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TIGSource ForumsCommunityDevLogsSoul Compass - GameBoy styled RPG (Demo)
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Author Topic: Soul Compass - GameBoy styled RPG (Demo)  (Read 7847 times)
CorazonAzul
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« on: August 13, 2014, 06:43:58 AM »

Soul Compass  for Windows PC

▀ Description
This is a turn-based RPG with a battle mechanic that emphasizes one resource for offense and defense. Presented in a strict original GameBoy format. Japanese language version planned. Plays in 160x144 resolution or scaled up to four times larger. Developed in C, inspired by the handful of portable RPGs

▀ "GameBoy limitations" observed in this game (in short, everything)

  • Graphics
  • 160x144 resolution
  • Sprite and bg tiles 8x8 pixels
  • Sprite tiles not more than 3 colors
  • BG tiles not more than 4 colors
  • BG tiles do not overlap
  • Unique tiles on-screen do not exceed max tile memory (256 8x8 tiles of either type)
  • Not more than 10 8x8 sprite tiles displayed per scanline (horizontally)
  • Not more than 40 8x8 sprite tiles displayed on-screen at once
  • Sound
  • Not more than 4 channel: 2 wave, 1 sample/wave, 1 noise
  • No channel overlapping (sfx will temporarily silence one or more channels in a song, etc)
  • Practicalities
  • No excessive total unique tiles in the game
  • Text written with 8px space above, to make room for Japanese special characters, per localization
  • Music mostly written in higher pitches, to be heard more easily from the original device
  • Songs not excessively long; looping
  • Game options such as palette, etc are located in windows API instead of "in-game"
  • Instruction booklet designed with not excessive colors to print
  • Instruction booklet opens in a window independent from the game window

Pixel 1A Download Demo ► Soul_Compass_Demo_ENG_0.4.zip (3.69mb) Portable, No Installer

     Soul_Compass_Demo_ENG_0.4.zip
      └─ Soul_Compass_Demo_ENG_0.4
          ├─ Data.dat
          ├─ Soul Compass Demo.exe
          └─ VERSION.txt


Pixel 31 Screens ▼

default palette mode; native resolution
       

"retro" palette mode; 2x resolution; instruction booklet open


« Last Edit: June 28, 2017, 09:02:31 AM by CorazonAzul » Logged

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CorazonAzul
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« Reply #1 on: August 13, 2014, 06:45:09 AM »

New thread- old thread was pretty old
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SolarLune
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Hmm.


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« Reply #2 on: August 13, 2014, 07:46:52 AM »

Oh, this is interesting. Nice simple graphics. Any idea of the plot or story?
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tieTYT
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« Reply #3 on: August 13, 2014, 11:41:23 AM »

I'm liking the graphics.  I'd like to know more about the battle system and why you're not using RNG. 
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CorazonAzul
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« Reply #4 on: August 14, 2014, 12:19:55 PM »

Two thrones enter a political and proxy war, complicating the relationships between kingdoms, tribes, heroes. The main character decides between friend and foe, in a quest to end a war that rots the earth. Inspired somewhat by Phantasy Star II/III

In battle- monsters target characters freely, but characters choose one or more gridspaces upon a 3x2 grid. Eventually it becomes possible or necessary to hit a large enemy twice, or several small enemies at once. RNG is shelved because I want battles to feel like a puzzle

Thank you Hand Thumbs Up Right

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CorazonAzul
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« Reply #5 on: August 24, 2014, 10:33:39 PM »

The unique tiles in the game were further reduced- too many! Planned is increasing the size and contrast of cursors and important or interactable objects, versus the general background, as they were often drawn for a small Gameboy screen for visibility, and to be more recognizable/less mistakable

Demo is moving smoothly. Part of a cutscene

« Last Edit: August 27, 2014, 06:43:48 PM by CorazonAzul » Logged

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« Reply #6 on: August 24, 2014, 11:00:56 PM »

Nice! Another turn-based RPG! I thought I was the only one Tongue

I like the look of this one and will be keeping a keen eye on it. I look forward to seeing a demo!
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CorazonAzul
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« Reply #7 on: August 24, 2014, 11:52:16 PM »

