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TIGSource ForumsCommunityDevLogsMainasutto: I'm not Alone || A Cave Story like metroidvania
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Author Topic: Mainasutto: I'm not Alone || A Cave Story like metroidvania  (Read 8924 times)
D-Andrew
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« on: October 28, 2016, 02:42:35 pm »

(LINK FIXED!)
(If you the game shows an error when you open it, maybe you need to download this.)



= ABOUT & CONCEPT =

Mainasutto: I'm not Alone, is a classic metroidvania-RPG style game where the choices matter.
It started in 2012 as mod of Cave Story called "Post Story: I'm not Alone" or just "I'm not Alone", but in 2014 I decided to start working on it with Game Maker, that's why the ambience and a few things or NPCs could remember to Cave Story as well.

The objetive of the game, is to discover what's happened in the universe, and make your friends and enemies remember who they are and why them are there, to stop an enemy who plans to restart the universe in his own way.

The difference with other metroidvania games is that in every re-play or every new game that you do, the game remembers the decisions you made previously, and when the time comes, you'll have a consequence for or against what you chose, for example, sometimes the world restarts and makes enemies harder to beat, or give you different items to start, or also, can change the background music even in the menu screen.

         
(Some characters of this universe)



= SCREENSHOTS =
(From Feb, 2017)











= GAMEPLAY =







=== 2016 Updates ===



=== 2017 Updates! ===





(Thanks to everybody!)
« Last Edit: November 24, 2017, 11:15:01 pm by D-Andrew » Logged


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D-Andrew
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« Reply #1 on: October 30, 2016, 07:06:11 am »

Yesterday I worked on a new dialog system inspired on Heartbeast script, and doing some improvements, I did something like what I show in the video. Smiley



(it haven't any sound already)

EDIT:
Actually I manage to improve the dialog system, changing the expresions in-dialog, adding a "voice" to it and an intro to the dialog inspired on Castlevania: SotN as you can see on the gif and video below.

(Castlevania: Symphony of the Night)

(Mainasutto: INA)




(Now with sound)
« Last Edit: December 04, 2016, 10:41:32 pm by D-Andrew » Logged


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« Reply #2 on: October 30, 2016, 03:44:28 pm »

Neat concept, following!
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D-Andrew
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« Reply #3 on: October 31, 2016, 08:24:18 am »

Last night I was working on a new logo to the Chapter transition, 'cause I actually don't like too much the old one and I want to use a dark background with it (Actually the same colour that I'll use on the game over screen). So, with a bit of photoshop and new colour palette, I did this. Smiley

Original.
 
(Old crappy logo)                                 (New logo)


Extended.(x2)
 
(Old extended logo)                                                                                 (New logo)


Oh!, and also,
Neat concept, following!

Thank you!
« Last Edit: December 04, 2016, 10:41:40 pm by D-Andrew » Logged


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« Reply #4 on: October 31, 2016, 11:00:57 am »

Adding to the alst post, I wanna put some "HP" bars to enemies of the game, and them will appear when you hit them, but I can't decide which one of this bar could use.
So, If you could help me with this could be awesome. Smiley

(The background colour is actually the default colour of the screen)

Thanks!
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« Reply #5 on: November 01, 2016, 02:35:51 am »

Although I didn't see your progress with the old logos / text / etc., I can say that the newest logos / text / etc. are magnificent. It's always a joy to see how developers progress!
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« Reply #6 on: November 01, 2016, 08:26:05 am »

This looks quite nice! I think you should decide which HP bar to use, as only you know your game!

As for the text box sound effect... it's actually rather annoying when it's played repeatedly for long periods of time like it is in the video. For short sentences, it's not a problem, but it very quickly gets old. You might want to try a little more variety in the pitch and volume or something in order to keep it from bothering your players. xP
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« Reply #7 on: November 01, 2016, 08:43:28 am »

I like the look! :D
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« Reply #8 on: November 01, 2016, 08:48:25 am »

Although I didn't see your progress with the old logos / text / etc., I can say that the newest logos / text / etc. are magnificent. It's always a joy to see how developers progress!

Hey, thank you!
I feel very bad for not having started since the beginning of Mainasutto the devlog here. I say this because it could better tell the difference over time, however, thank you very much!


This looks quite nice! I think you should decide which HP bar to use, as only you know your game!

As for the text box sound effect... it's actually rather annoying when it's played repeatedly for long periods of time like it is in the video. For short sentences, it's not a problem, but it very quickly gets old. You might want to try a little more variety in the pitch and volume or something in order to keep it from bothering your players. xP

Actually, I did a poll on my facebook page about how bar should I use and at least the decision I had made agree with who had taken those following this game a while ago, hahaha. Shrug
Also, thank you!, I'll do something with the sfx of the voice in order that dialogue sequences wouldn't so annoying. Smiley

I like the look! :D

It's very appreciated!
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« Reply #9 on: November 01, 2016, 11:13:02 am »

Isn't too much, but I spend the morning looking for references to make a sprite like a "transition door" (I have no idea of how to draw doors) to the zones of the game.

(Example of transition doors on metroidvanias)

So, I decided to make the sprite based on the same style of Castlevania:SotN (My favourite metroidvania), and well, there it's. Smiley

(Step by step)


Adding some animation like the opposite "open style" and...

