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TIGSource ForumsCommunityDevLogsGateway to Legend - Puzzle/Adventure for PC!
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Author Topic: Gateway to Legend - Puzzle/Adventure for PC!  (Read 2299 times)
123outerme
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« on: January 17, 2018, 01:54:56 PM »

Gateway to Legend is an open-source Puzzle-RPG. The main focus of the game will obviously be solving puzzles to get experience, as any Puzzle-RPG would have it, but the mechanics that make this game unique is that most puzzle mechanics will be based off doors or gates! Switches and door pairs allow you to gain access to rooms, teleporters provide gates between two places on the map, and more! It also supports the development and easy integration of user-generated content, as well; you can make puzzle map-packs for this project! I've done quite a bit of work on this engine so far, and I'd like to show it off. Here's what I have:





There are 3 enemy types: Fast but low damage and HP moving straight to you, slow but higher damage and HP, taking a slower, more methodical path, and a third, which totally ignores collision.

There's also a map-pack wizard that helps user-generated content, as far as the programs go. I have my Github repository over here, and I would very much appreciate any feedback from the community!

Other Stuff:
* Join my Discord! I post more frequent updates there.
* Take a look at my website I wrote!
« Last Edit: September 06, 2018, 06:33:44 PM by 123outerme » Logged

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« Reply #1 on: January 20, 2018, 01:35:11 PM »

So right now, I'm reworking the main tilesheet to be 48x48, instead of 8x8 (upscaled x6). I figured I might as well show off everything the engine can do, including the resolution it can play at. I haven't made every tile yet, but I have done a few. I updated the spike tile in the upper left, the heart icon, the portal sprite (although I may not be done with that one), the sword, and the grass. I still have most of the tileset to do, but I figured I'd show off this progress. Here's some of my work so far:




I intend to keep this cartoony style for the most part. It's not only easier for someone who isn't really an artist, not only the way my 8x8 tiles looked, but I think it fits pretty well. I would like to hear any criticisms or suggestions you have to offer! Any praise is welcome, as well Wink

As for work on the engine, nothing crazy has been added or removed, yet. I have big plans for features, such as fully-customizable boss behaviors, implementing new events and puzzle mechanics, adding dialogue, and more. The maps featured right now in the Main Adventure map pack are mostly test maps. The work on the real Main Adventure will come in time, mostly once I'm finished a lot of the big features.

RPG mechanics will most likely be present. I'm thinking pretty much just money and Exp as the two point systems in place, but probably nothing more, if just that. I don't exactly know if I even want Exp in the first place, and I'll have to see how it will play out. The money will for certain be in, and will most likely be used to buy techniques, items, and other goodies I haven't yet decided on.
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123outerme
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« Reply #2 on: January 21, 2018, 07:39:21 PM »





I finally finished my work on my tileset after a weekend of working on it, so here it is! I took what little art talent I have and upscaled the graphics. I previously used 8x8-sized tiles for the "main" map-pack, but figured I could do better. After all, if the game can display up to 48x48 tiles, why limit myself? I agree that some things may need work, and I will continue to look at and improve the tileset. Another point of potential ugliness is the maps I'm using right now; the maps will soon be remade and will look better than they do now!

Here's a list of things that are coming up in the somewhat short-term, in no particular order:

* Redoing the menu palette
* Script editor; "scripts" are lines of data that dictate where and when certain things like warping, etc. happen, so a easy-to-use editor for myself and other map-pack creators is coming!
* More sound effects
* Music
* Currency and the currency store, as well as potentially Exp
* Actual options to change the FPS, volume, etc.
* Bosses and customizable boss behavior
* Local saves holding more data so that some sort of permanent state is kept between rooms
* More types of events such as dialogue, scene scripting (!), etc.
* More engine work
* Probably redoing some of my 48x48 tiles


As well, here's my goals for the long term, in the same unordered fashion:

