Some dumb thing I am working on, Part 2 (really 3).
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KilloZapit

Let me tell you a story. A long long time ago, before verge 3 even had map support, I started on something stupid that I eventually uploaded in a shameless attempt to get an avatar. I intended to make some sort of space shooter based of my experiments with Dezaemon with it, but I kept neglecting it and neglecting it and never got anything much done. Eventually, I tried turning it into a sideveiw engine. I intended to make some sort of Megaman or Metroid game centered around the idea of parodying magical girl animes with it, but I kept neglecting it and neglecting it and never got anything much done. After working with it for a bit, I decided to change it once again, this time into a zelda-ish engine. I intended to make some sort of Ico-ish semi-horror fantasy game with it, but I kept neglecting it and neglecting it and never got anything much done. So now before I change it into something even more stupid, I figure I should upload what little I have. Over a full year and still no bad guys. I am pathetic.



Anyway, here it is.

Posted on 2005-04-15 00:30:58

Omni

I've, uh, never played anything like this before.

The minute I tried to play it, I thought maybe my joystick was miscalibrated, because it took forever to walk down through the door, but for some reason I'd occassionally shoot straight up.

Then somehow by accident it occurred to me that when launching fireballs...I accelerate.

Well, after zooming around the bigger open room with firery chaos, I thought it was a whole lot neater than I originally imagined (ie, zelda at 0.1 miles an hour).

What exactly are you thinking of with the gameplay style here? Having some sort of fire dash and acceleration is neat, and it kind of reminded me of a shooter due to decceleration on friction with the walls, but...I can't quite picture what the game might _be_ like. Then again, I haven't played Dezaemon, so maybe that would give me some clue. (Ah, Dezaemon is some sort of...shooter maker...)

At any rate it's very curious.

One other question though: if you're supposed to go zooming through places at high speed, why do dark shadows obscure everything but the fire and the player? It'd be hard to see what's ahead or what's behind you...

Posted on 2005-04-15 10:03:05 (last edited on 2005-04-15 10:05:01)

KilloZapit

Oops, I forgot to remove the 'jump' button. The problem might be you are pressing it, witch will just make you walk up. B1 is the broken jump button, B2 is the actual fire button. Though that shouldn't do what you describe. Try pressing A to toggle off and on the ultra-buggy Analog Aiming Mode and see what that does. It works fine for me.

Edit: New version now. Removes pesky fake jump button, and sets B1 to fire. Still cannot reproduce your bug. But I did notice things were really screwy when ZSNESW was loaded in the background. Press D and see what the frame time is. If it is ever 0, or over 3 or 4, that may be the problem. Close some programs and see if that helps.

Edit edit: Also, Nevermind about Dezaemon. It has nothing to do with Dezaemon anymore. It just did back when it was a space shooter project. Now it has more to do with the surprisingly good Gameboy Color version of Daikatana (which is freely available here). It's actually good! I swear! Like Final Fantasy Adventure, Zelda, and Crystalis all rolled up into one.

Posted on 2005-04-15 11:30:29 (last edited on 2005-04-15 12:07:38)

Omni

Er, all I'm doing is holding down the ALT key and walking around. Just walking around without any keys pressed makes me millions of times slower. Pressing ALT makes me shoot fire and fly around.

Haven't tried the second one yet. Time frame seemed to flicker between 0 and 1 on my PC.

Posted on 2005-04-15 16:59:24

KilloZapit

It shouldn't ever be 0 though. It totally freezes when it is and I think that's your problem (Shooting creates a lot of objects thus causing it to be higher). But the only time I have seen it at 0 was when there was some application in the background interfering with verge timing. Then again I never explicitly cap it at one, but I was under the impression that Render() and/or ShowPage() did it it's self.

Anyway, I tried to add a cap just incase, so try it now...

Edit: You know maybe I should set the 'gamerate' value in verge.cfg higher and adjust the animation and movement speeds down to match it. That might make a more constant framerate...

Posted on 2005-04-15 18:43:41 (last edited on 2005-04-15 18:53:43)

blues_zodiakos

Kinda cool. For some reason, it reminded me of this really old shareware game called Hammer of Thor (I think), which was a Zelda clone where you threw a hammer at enemies... That's not really anything like what you've done, but here's to nostalgia. :D

Edit: I looked it up... the game's name was actually God of Thunder. :D Stupid me.

God of Thunder HotU

Posted on 2005-04-17 14:31:38 (last edited on 2005-04-17 14:41:19)

rpgking

Oh yeah, God of Thunder. I played that game way back when I had a 486 machine. Here's to nostalgia indeed...

Posted on 2005-04-17 18:02:30

Rysen

Those were some pretty sweet lighting effects, and I liked the blood effect at the beginning.

I'd love to see this as a full demo with enemies and stuff. :)

Posted on 2005-04-18 00:31:44


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