Yes there are only fixed encounters and 21 planned. Their puzzling nature should last the player several minutes-long attempts, and hopefully winning feels fun and rewarding. I was also inspired by Mario star coins to give these levels replayability- so upon winning a normal battle if you are able satisfy a condition like winning in x moves or less, you get a star for that battle. Of course that means you will be able to re-visit any battle mostly any time in the game, using the same characters and stats. The characters explain this as using a 'time loop'

We know Gameboy carts were not marathon runners, and so a somewhat brief quest compared to a console game is what can be expected. With that in mind I am aiming at the quality of battling
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Power to the action-platformer


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« Reply #8 on: August 25, 2014, 02:59:57 AM »

Yes there are only fixed encounters and 21 planned. Their puzzling nature should last the player several minutes-long attempts, and hopefully winning feels fun and rewarding.

That is...intriguing. And <3 for Phantasy Star.

This has my attention :0
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« Reply #9 on: August 25, 2014, 03:31:47 AM »

you had me at puzzle-like difficulty!
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CorazonAzul
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« Reply #10 on: August 27, 2014, 08:38:29 AM »

The influence from Phantasy Star is in the character interaction, sometimes throwing surprises at the player. I updated the screenshots. Lots and lots of tiles were reduced, redesigned, or made to stand out more or be easier to read or recognize. Menus were redesigned in the same idea. Really taking form now
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CorazonAzul
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« Reply #11 on: August 28, 2014, 09:59:31 PM »

All cutscenes for the demo are done. Those were a lot of work! Next to do is simulating the sound channels for existing songs, and writing a save feature. Feeling great about this project!
« Last Edit: August 29, 2014, 02:09:32 AM by CorazonAzul » Logged

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« Reply #12 on: August 29, 2014, 02:12:42 AM »

Added animated GIFs to first page, scenes all rendered from the demo that is upcoming. Without too many bumps and by staying diligent, I think that will be finished within weeks. But let's see what life itself thinks
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I can makes musics!


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« Reply #13 on: August 30, 2014, 02:59:31 AM »

God I wish I could do GB chiptune musics..

I would try though
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CorazonAzul
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« Reply #14 on: August 30, 2014, 11:35:30 AM »

Progress on the soundtrack is 90%, 14 of 16 songs done. They loop after 15 to 45 seconds as was common for the day
« Last Edit: June 25, 2017, 03:12:42 AM by CorazonAzul » Logged

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« Reply #15 on: August 30, 2014, 12:20:01 PM »

This actually looks awesome! The world map with the mountains reminds me of Gargoyle's Quest on the original Gameboy, my first JRPG ever :D

Good luck Smiley
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CorazonAzul
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« Reply #16 on: August 31, 2014, 02:22:36 PM »

I searched and I see how you draw the comparison to Gargoyle's Quest, looks like a fun game! The graphics are fuzzier, but those Ghost and Goblins theme games always were. For my game I am trying for more contrast between interactables
« Last Edit: June 25, 2017, 03:12:25 AM by CorazonAzul » Logged

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« Reply #17 on: September 01, 2014, 01:27:45 PM »

Hi, I just registered to say I've been checking up on this game since it was mentioned on indierpgs.com about a billion years ago, and I am unbelievably stoked to play it. Looking amazing, the music sounds great -- I can't thank you enough for starting and finishing a project with the SaGa aesthetic.
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CorazonAzul
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« Reply #18 on: September 03, 2014, 06:55:50 PM »

Added digital instruction manual (in the style of GameBoy) to front page. The demo is being run for any obvious bugs and may be ready tomorrow

Quote
Hi, I just registered to say I've been checking up on this game since it was mentioned on indierpgs.com about a billion years ago, and I am unbelievably stoked to play it. Looking amazing, the music sounds great -- I can't thank you enough for starting and finishing a project with the SaGa aesthetic.

^ That is just the best thing ever. Thank you so much!
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CorazonAzul
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« Reply #19 on: September 04, 2014, 03:33:42 PM »

Demo is released
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