* Release a beta version with a complete toolchain to give everyone a head-start on making maps
* Finish the main map-pack
* Release the finished version alongside a few more map-packs (secret projects!)
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123outerme
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« Reply #3 on: February 25, 2018, 07:29:28 AM »

Gateway to Legend gains an important feature today: Programmable bosses! Bosses have now been implemented, which exist as script objects. They can be virtually any size (although largest I recommend is 4x4 or maybe 5x5), use any tiles from your tileset, and move in any pattern!
Boss movement is programmable, so you can define any way that the boss moves! An easy one would be back and forth, which is: [(6,0) for 20 frames / (-6,0) for 20 frames]. Although in the script it would look like this: (6|0|20|-6|0|20)
For this video I defined a 2x2 boss that moves in a square. Bosses don't have to be square too, they can be any rectangular shape.





In the video, I also show off the new menu "click" sound, the dialogue script, the hurt/healing field script (which was where I got damaged randomly in the ice world), and older features as well.

Here's what my progress list looks like now:

* Redoing the menu palette
* Script editor; "scripts" are lines of data that dictate where and when certain things like warping, etc. happen, so a easy-to-use editor for myself and other map-pack creators is coming! (just needs one more feature to be fully functional)
* More sound effects
* Music
* Currency and the currency store, as well as potentially Exp
* Actual options to change the FPS, volume, etc.
* Bosses and customizable boss behavior
* Local saves holding more data so that some sort of permanent state is kept between rooms
* More types of events such as dialogue, scene scripting (!), etc.
* More engine work
* Probably redoing some of my 48x48 tiles


Here's my goals for the long term:

* Release a beta version with a complete toolchain to give everyone a head-start on making maps
* Finish the main map-pack
* Release the finished version alongside a few more map-packs (secret projects!)
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« Reply #4 on: March 17, 2018, 07:33:45 PM »

I've been working on this still, even though I've been rather silent. What's here isn't even a big update, but I've been preparing the engine for several more big things. After those, almost all work on the engine is finished, and then off to map-pack making, which should hopefully be easy after all the work I did on the toolchain program.




I did a lot of "grease" work, aka lots of engine work for things you won't directly see. I've been working to ensure the Linux/GNU version actually runs, reorganizing some code I made before this project, and more stuff. Here, I actually get to show it off. I've added text input, so instead of having to input various data in the command line, you no longer need that. Another thing I did was revamp the Gateway transition slightly and added a boss into transition.
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« Reply #5 on: April 01, 2018, 10:48:50 AM »

I have released the Pre-Release 1 build publicly! This includes the base game, what I have completed of the toolchain, and one map-pack! See it for yourself:





Download here:
https://github.com/123outerme/Gateway-to-Legend/releases/tag/v4.1.18
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« Reply #6 on: April 01, 2018, 12:17:54 PM »

The sound effect you're over using makes me flinch every time I hear it.
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« Reply #7 on: April 05, 2018, 02:47:58 PM »

The sound effect you're over using makes me flinch every time I hear it.
Which sound effect would that be? I use a lot of sound effects for menuing, I assume you're talking about one of those.
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« Reply #8 on: April 05, 2018, 04:00:03 PM »

Huge update!
Thanks to my friend, I have released a new update video for Gateway to Legend! I've added music! The main theme plays upon launching the game. There will be 3 overworld pieces, at least some provided by @_iPhoenix_ . The boss theme plays upon triggering a boss. We also have plans for more tracks than just those!
As well, I added some new graphics, including particle effects, a splash screen, and more. Finally, I merged the former toolchain program into the main executable.

Watch here:





As it turns out, I'm getting scarily close to releasing, without realizing! I've completed most of the main engine work. Music is chugging along nicely, sound effects are nearly complete, the toolchain is almost done, and game design work is almost finished! I have to finish creating some map-packs, and then I should be extremely close to being finished!
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« Reply #9 on: April 21, 2018, 06:50:59 AM »

I've added smooth scrolling, after much request for it. After two RPGs that handle only screen-sized maps, I have finally added a much-requested feature!





