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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsAssemblee: Part 2The Birth Of Selthar [FINISHED] (The real title!)
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Author Topic: The Birth Of Selthar [FINISHED] (The real title!)  (Read 15867 times)
ZeppelinGremlin
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« on: December 06, 2009, 03:11:05 am »

Edit 20/1/10 - renamed thread to match proper title of the game
Edit 18/1/10 - new build, fixed sound issues

After a month of coding, we are finished.
Download!
http://dl.dropbox.com/u/3632098/Selthar.zip
FEATURES:
  • Explore a remote location inhabited by demons and beasts
  • A Turn-based battle system, requiring tactics and luck to succeed
  • Gain power from those you defeat; the bonus different depending on the style of enemy
  • Dozens of Special attacks to find; either gained from enemies or found in secret passageways
  • Gain a canine companion who will fight by your side
  • Unlockable in-game map editor (if certain conditions are met..:D) which we used to create and populate the world

Controls:
Space Bar: pauses the game (at any time)
Dungeon Mode: W/A/S/D character movement
Battle Mode:
W/A/S/D : pick an attack / enemy to attack
Enter: confirm selection of attack/enemy

We are really proud of what we have created in such a small timeframe.

Zep





This is going to be an old-school RPG-like game, in which the hero navigates a long-forgotten cave full of monsters and mystery. The story is derived from a chronicle envisioned and written by a member of our team over several years.

The main game flow will include battles not unlike the old 2D final fantasy games, where the heroe's party and enemy monsters take turns to reduce each other's health to zero, using a variety of methods. The heroe's party will mostly just include himself, although there will be a few secret characters hiding somewhere in the cave...

We will have a level up system, in which the hero absorbs stats from every monster they kill, the stat depending on what category of monster is killed. There will also be
 a system for obtaining each monster's unique attack for use by a certain party member.

Also of note is a physics system which i have recently created, and dying to use for something Smiley

This game will be written in c++ using HGE (http://hge.relishgames.com) for rendering.

There is a large quantity of assets perfect for a game of this nature, and this has spurred us into creating a game we have dreamed about making for a long time.


Title: Selthar's Birth
Genre: dungeon crawler / turn-based RPG
Team members:
    Jonathan Wing - Dungeon programmer
    Adam Kelly - Battle programmer
    Kyle Whitelaw - Effects/Story

EDIT first image of the prototype battle system (including fireball-shooting slimes):


CREDIT
Traumadore
Joaquim
-N
dbb
Kazerad
~~::Artwork::~~

DBB's Fighter Sprite, Item Sprites and Floor Tilesets
http://forums.tigsource.com/index.php?action=profile;u=6240

Zaratustra's Game Font
http://forums.tigsource.com/index.php?action=profile;u=1909

Traumadore's Big RPG Monster Sprites
http://forums.tigsource.com/index.php?action=profile;u=6539

Oryx Lofi Roguelike Sprites
http://forums.tigsource.com/index.php?action=profile;u=6421

Fifth's Lightning Sprites and awesome dog animations
http://forums.tigsource.com/index.php?action=profile;u=916

-N's Fireball Sprite
http://forums.tigsource.com/index.php?action=profile;u=6643

Pgil's Item Sprites
http://forums.tigsource.com/index.php?action=profile;u=3351

lulzapricot's weird BGs
http://forums.tigsource.com/index.php?action=profile;u=4354

Kazerad
http://forums.tigsource.com/index.php?action=profile;u=6934

Joaquim's wall BG
http://forums.tigsource.com/index.php?action=profile;u=6447

Melly's assets of wonder
http://forums.tigsource.com/index.php?action=profile;u=417


~~::Sound::~~

Wyvern (Part of NotWorthy's thread)
http://forums.tigsource.com/index.php?action=profile;u=6476

Craig Stern
http://forums.tigsource.com/index.php?action=profile;u=1993

Yokky
http://forums.tigsource.com/index.php?action=profile;u=6584

John Nesky (Shaktool's Yowzers)
http://forums.tigsource.com/index.php?action=profile;u=1020

Cheapshot
http://forums.tigsource.com/index.php?action=profile;u=6464

feeblethemighty
http://forums.tigsource.com/index.php?action=profile;u=1852
« Last Edit: January 20, 2010, 05:38:12 am by ZeppelinGremlin » Logged
Inanimate
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« Reply #1 on: December 06, 2009, 01:15:45 pm »

Which one of those three are you?
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moi
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« Reply #2 on: December 06, 2009, 02:15:58 pm »

Yeah are you playing the groups of monsters or the armored knight? I CAN'T TELL Facepalm
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Gryphon
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« Reply #3 on: December 06, 2009, 02:20:44 pm »

Yeah are you playing the groups of monsters or the armored knight? I CAN'T TELL Facepalm

I think he was talking about which of the three team members he was Facepalm
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Inanimate
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« Reply #4 on: December 06, 2009, 05:05:05 pm »

