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Messages - 3D

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Work In Progress / Re: Beelzebub - my rpg game in development
« on: December 30, 2012, 05:36:32 AM »
yea np i havent been very busy with this latley but never dead, im really toying around with some new ideas and concepts for the engine, hopefully i will get off my fat buttocks and get to tryin something new! even still please pm me the steps when you have a chance.

Work In Progress / Re: Beelzebub - my rpg game in development
« on: December 06, 2012, 07:13:43 AM »
nothing new lachie? if you haven't completed anything new can you at least send me that example and perhaps hit me up with exactly what process was used to create that effect so that i can try my best to do a similar style.

Work In Progress / Re: What are you working on now?
« on: September 22, 2012, 03:41:59 AM »
got any screenshots badmrbox? i love me some rpg to play.

Work In Progress / Re: Beelzebub - my rpg game in development
« on: September 22, 2012, 03:41:13 AM »
looks like someone may be able to assist in working on the music for the game, although this is not a huge part (already like what i have) it goes with the whole make everything original concept and i'm all for it... who knows maybe his tracks will be even nicer!

how goes the textures lachie? any luck getting a few done, send me an email sometime -   I been busy flying DCS A-10 and DCS black shark 2, so haven't worked on the game in a lil bit... but its always on my mind :P

Work In Progress / Re: Beelzebub - my rpg game in development
« on: September 11, 2012, 03:41:06 PM »
well i had thought about that as well, realistically if there were code to mirror and bload the tiles flipped on the horizontal it would allow half the art... which would then make editing carbon copies a lot easier and reduce the game asset size by half... the file sizes are enormous and for the most part not needed to be that big, i mean you see how much of that purple translucency is there for every tile that made my life simpler but is totally not needed to be like that.

I ran into such a snafu with the inventory system i really am thinking of gutting the WHOLE inventory system and redesigning the item generator around it instead of trying to make it fit onto something that wasn't originally designed to be in there. I had a lot of fun doing some of the spell effects, next time you load it up start a new game as a scholar, press G while on the adventure portion and you should see god mode enabled, then spend skill points on the skills and test them out the animations aren't always correct simply but a good way to see them (otherwise you cant because leveling up is disabled atm) bear in mind a lot of the healing or debuff / buff skills are not coded but most of the attack spells should work... although damage numbers won't make sense since i was in process of recoding a lot of that to fit in with attribute system.

a lot is not finalized, everytime i got close to something being finalized i had some bright new ideas that i wanted to add in rendering the previous work antiquated... i just dont want you to be like x skill does not work because i am well aware that a lot are broken or incorrect.

i am adding mouse support as a feature that i want in there, with arrows to click to move around (like old school dungeon crawlers) and an icon based menu system instead of a text menu.

if you wanted to do some icons for that (like a camp fire for camping, a bag for inventory and anything else that fits the text label that is in the menus now feel free too) basically anything you think could be spruced up you have free reign to do art for) one thing that i enjoy about the design is that it isn't all corridors and has some open spaces something that i haven't seen in to many games of this genre besides some of the might and magic games.

I'm working till Friday morning this week so i won't be able to hit the code hard until the weekend.

Work In Progress / Re: Beelzebub - my rpg game in development
« on: September 11, 2012, 03:20:11 PM »
yea now at least you see what i mean, doesn't help that even with the limited amount of tiles that are in there that it ends up being  a lot of work, nice proof of concept though, could definitely add to the atmosphere of the game, and i find once black lines are gone you lose some of the sensation of moving through 3d space, but maybe that's just because i am so used to them being there.

the red walls are supposed to be miasma mist would look epic if there were skeletal hands or demonic faces trying to escape, i could animate them in the engine, as i do plan on bringing back the water animation that was once in there, not to sure why i took it out in the first place seeing as it was working in a previous build quite awhile back, its a bit of a pain to add in the animation but once its in there its in there.

one things for sure though because of the way the game engine works (overlapping images) the game has potential to look a lot better then the way i have it now, with a style all its own. thanks for the proof of concept lachie i am a fan of your pixel art so hopefully we can get some more of your charm in there! and remember I'm really not that hard to please and if something looks good to you its most likely going to be ok by me... and pretty sure you understand the mood that i am going for.