As well, I have added one Discord user _iPhoenix_ 's overworld music, fully integrated the map-pack toolchain, and more!

Music is almost done. I need one more track. The engine is almost done. I need to implement one more type of script, fix any bugs, and a few more things. The toolchain is almost done. I need to implement a few more features and allow two more script types to be fully edited. The only facet of the game I have any substantial amount of work left for is map-packs. Again, I have lagged behind making maps. Not because it's hard, but just because every time I go to make maps, I remember a feature that I wanted to implement before making the map Tongue
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« Reply #10 on: May 26, 2018, 08:19:15 AM »

While I'm doing background work on the engine (mainly adding features to the Toolchain and adding the last script into the game), I have been working on my related side-project, the GtL webpage. Meant to be a source of information, documentation, and a collection of links, I had a bright idea: why not host map-packs online? So, I set out to working with Firebase to implement this. As I didn't post anything about this along the way, I'll instead recap and explain some Discord announcements and posts I sent to my GtL Discord. Click the link to join if you're interested!

Quote
So my project has started to take shape, and I've made this website: https://gtlmappacks.firebaseapp.com/index.html
It adds rudimentary map-pack upload and download support. It will support a download counter as well as a like button. Once I actually release Gateway, I imagine this will be used a lot more, but for now we have this
My first announcement of the site. It had just launched with bare-bones upload/download support. It had a dummy download and like counter. No way to post map-packs with a certain type, description, or even see the profile picture of the person who uploaded it.

Quote
I've added the second-to-last script type editor, the one for the BossActions script! Now you can fully script bosses. Related to that, I changed the format of the BossActions script so now, it uses coordinates instead of X/Y velocities. I also revamped text input (and more noticeably, the Change FPS setting) to add just numerical input!
Today, I got back to working on the actual game and added editing to BossActions. BossActions has been functional for months, but I've been putting off creating the editor, since there were so many parts to it. I had to have the player choose what tiles the boss is, how much HP, and then figure out a way to have them define a variable amount of points for the boss to move to. However, I finally put that task to bed. Just one more script to create, and then that should be totally done! Also, I added an input method just for numbers, so you can't try to break the system by inputting text in a number-only input.

Quote
Since I'm feeling productive today, I also updated the map-pack webpage. Now, the Download (now View) button for each listing on the Download Map-Packs page redirects to the View page for each map-pack, where you can read about it, vote on it, and download it. I think I will add more such as an actual forum, as well
===============================================================================
Ok last update (hopefully not for a while like it seems to be). I finally added the ability to like map-packs! The server keeps track of if you have liked or not, and will add or subtract a like depending on which you have done, when you press like. I'm gonna go ahead and style buttons tomorrow, as well as adding more information on the View page, such as likes and downloads. Perhaps I'll make a Comments field as well
I just updated the map-pack webpage to add a lot more to the Download and View pages, as well as making some things auto-load. I still haven't decided what I want on the Index of the page. Most likely a search function and featured map-packs. As you see, I am also debating adding a comments field to map-pack uploads, and adding a full forum! I think it's within my scope, although hopefully it won't become super popular, or my Firebase plan won't be able to handle the traffic!
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« Reply #11 on: June 06, 2018, 06:44:40 PM »





I've added all script types! The one showed off most prominently (and probably a little too much for the final version of that map-pack) is the Animation script! Once the user walks into the trigger area, a sprite will move around onscreen in a pre-determined fashion. According to the map-pack creator, the sprite can initiate a text box after it's done moving, stay onscreen until another is activated, and more.