Yeah are you playing the groups of monsters or the armored knight? I CAN'T TELL Facepalm

I think he was talking about which of the three team members he was Facepalm

Mhm, but Moi was just fooling around most likely. And I would like to note you didn't answer my question.
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moi
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« Reply #5 on: December 06, 2009, 06:55:48 pm »

Aha no I didn't understand the question
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ZeppelinGremlin
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« Reply #6 on: December 07, 2009, 01:09:03 pm »

I'm doing the Battle stuff. going well so far - implemented a system to create attacks and skills rapidly. Anyone have suggestions for attacks? i'm aiming for well over 50  Smiley
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dbb
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« Reply #7 on: December 07, 2009, 01:13:31 pm »

I'm doing the Battle stuff. going well so far - implemented a system to create attacks and skills rapidly. Anyone have suggestions for attacks? i'm aiming for well over 50  Smiley

One idea I had, but which I only got halfway through spriting before the deadline, was for a stage-magician-type character whose attack would consist of taking off his top hat, out of which a giant anthropomorphic rabbit would appear and attack the enemy. Because, as all indie gamers know, giant anthropomorphic rabbits tend to have ninja skills.

That's probably a bit too silly for your game, but I am sorry I never finished that sprite.
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JonRambo
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« Reply #8 on: December 12, 2009, 10:06:30 am »

Quote
Which one of those three are you?
Ninja Hand Fork Left Panda
I am string JonRambo = "Jonathan"; and char Adam[] = {'Z','e','p','p','e','l','i','n','G','r','e','m','l','i','n'};, char* unkown = new char( "Kyle" ) /* this code will not compile */ will be on at some point to post a storyline teaser.

You play as the Knight you see on left, he's the avatar we've chosen. However it is important to point out that it does not matter who you are as the player, what matters is the ending( you will find out why when you've played it through).

We want our users to enjoy playing through the story line, we see this as the first of many. If you put down the game at the end wanting more then we've accomplished what we set out to do.

I'm planning on using these tile sets to set the scene( I have about one weekend for it all ):

Nice work DBB
« Last Edit: January 18, 2010, 02:07:15 pm by JonRambo » Logged
Kyliroth
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« Reply #9 on: December 12, 2009, 10:47:02 am »

Kyle will be on at some point


Hey, i'm Kyle (Kyliroth).

I will post some other stuff on later. Probably mid-week. See how things pan out.
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JonRambo
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« Reply #10 on: December 13, 2009, 05:25:13 am »

hmm tiles that all have unique collsion areas, I've decided to attempt collision on a per pixel basis, giving our character the freedom of non-tile based realtime movement. My aim is to give the user the feeling that they can go wherever they choose, if it looks like you should not be able to move over the rock then you wont, and if it feels like you should be able to fit through a crack then your can! here I go...
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dbb
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« Reply #11 on: December 13, 2009, 07:28:32 am »

hmm tiles that all have unique collsion areas, I've decided to attempt collision on a per pixel basis, giving our character the freedom of non-tile based realtime movement. My aim is to give the user the feeling that they can go wherever they choose, if it looks like you should not be able to move over the rock then you wont, and if it feels like you should be able to fit through a crack then your can! here I go...
I think I tried to keep the tiles so you could do collision detection on a 8x8 pixel grid (that is, dividing each 32x32px tile up into a 4x4 grid). I only stuck with this to a rough degree of approximation in some cases, though. I imagined that people would use my sprites and give them an 8x8 collision box round their lower halves, so they can stand in front of walls and stuff.

I'm not saying you should do it like this, I just thought it might be helpful for you to know.

I'm looking forward to some more screenshots!
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JonRambo
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« Reply #12 on: December 13, 2009, 07:48:20 am »

hmm tiles that all have unique collsion areas, I've decided to attempt collision on a per pixel basis, giving our character the freedom of non-tile based realtime movement. My aim is to give the user the feeling that they can go wherever they choose, if it looks like you should not be able to move over the rock then you wont, and if it feels like you should be able to fit through a crack then your can! here I go...
I think I tried to keep the tiles so you could do collision detection on a 8x8 pixel grid (that is, dividing each 32x32px tile up into a 4x4 grid). I only stuck with this to a rough degree of approximation in some cases, though. I imagined that people would use my sprites and give them an 8x8 collision box round their lower halves, so they can stand in front of walls and stuff.

I'm not saying you should do it like this, I just thought it might be helpful for you to know.

I'm looking forward to some more screenshots!

Ah okay, well I was going to do sumthing like that, but now you can just walk right up into the nooks and crannies, so its allgood, though I would have to say that the process I use would be far from acceptable in a commercial game as I might be creating a few invisable walls here and there   Who, Me?

I might allow access to what vaguely resembels an ingame map editor written in the space of 5 mins. I would only do this if players would get some re-playability out of it.