EDIT to add my attempt (i like yours more then mine)

Work In Progress / Re: Beelzebub - my rpg game in development
« on: September 10, 2012, 06:54:57 AM »
adding support for mouse menus is on the to do list, adding support for arrow keys / enter would be simple... the game maps well to a gamepad and is definitely the best way to play it atm.

the fact is i would love to add mouse support and better menus in general but there are so many other things that need to be worked on i can't bring myself to spruce up features that I myself have no problem with, i mean i can literally play the game with 1 hand and i think it just comes down to not having enough play time with it.

having said that i DO care very much on how fun the game is for other people to play so expect some changes in the future, i am toying with a complete rewrite of the inventory system but with so many half finished systems it may just have to wait till everything else matures a bit... your not the only one that wishes for mouse support so adding that is practically set in stone now.

as for textures, every wall piece and floor is tied to a tile, that tile can be drawn with a texture i just lack the ability to draw said textures especially with regards to distance and perspective... i can see what i can do in a future demo, glad you enjoyed the demo and definitely appreciate your feedback.  I'm still working on it daily, and would have updated it a day or so ago with my latest version but i hit a snag with the random weapon/armor generator i am coding, nothing i can't fix or make to work but it has proven to be more time intensive then i expected to get working correctly.

if you want to dabble with textures yourself lachie take a look at the tile3d folder, in there you will find the bitmaps that make up the maze, i will admit the naming scheme is lackluster but shouldn't be to hard to figure out what tile your looking at based off the picture thats already there, feel free to edit them to your hearts desire, one only needs to edit them and then run the game and the changes you have made will be reflected in the game (this will alsol tell you what size / shape they are)

Work In Progress / Re: Beelzebub - my rpg game in development
« on: September 05, 2012, 06:50:08 AM »
This might not be anything major for you guys but this got me excited!


EDIT: Yay, i got it working, can now save and load games and retain the randomly generated weapons, now i need to build the database of weapons possible and the formulas for weapon damage and spread this same system to armors and the much improved items will be in the game fully and lend a much needed reward system to the battles, it also serves to simplify item placement in the world and who doesn't like glowy weapons even in placeholder art. =D

Work In Progress / Re: Boondog 2: Booncat
« on: September 04, 2012, 03:26:31 AM »
just checked out the demo and must say very nice animation, fluid movement and really like the wall jump and metroid style rolls.

this is an old topic but how goes development on boondog 2: booncat.

Work In Progress / Re: Beelzebub - my rpg game in development
« on: September 02, 2012, 11:26:37 AM »

although i fell short on my goals as to what i wanted done this long weekend, i am somewhat pleased with the results... that finish line gets further and further away the more i code! controls and some information is in a readme file enclosed, please don't hurt your eyes looking at my source (or your brain)

EDIT: I played and noticed quite a few bugs that i missed, sorry about that... still somewhat playable to see whats going on if you don't pickup the 2nd character it may not bug dunno.
EDIT2: If no one has tried this demo out yet i would say DON'T! 2 reasons, see edit 1... and also because i have some new features being finished up.

well i guess i could just say what I'm working on....  which is  *drum roll* Diablo style loot drops and gear.

it should also be noted that the combat mechanics are not fleshed out fully even in my latest WIP and many of the skills that were recently coded have yet to be ported over to the new skill logic that i have just updated to... the good news is the priest skills i have completed as well as a major amount of scholar skills are on the new system already and its working 10 times better, goal is to have the skill system completley moddable, that sounds great and all but during a playtest it would not be hard to find some damage errors or formulas that just aren't working... not because its broken but just because i haven't had the time to go and fix up all these little things here and there.

look for a much better demo within 2-3 days. so don't check it out just wait instead!

Work In Progress / Re: What are you working on now?
« on: September 02, 2012, 01:36:40 AM »
I'm really liking the looks of the tiles, is this all your own work Lachie?  :o If so then great job on learning pixel art, glad your doing stuff with tile engines again.

EDIT: that voxcaster engine looks incredible as well, if you don't make something with it your crazy Mambazo :P

know this is an old post but its runs 160-200fps on my machine  ::)

Work In Progress / Re: FB RPG with RPGMaker GFX
« on: August 30, 2012, 03:56:39 AM »
this looks really interesting any new progress Halifax?

Work In Progress / Re: Beelzebub - my rpg game in development
« on: August 30, 2012, 03:40:49 AM »
after a 6 month hiatus work has resumed on my game in the process of fixing many half finished systems.

plan to code for about 4 days straight, if i am satisfied with the progress i will release a demo afterward... if not, well i will keep at it.

Work In Progress / Re: Beelzebub - my rpg game in development
« on: July 18, 2011, 07:47:57 AM »
getting a ton of work done on the game lately and its almost ready for play testing and balancing stage

i have gotten 8 of 72 skills coded now, here's a teaser video of a skill i finished.


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