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Posted: Wed Jan 16, 2008 8:18 pm
by Jay
thanks!
@Juryiel: if you REALLY want to go through the whole scripts directory with 1,07MB... :wink:

This is the very first spell to be implemented, Moonbeam fired at a door!

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The damage done is calculated by a bit akward formula:
2W6+1-Magic*0.2 light damage
This is so that when your magic skill rises, your spells get stronger. That's alot of damage in the beginning (2W6+1-5 to be exact), but it also costs alot of MP for the beginning (12 of your initial 26). The next spell i want to implement is the Silver Blades spell which casts 3 Blades of light and energy into one direction. They can hurt multiple enemies or just one, if it is big enough. (If it interests you, the damage is 2W8+2-MAG*0.4 per blade, and the damage is split into light and energy damage. This way the spell is a bit more versatile than the Moonbeam)

At the moment i am not using the ScriptedProjectile. But i will try to implement it into the game in the future... When the demo comes out which will be hopefully until end of the month, you may use the RealityFactory.exe that comes with it. I am not sure if federico has put out his code because i wanted to merge the physics+my release before an offical community release.

Posted: Thu Jan 17, 2008 4:55 pm
by Jay
Sorry to disappoint you, but i am not going to use ScriptedProjectiles.

Well i am using a different kind of scripted projectiles. Which means, every character controls a second pawn for all the spells. The pawn then IS the spell projectile. I can script it's movement, attach effects during runtime and what else i like. I can add Dynamic Entities if it does not seem pretty enough and i can even make the spells react to the environment! Fire spells cannot pass water walls, light can shoot through glass and water, or i can even turn water spells into ice spells for example!!!

I think with all this possible, there is absolutely NO need for scripted projectiles anymore! (Since the scripted projectiles were limited in certain ways)

Posted: Thu Jan 17, 2008 5:01 pm
by vrageprogrammer
Jay wrote:Sorry to disappoint you, but i am not going to use ScriptedProjectiles.

Well i am using a different kind of scripted projectiles. Which means, every character controls a second pawn for all the spells. The pawn then IS the spell projectile. I can script it's movement, attach effects during runtime and what else i like. I can add Dynamic Entities if it does not seem pretty enough and i can even make the spells react to the environment! Fire spells cannot pass water walls, light can shoot through glass and water, or i can even turn water spells into ice spells for example!!!

I think with all this possible, there is absolutely NO need for scripted projectiles anymore! (Since the scripted projectiles were limited in certain ways)
WOW

Posted: Thu Jan 17, 2008 5:22 pm
by fps
could you release the code you were going to use for scripted projectiles anyways, I have had some experience with visual studio and if i need to i could implement it in a different copy myself.

Re: Jay's game thread (The Towers of Trembolon)

Posted: Wed Jan 23, 2008 8:40 pm
by ArKanuS
This is amazing work! Where is the link for the demo?

P.S. I hate your guy's face (top-right) ---its ugly.

Re: Jay's game thread (The Towers of Trembolon)

Posted: Thu Jan 31, 2008 12:58 am
by zany_001
what are you doing for your background music, because i am interested in making my own RPG except with RF2, after I do DS:Arena(if i get my own comp b4 RF2)

Re: Jay's game thread (The Towers of Trembolon)

Posted: Thu Jan 31, 2008 5:04 am
by Agentarrow
looks nice. Those aren't the same pics from doomsday, but I'm sure the people there would love those pics (which reminds me, I have to put some pics of Terra Trooper up :mrgreen:

Re: Jay's game thread (The Towers of Trembolon)

Posted: Thu Jan 31, 2008 2:42 pm
by vrageprogrammer
Agentarrow wrote:looks nice. Those aren't the same pics from doomsday, but I'm sure the people there would love those pics (which reminds me, I have to put some pics of Terra Trooper up :mrgreen:
:mrgreen: :mrgreen: :mrgreen: :mrgreen:

Re: Jay's game thread (The Towers of Trembolon)

Posted: Thu Jan 31, 2008 9:38 pm
by Agentarrow
But seriously, those ARE good pics :) :mrgreen: :mrgreen: :mrgreen: :mrgreen:

Re: Jay's game thread (The Towers of Trembolon)

Posted: Sat Feb 02, 2008 12:34 am
by Jay
Thanks, all of you! I am proud to announce that the release date is... TOMORROW!