           
(Original size     VS     x2 size)

Now all that remains to do is, make the programming of the door switch and (maybe) add a glowing border of some color. Shrug


EDIT:
Actually I wanna show too you the last track that Erik did to a boss battle. Smiley

« Last Edit: December 04, 2016, 10:42:01 pm by D-Andrew » Logged


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« Reply #10 on: November 02, 2016, 05:21:20 pm »

Hey everyone!,
After a long morning with university projects and those things, I finally manage to implement the doors to the game. Smiley
So, if you're interested on watch how it works, watch out the video below!



(Transition doors system)

Also, I add a GUI to the debug mode showing some things about the game itself on the right-bottom corner.
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« Reply #11 on: November 03, 2016, 12:35:32 pm »

I'm glad to see that you've got a transition from door-to-door working properly! A very important element of the game for a Metroidvania, that's for sure Smiley

Looks good! I like how the door swings open horizontally.
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« Reply #12 on: November 04, 2016, 07:00:31 pm »

I'm glad to see that you've got a transition from door-to-door working properly! A very important element of the game for a Metroidvania, that's for sure Smiley

Looks good! I like how the door swings open horizontally.

A lot thanks!, I really love to add some metroidvania aspects to the game, specially 'cause those are my favourite kind of games. Hahahaha. Smiley
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« Reply #13 on: November 10, 2016, 01:25:29 am »

I'm having a lot of troubles to resume the project 'cause university things, so, on these days I was making a simple battle system and adding stats to the player, making an algorithm like:
(Player STR + weapon ATK) - Enemy DEF = Total damage

So then, I decided to add the "is_crit" var, which makes that the hit was affected by the Player's luck stat. Making thing a bit more complex, like, if your LUCK value is less or equal to a random number between 0 and 100, then,
(2 * Player STR) + (wpn_atk+(a random float number between 0 and wpn_atk)) - (Enemy DEF / 2) = Total Damage

Making it code takes me a while and a lot of testing, and a part of the crit code was like this.

Code:
if (!is_crit) {
    total_damage = clamp((global.STR + wpn_atk) - other.DEF, 0, global.STR+wpn_atk);
} else {
    total_damage = ((global.STR*2) + (get_wpn_stat('STR')+random_range(0,get_wpn_stat('STR'))) - (other.DEF/2);
};

with(spawn_here(vfx_hitted)) {
    image_index = 4 - round(total_damage/100);
};

Creating the hit effect that you could see when the player hits an enemy on the video below. Smiley
Also, the enemy is just a dummy slime that doesn't have any physics on this world and will be deleted someday. Shrug




(Basic battle system)
« Last Edit: November 10, 2016, 01:36:00 am by D-Andrew » Logged


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« Reply #14 on: November 10, 2016, 04:52:57 am »

hey, looks interesting! Posting to follow Smiley
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« Reply #15 on: November 10, 2016, 07:56:15 am »

The game looks promising, I don't see a lot of content yet, but everything that's in looks well polished (the door transition feels exactly right).
I'm sorry about your team abandoning the project, that sucks and we see a lot on indie development. Not everyone has the energy to keep developing for a long time, and on a lot of times is not their fault as well. You said that there's a new sound designer on the project, his work sounds great! Good luck developing the game!
Following! Smiley
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« Reply #16 on: November 11, 2016, 01:48:33 am »

hey, looks interesting! Posting to follow Smiley

So much thanks!, I'm glad you're interested. Smiley


The game looks promising, I don't see a lot of content yet, but everything that's in looks well polished (the door transition feels exactly right).
I'm sorry about your team abandoning the project, that sucks and we see a lot on indie development. Not everyone has the energy to keep developing for a long time, and on a lot of times is not their fault as well. You said that there's a new sound designer on the project, his work sounds great! Good luck developing the game!
Following! Smiley

Thank you, I try to develop a very polished idea of what I want to do before put it in the game.
And thanks, those things happens, but well, life goes on and indie devs like us must learn to overcome these things on our own, or at least to "improvise". Shrug

And again, thank you!, we'll try to do everything possible to have a demo soon so you can enjoy it. Grin
« Last Edit: December 04, 2016, 10:36:36 pm by D-Andrew » Logged


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« Reply #17 on: November 13, 2016, 05:15:20 pm »

Few days without updates, but I was working so hard on make a lot of things!

First of all, I finally applied the enemy hp bar to the game, so you can see how it looks in game to choose one if you didn't do that. Smiley
Next, added to that, I programmed the hp decrease numbers to the enemy and the player, with a fancy animation of appearing and disappearing and the hit animation. With that, I applied the critical hits as you can see on the video below.

Oh, and finally I add the "Watch outside the screen" (how  like to call it) effect, it wasn't hard, but seems a bit buggy on the video.



(Fall Damage and more!)

I forget to tell two things, I use the "watch back" effecto to pick up some items, watch some signs and enter to certain doors.
And, yesterday we was doing some conceptual arts of a friendly NPC who will help you on your travel to unlock his best ending. Smiley


He is called Houndfox and is a wizard and the king of Rusevine. Shrug
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« Reply #18 on: November 13, 2016, 05:23:40 pm »

fox wizard.

freaking sold

(of course all the other progress is fantastic, I just really like the concept of a fox wizard)
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« Reply #19 on: November 13, 2016, 07:36:43 pm »

Love the artwork and the characters, following!
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