As for more screenshots, well I'll send out a request.
« Last Edit: December 13, 2009, 07:51:56 am by JonRambo » Logged
Kyliroth
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« Reply #13 on: January 04, 2010, 04:29:58 pm »

Just crediting assets used so far;
Sorry for very little updates too. (I suppose it keeps it quite secretive)

~~::Artwork::~~

DBB's Fighter Sprite, Item Sprites and Floor Tilesets
http://forums.tigsource.com/index.php?action=profile;u=6240

Zaratustra's Game Font
http://forums.tigsource.com/index.php?action=profile;u=1909

Traumadore's Big RPG Monster Sprites
http://forums.tigsource.com/index.php?action=profile;u=6539

Oryx Lofi Roguelike Sprites
http://forums.tigsource.com/index.php?action=profile;u=6421

Fifth's Lightning Sprites
http://forums.tigsource.com/index.php?action=profile;u=916

-N's Fireball Sprite
http://forums.tigsource.com/index.php?action=profile;u=6643

Pgil's Item Sprites
http://forums.tigsource.com/index.php?action=profile;u=3351

lulzapricot's weird BGs
http://forums.tigsource.com/index.php?action=profile;u=4354

Kazerad's Blood Splatter
http://forums.tigsource.com/index.php?action=profile;u=6934

Joaquim's wall BG
http://forums.tigsource.com/index.php?action=profile;u=6447

Melly's assets of wonder
http://forums.tigsource.com/index.php?action=profile;u=417


~~::Sound::~~

Wyvern (Part of NotWorthy's thread)
http://forums.tigsource.com/index.php?action=profile;u=6476

Craig Stern
http://forums.tigsource.com/index.php?action=profile;u=1993

Yokky
http://forums.tigsource.com/index.php?action=profile;u=6584

John Nesky (Shaktool's Yowzers)
http://forums.tigsource.com/index.php?action=profile;u=1020

Cheapshot
http://forums.tigsource.com/index.php?action=profile;u=6464

feeblethemighty
http://forums.tigsource.com/index.php?action=profile;u=1852

NOTE:: This is not final, just rounding up whats used so far... more will be added.
Also if there's anything wrong here: please tell, i'll correct and update with more info.

Thanks,

~Kyliroth~
« Last Edit: January 10, 2010, 06:17:54 am by Kyliroth » Logged

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« Reply #14 on: January 05, 2010, 05:20:08 pm »

Excellent. Looking forward to seeing how this turns out :D
Thanks for considering my music.  Kiss
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ZeppelinGremlin
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« Reply #15 on: January 10, 2010, 02:44:43 pm »

Finished! :D
A Huge Thank-you to all of the people who's assets we used. We are really happy with the final result. See first post for a couple of final images.
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Kyliroth
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« Reply #16 on: January 12, 2010, 06:06:37 am »

Hey,

Thanks from me too, we really enjoyed making this. I want to carry on making this a wee bit, fix the bugs Droop (A game wouldn't be a game without some bugs hehehe). Shame a bug appeared with sound just on last day too Huh?. Nevermind

We'll keep this one up until it's judged and we'll post updates later on. We'll see what happens, other projects may come up.

Here's another screenshot::


Cheers again, we hope you liked it Smiley

~Kyliroth~
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JonRambo
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« Reply #17 on: January 12, 2010, 10:26:59 am »

Here is a link to a new map. Overwrite the files in the LevelFiles folder to use it. It includes a quick fix to the difficult start some players have been experiancing. Only play this map if you think the origional is to hard. Also if you get stuck then: press i move out of stuck with awsd then press i again. Note: don't use i to cheat.

http://dl.dropbox.com/u/3931427/NEWLEVEL.zip

If you get the white screen bug in battles you can:
Quit and use the editor to get back to where you were.
press o i and p  to activate all 3 stages of the editor and then find your way back to where you were. Use items to get yourself back to the level and ability you were. Items are in the 900 range. For example the red book is item number 940. You can use the mouse scroll or type the number in to get there. Lay only enough items down then then turn the editor off by pressing o then i then p again in the same way that you activated it. Note: if you save the map you will save the map permanintly. You would have to re-extract the map to get back to the old revision.

This editor and easier map detract from the gameplay. You should first try to complete the origrional.
« Last Edit: January 12, 2010, 01:54:26 pm by JonRambo » Logged
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« Reply #18 on: January 13, 2010, 09:03:53 am »

http://dl.dropbox.com/u/3931427/SeltharWithSave%21.zip

Okay:

This is the same game just with a semi save feature.
You use the save feature to overcome the white screen of death bug.
Save in dungeon mode when it happens and then load once you've rebooted the game :/

ctrl + s to save
ctrl + l to load


gl xD

« Last Edit: January 13, 2010, 09:10:54 am by JonRambo » Logged
ZeppelinGremlin
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« Reply #19 on: January 18, 2010, 12:43:33 pm »

Sound issues fixed, now music plays where and when it should, to the dramatic effect we intended.

Zep
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