening, for instance I didn't know what the recursive movemtent of the alien head was.



This game has a good start and will finish well I think, but you just need to sort out the obvious things first so it is easyer to see whats happinging.
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Re: Azzies Quest!

Postby Jake » December 30th, 2010, 10:24 pm

Thanks Yoshi and Mjsdude. The draw variables are there because i was having issues and i need to know what was happening. Yes i will need to add some graphics, but i need some ideas. What could i have?
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Re: Azzies Quest!

Postby YoshiInAVoid » December 30th, 2010, 10:26 pm

Just like in pokemon, fill it all with bright colours and add textures like grass and water textures to those colours.
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Re: Azzies Quest!

Postby Jake » December 30th, 2010, 10:43 pm

I will think about it.
Edit: Mjsdude, i know how to fix that glitch, the problem is when i press a it doesn't save were Azzie is but it only saves the camera. If you do the glitch again you will see that he is in the top left or original spot he was in.
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Re: Azzies Quest!

Postby mangopearandapples » December 31st, 2010, 12:58 am

Make two global variable as his X and Y positions. Once you set them, they'll stay and not reset.
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Re: Azzies Quest!

Postby James » December 31st, 2010, 1:21 am

Yes, certainly a good start.

As Chris says, animation needs sorting - I'm sure you can develop some hacky way to fix it :hat:

I have tried making a couple of my own collision code's but it has not worked out. The only reason I'm coding my own is because of those terrible buggy collision maps. There may also be some bugs, so let me know.

Collision Maps are a waste of memory and I really wouldn't recommend using them. The way to do it now is to plot invisible wall objects or even visible blocks like I do in my maze game. In this game, for the moving enemies, they even used the wall objects to recursively bounce - no extra objects needed and levels could be designed so easily: just plot blocks, enemies and the player - all worked. Wonderful.

Look at the maze example. I use 'Object_Under_V_Line' and I don't know how I managed without it. You can use this code for the different objects in the room, with a 'CanMove' variable for each event. Such that this pseudo-code:

Code: Select all
Declare CanMove - true
If Object_Under_V_Line "House", Set CanMove to false
If Object_Under_V_Line "Rock", Set CanMove to false
If Object_Under_V_Line "Shop", Set CanMove to false
If CanMove, Increase X


I don't like the way the collison system at the moment pushes you around if you hit an object. If I move upwards to a wall, it will make me move right against this boundary.

I'm attaching the maze DSGM so you can check this out on the spot, even though it's a DSGM example. It's not complete, but the engine is certainly brilliantly simple.

Good work.
Attachments
Maze.dsgm
Try this
(14.37 KiB) Downloaded 80 times
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Re: Azzies Quest!

Postby Jake » January 1st, 2011, 6:55 am

Thanks James, helped lots.
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Re: Azzies Quest!

Postby Jake » January 1st, 2011, 11:32 pm

Added Collision!
Added Pause Script! Credits to Bksonic.
Still working on the movement and the battle system glitch.
Attachments
AzzieDemo.nds
(354.06 KiB) Downloaded 84 times
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Re: Azzies Quest!

Postby Bobbyloujo » January 1st, 2011, 11:47 pm

Didn't I make you a 64x64 sprite for the houses?
Seriously never posting again, lawlz.
jk
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Re: Azzies Quest!

Postby James » January 1st, 2011, 11:59 pm

Collisions are much better. To do as I see it:

(1) Play around with the movement events for the player
(2) Go to Game Settings and make sure 'Use Midpoint Collisions' is unchecked
(3) Educate users on how to use the battle system
(4) When you exit the house, the player is not at the correct position, but the camera is.
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Re: Azzies Quest!

Postby JanMulder » January 2nd, 2011, 12:05 am

I might make the RPG tutorial (that I made for v4.9) for v5 too.
here and yet not here
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Re: Azzies Quest!

Postby James » January 2nd, 2011, 12:17 am

That would be cool; the 2 examples to look at are in C:\Program Files\DS Game Maker\Examples :

Maze.dsgm for collisions
Demos/Pokemon.dsgm (but NOT for collisions; it is done in a BAD way before I made Object_Under_V_Line etc); use this example for the camera moving/views.

Also, looking at the title of this game - it's a quest of Azzie, right? It should be Azzie's Quest.
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Re: Azzies Quest!

Postby JanMulder » January 2nd, 2011, 12:34 am

I know how v5 works now. It isn't my favourite, but it isn't that bad either.
Unfortunately, I have to switch between two PA_Makefile s to use v4.9 AND v5 without updating
my (slightly modified) PAlib version.
here and yet not here
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Re: Azzies Quest!

Postby Jake » January 2nd, 2011, 1:40 am

Yes bobby. But it seemed it was too big so i went back to the 32. Also how are those sprites coming along?
And thanks James for the tips.
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Re: Azzie's Quest!

Postby Bobbyloujo » January 2nd, 2011, 4:10 am

Haven't started them :P I'm lazy. And I have an English paper to write. But I'm too lazy to do that also.
Seriously never posting again, lawlz.
jk
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Re: Azzie's Quest!

Postby Jake » January 2nd, 2011, 7:03 am

Oh well the time will come.
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Re: Azzie's Quest!

Postby Bobbyloujo » January 3rd, 2011, 2:41 am

It will. Hopefully. By the way, I left all my papers at school and now I can't write that English paper. Oh well, I have an A in that class anyway. I can take one late assignment.
Seriously never posting again, lawlz.
jk
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Re: Azzie's Quest!

Postby Jake » January 3rd, 2011, 4:58 am

Hey guys,
Just a little update:
I fixed the position glitch when exiting the house and i have just started debugging the movement.
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