Demo includes:
-Main quest of at least 15 minutes (which you know ALL the riddles and just do the main quest!)
-2 side quests
-Soundtrack
-Moonbeam spell
-2 skills to learn: Blocking slash and Sprint
-Riddles to solve along the main quest
-Conversations
-6 Books to read, some with background information about the world
-MANY interactive objects (I have 83 SEPs, and since almost all of them are interactive objects in one way or another...)
-Mouse control


I have decided i had to put an end on it at this point. I mean, i couldn't just have added stuff to the demo like no end. For example, i toyed with the idea of giving Kriston his first 2 spells for the demo also, Grow and Small Healing, but i decided otherwise in the end.

So i am going to bed now! See you tomorrow!!!!

Re: Jay's game thread (The Towers of Trembolon)

Posted: Sat Feb 02, 2008 3:40 am
by Agentarrow
COOL! :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen:

Re: Jay's game thread (The Towers of Trembolon)

Posted: Sat Feb 02, 2008 4:57 pm
by Jay
Yeah here it is FINALLY!!!!!! :D :D

http://www.mediafire.com/?1y1yjmjjese
http://www.mediafire.com/?9wtvvsgbjvw

The first is the install, the second is fixing bugs i found when the main installer was already done. I took long time to compile the installer, so i figured it would be easier to just make a bugfix-archive. Just install over the already installed Demo.


Controls:
In normal view:
Use Left mouse button and move mouse to swing sword
Use Left mouse button+SHIFT to select targets (can be anything that is selectable!!!!)
Use Right mouse button to perform action on an object - like picking up or using or something else
Use Right mouse button on characters to open their action menu - must be done when you cast Moonbeam, for example.
Press I to open inventory
Press O to open spellbook
Press ALT for get in pseudo-first person mode (look from characters eyes)
Press B to change camera angle
Press ALT+B for first-person-lookaround mode
Up,Left,Right,Down, arrows to move
Space to sprint if you have the sprint skill

In the spellbook:
If you can raise your training points, small plusses will appear behind the corresponding attributes.
To learn new spells and skills, you must buy books or find books and read them.
To change the current chaaracter, go into the inventory and change the character there.

In the inventory:
Press on the characters to change the current character.
The door is the exit.
Use Left mouse button to pick up items.
The 9 slots are the backback, the 6 are your equipment
To equip drag and drop items to the equipement
There are 'relics' which you can activate an deactivate with a red mouse click. The are equipped the same way as normal items, but are displayed farther right (on the amulet)
Use Right mouse click on items in the backpack to use them.
Use Right mouse+SHIFT to display item stats of an item

In shop screens:
Use Right mouse+SHIFT to display item stats of an item
Use Right mosue to buy/sell items - you can only sell items that the shop owner does offer too.

I hope there are not too many bugs i haven't noticed, so... ENJOY :D

Re: Jay's game thread (The Towers of Trembolon)

Posted: Sun Feb 03, 2008 12:27 am
by steven8
Got it! I like it very much. Man, those rats are big! I should have read the controls here first, though. They munched me up pretty bad. . .before I finally ran away. I tried to burn them with the torch without any success. :) As will happen some times in RF games, I got stuck in the wall going up in the one tower. I got out, but someone was getting hurt while I was stuck there. Not sure who it was.

I'll do better next time I try, cause I'm going to print the list of controls. I really like the menu system. Great work!

Re: Jay's game thread (The Towers of Trembolon)

Posted: Sun Feb 03, 2008 8:57 am
by Jay
Glad you like it. Next time, just pick up the items in the first room with right click and equip them in the inventory. The rats will be a piece of cake because you then have more armor due to shoes and gloves equipped so they do lesser damage. :wink: And also, without a weapon equipped you will do no damage. Then, when you are at the rats, you could right click on one and so see its health decrease when you strike.

I almost forgot one important thingh:

press C to crouch/stand

Did you see the intro or did you abort it with pressing a keyboard key?

EDIT: Hm the 'got stuck' isuue seems to be a bug related to a following Cutscene in which you get the next character. Just try to walk in the inner of the tower, because it might be that an AreaSwitch might turns on that is not suposed to do so...i must make it's radius a bit smaller then.

Re: Jay's game thread (The Towers of Trembolon)

Posted: Sun Feb 03, 2008 4:44 pm
by vrageprogrammer
This Game is AWESOME!
Very Original!

Graphics could use texture pass 3 or something, BUT it is AWESOME!
Oh yeah, I can't pick the short sword up.:P