As well, this marks the first public beta release. I have gone ahead and added it to my Github releases here:
https://github.com/123outerme/Gateway-to-Legend/releases/tag/0.9.0b

This script type also has its editor implemented, meaning all map-pack features planned are now implemented! Some other things are not finished yet, though. As to be expected from a beta release. However, I have more done than I actually have realized up until now, so I'm looking forward to releasing, hopefully within the next couple of months. It could be sooner, or possibly later, though.
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« Reply #12 on: June 24, 2018, 05:12:14 PM »

https://github.com/123outerme/Gateway-to-Legend/releases/tag/v0.10.0b

v0.10.0b has been released! The secend public beta release comes with some new stuff. I've added a transition screen between the main menu and playing a map-pack. I've also added proper death handling, including a Game Over menu and relevant options. Menus have received proper click support, so clicking on options will now activate, scroll, etc. as they should. One new event tile has been implemented: the Boss Door! The boss door will open automatically when the boss on that screen is defeated and remain permanently open. As a result, event tile maps have been shifted down by one to add this tile next to the other door tiles. This means maps made before this change will most likely have wrong tiles in place of spikes, gateways, and enemies, as well as a few other tiles.




Video showing off the most recent progress!
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« Reply #13 on: July 01, 2018, 06:38:02 PM »

Coming soon: Abilites!

The ability I've had implemented for a while and shown off a little bit is the Dash. Double-tap any arrow key to dash in that direction! Perfect for fast movement, dodging, and more!



In the next build, these two will be implemented. First is the Spin. Just like Zelda, it is a 360 degree slashing spin attack! Perfect for when you're surrounded.



The last ability I have fully implemented is the Illusion. Leave behind a fake copy of yourself and disappear to enemies, even becoming invulnerable for a short time! Perfect for getaways.
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« Reply #14 on: July 06, 2018, 07:58:29 PM »

Version 0.11.0b is now out! Lots of new things have been implemented, buggy or confusing behavior has been fixed, and I finally added enemies the transition screens (Although I may not have shown it off fully)!
Download the new release here: https://github.com/123outerme/Gateway-to-Legend/releases





Patch Notes:
* Added three new abilities: Spin, Illusion, and Laser. One more is planned, but I don't see why I can't add more if I find more than one good ability to add.
* Added enemies' proper positions to transition screens (scrolling, Gateway animation)
* Changed pathfinding of Enemy 2 (ghost enemy) to move in a straight-ish line directly towards the player
* Updated water sprite in default tileset.
* Added mouse support to volume changing and different toolchain menus.
* Menus now show which item you are about to select with your mouse
* Added the Settings menu to the Overworld pause menu.
* Added and fixed more maps.
* Fixed bug: Boss action editing and animation editing would display movement patterns inaccurately mostly
* Fixed Linux bug: After the movement part of an Animation script has completed, the game would crash.
* Tweaked the toolchain a bit.
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« Reply #15 on: August 16, 2018, 11:45:06 AM »

Version 0.12.0b is hitting metaphorical store shelves! Dropping with new content, fixes, streamlines and more! This update has more changelog entries than any of the past ones so far. Most changes aren't additions to gameplay, but rather changes and minor improvements. These include more SFX, streamlined menus and controls, bug fixes, and more.





Download the new release here: https://github.com/123outerme/Gateway-to-Legend/releases

Changelog:
* Added lots more maps & content
* Added 3 new SFX: One for dash, one for pausing, and one for being healed by a HurtPlayer script
* Added Back button to Map Creator's Save/Discard menu
* Added backup keymap to Map Creator's tile switcher ([Q] becomes [-], [E] becomes [=])
*Generated scripts will now include comments to describe roughly what the script does
* Removed some options for keymaps ([LCtrl], [RCtrl], [-], and [=])
* Revamped help menus and added informative screenshots to some Help menus
* Reduced menuing to get to popular options
* Fixed the first boss' fighting pattern to prevent standing in one spot and attacking
* Fixed minor issues with toolchain
* Fixed issue that sometimes prevented user from quitting out immediately when trying to close the window
* Fixed issue where using the sword then shooting a laser while sword's on cooldown removes the laser's hitbox
* Fixed quite a few crashes/accidental immediate quits (where the program would accidentally think you want to close the window)
__________________________________

One bug remains:
* All: After quitting the game, cleanup will sometimes crash (essentially unnoticeable, but I'm still fixing it)
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« Reply #16 on: August 28, 2018, 01:46:21 PM »

Gateway to Legend v0.13.0b is about to drop! I've been hard at work polishing Main Adventure, and now it's fully completed! I added the final Ability, as well, the Charge! See it in action below:



As well, two more map-packs are on the way: Tutorial, an obviously-named map pack. Perfect for learning the ropes, testing, experimenting, and more! The other map-pack will be the Map Design pack! This will teach and show you the basics on how to properly design a map, as well as how users will be interacting with your creations.

Finally, when v1.0 does drop, I want to remind everyone to visit the Gateway to Legend Map-Pack website, where you can find user-created map-packs! I hope to see a lot of map-packs on that website!

As well, if you want to be on top of the news when it comes to Gateway to Legend, be sure to join our Discord!
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« Reply #17 on: September 02, 2018, 08:49:00 PM »

Gateway to Legend v0.13.0b finally rolls out! Many new features, improvements, and tons of bug fixes implemented into this (hopefully) final beta version.
Download here: https://github.com/123outerme/Gateway-to-Legend/releases

Changelog:
* Added all intended maps for the Main Adventure and Tutorial map-packs
* Added last music track
* Added final Ability: Charge, a headlong invincible sprint, sticking your sword out
* You can no longer switch Abilities from the Pause menu. This is to streamline gameplay and discourage frequent pausing.
* Fixed Continue option on Game Over screen throwing player into a random area
* Fixed glitchy sword hit graphics/particle graphics
* Fixed problems with toolchain
* Fixed lots of crashes on Linux machines (usually involving mismanaged memory)
* Fixed various other small things
* Reworked trigger_dialogue_once script (aka TriggerDiagOnce) into force_dialogue_once (aka ForceDiagOnce)
* Downloads: Added Makefile to GatewayToLegendbin.zip

No known bugs remain.

And finally, be prepared...
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« Reply #18 on: September 06, 2018, 06:32:58 PM »

Here it is. Finally, after a long public beta, Gateway to Legend releases! Version 1.0.0 is now publicly available. The finished version can be downloaded today! Take a look at how far we've come with this video:





I want to thank my Discord server (link in the video description), my friends, anyone who contributed ideas, art, music, suggestions, and bug reports. I want to give a special thanks to my best friend Ian, and @_iPhoenix_ , who worked together to create the music for this game.

Download here: https://github.com/123outerme/Gateway-to-Legend/releases
And share any creations you'll make here: https://gtlmappacks.firebaseapp.com/upload.html

And thanks for playing!
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« Reply #19 on: September 30, 2018, 11:05:19 AM »

Everything is fixed.... now! Unfortunately during testing with some friends I found a few more bugs to squash:

Gateway to Legend v1.0.3 releases with a few minor but important fixes.

[spoiler=Changelog]
Changes from v1.0.2: 
* Fixed an issue with scripts on top of each other not triggering properly
* Fixed an issue in Main Adventure where the second-to-last Gateway wouldn't take the player to the right location
* Fixed an issue where the health upgrade menu text would be cut off before it's supposed to end
* (Not confirmed) Fixed an issue in Linux builds where the edges of the screen would flash during screen scrolling transitions if the window was larger than the map

There are two known bugs: 
* Some Linux distros: White bars appear at random, usually when the screen or enemies (?) are moving. This seems to be a SDL bug, and something I don't believe I can work around.
* Some Linux distros: During screen scrolling transitions, keypresses are stored and the players moves according to those presses in the next map. This also appears to be an SDL bug, and not one that I could figure out how to easily work around.
[/spoiler]

Download here: https://github.com/123outerme/Gateway-to-Legend/releases
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