WIP / Dego - Co-op Action RPG |
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Jimpo
User ![]() Joined: Sat Apr 9th 2005 Location: Cyberspace |
Update June 5th: Dego Demo released! Download Here! Demo info on bottom of 4th page. Update: Dego Beta released! Download now! Bunch more info on the second page. Enjoy! --Original Post-- Dego comes from the fact that I've always wanted to make a cooperative action RPG for me and some friends to play. Dego will feature a menu interface similar to my 4 player spaceship shooter, where players can join the party, upgrade and customize their characters, and then select a dungeon to play. Right now, I've been working on getting the basic feel of combat down. I've uploaded a basic combat test featuring two enemy types. The test is a simple arena style battle against five enemy spawns. Screenshot: ![]() Download! Controls and credits are included in the Read Me. (Edit: Now works with Vista) Try it out and give me some feedback: -What FPS did you get? -Was the combat fun? -Find any bugs? Some things to expect from the finished game: |
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Crazy Programmer
User Joined: Mon Sep 6th 2004 Location: Cyberspace |
Very nice looking ![]() http://forum.thegamecreators.com/?m=forum_view&t=141496&b=8&p=0 |
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White Fang 12
User Joined: Tue Aug 28th 2007 Location: In my office coding |
Yes!!!! I have wanted a game like this for a while, Are there going to be spells you can get? It was fun I didn't remember fps though. I'm a noob help will be accepted |
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Ashingda 27
User ![]() Joined: Fri Feb 15th 2008 Location: Cyberspace |
Awsome game, this looks like a nice project to do myself. |
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bergice
User ![]() Joined: Tue Jun 5th 2007 Location: Oslo,Norway |
FPS: 450 COMBAT: Fun, but too few attack modes. BUGS: You should make the player depth larger than all other objects infront of him too give the illusion of 3d. And you like RPG Maker It was fun but not coop? ![]() http://bergice.blogspot.com/ << Please enter my blog and click ads Demos,Examples,Tutorials,Portfolio |
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Virtual Nomad
User ![]() Joined: Wed Dec 14th 2005 Location: SF Bay Area, USA |
Quote: "Doesn't run well on Vista"
that's an understatement; i was able to squeeze out ~6 seconds of play in ~5 minutes of runtime. any idea as to why this runs so poorly under vista? i'm assuming it's the DLL's involved? and, for the 2x 3-second play 'sessions', i had 940 FPS don't worry, jimpo. i'm still a fan! Virtual Nomad . California, USA AMD Phenom™ X4 9750 Quad-Core @ 2.4 GHz . 8 GB PC2-6400 RAM ATI Radeon HD 3650 @ 512 MB . Vista Home Premium |
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Jimpo
User ![]() Joined: Sat Apr 9th 2005 Location: Cyberspace |
Thanks for all the quick replies! As far as spells and additional attacks: In the final version, each character will have four skills based on which class they choose during character creation. For example, a necromancer will summon an undead ally while a warrior will temporarily boost attack power. In order to use these skills, you have to charge the yellow bar past a certain point. The more full the bar is, the stronger the skill used. Quote: "You should make the player depth larger than all other objects infront of him too give the illusion of 3d."
I'm not sure what you mean, can you give me an example?Quote: "It was fun but not coop?"
Yeah, this was a quick single player beta. I'm hoping to have multiplayer by the end of the week.Quote: "that's an understatement; i was able to squeeze out ~6 seconds of play in ~5 minutes of runtime. any idea as to why this runs so poorly under vista? i'm assuming it's the DLL's involved?"
I was trying to hint that you shouldn't even try running it on Vista And as for the poor Vista performance, you are right, it is caused by one of the DLLs. The problem is, I need the Enhanced Audio plugin to play the .ogg sound effects. Anyone know a good .ogg to .wav converter? |
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bergice
User ![]() Joined: Tue Jun 5th 2007 Location: Oslo,Norway |
Quote: "Anyone know a good .ogg to .wav converter?"
http://www.blazemp.com/convert_wav_to_ogg.htm Quote: "Quote: "You should make the player depth larger than all other objects infront of him too give the illusion of 3d."
I'm not sure what you mean, can you give me an example?" If the player walks behind an enemy he still renders infront of the enemy, you need to set his depth behind that enemy to fix that. I am not good at 2d but you would want to check the y position of all objects that have a depth and then set their depth based on that. Ok, so for example you have a few random 2d sprite zombies walking around in an area. Then you would do something like this to render them behind eachother: + Code Snippet ![]() http://bergice.blogspot.com/ << Please enter my blog and click ads Demos,Examples,Tutorials,Portfolio |
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Jimpo
User ![]() Joined: Sat Apr 9th 2005 Location: Cyberspace |
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Virtual Nomad
User ![]() Joined: Wed Dec 14th 2005 Location: SF Bay Area, USA |
Quote: "Small Update:
Attached is the Vista compatible version of the battle beta. " that's a BIG update for some of us FPS: lotsa action (spawns, lots of heavy attacks, dash effects) : ~860 FPS normal action/combat : ~910-960 FPS no action/no enemies : ~1,000+ FPS feedback: repeated key-mashing = my left wrist was aching quick (i'm right handed). would like to see "attack while key is pressed" functionality and/or key-mapping ability (so i can use my right hand). "dash" mode acts like more of a "lunge" or "dodge" mode since it rushes forward and stops (with a timer before you can move some more). i found myself dashing in, striking enemy, dashing out. i don't know your goals for the 'dash' function but if you plan on it being used to avoid/flee from enemies or, say, running away from a boulder rolling at the player, the timer/pause before you can move again negates the speed bonus. no bugs found Virtual Nomad @ California, USA AMD Phenom™ X4 9750 Quad-Core @ 2.4 GHz . 8 GB PC2-6400 RAM ATI Radeon HD 3650 @ 512 MB . Vista Home Premium |
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bergice
User ![]() Joined: Tue Jun 5th 2007 Location: Oslo,Norway |
Quote: "my left wrist was aching quick (i'm right handed)"
Hehe, i am lefty, lefty forever!! Your signature has been erased by a mod because it's larger than 600x120 |
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Jimpo
User ![]() Joined: Sat Apr 9th 2005 Location: Cyberspace |
Glad to see no one is having lag problems! I can't seem to break 200 fps, and for some reason my new Vista laptop runs the game even slower then my old desktop Quote: "repeated key-mashing = my left wrist was aching quick (i'm right handed). would like to see "attack while key is pressed" functionality and/or key-mapping ability (so i can use my right hand)."
Key-mapping will definitely be added, but I will try setting attack to key held instead of key press. And you're right, I should call it "dodge" instead of "dash". I didn't want people to ignore walking in favor of dashing.Update: ![]() I've been working on support for more weapon types. As you can see in the screenshot, bows have a different special attack than swords. While swords perform a heavy knockback attack, bows shoot three arrows at once. Rarer bows might have even better specials like poison arrows or five-way shot. |
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Profit
User ![]() Joined: Sun Feb 19th 2006 Location: United States |
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Virtual Nomad
User ![]() Joined: Wed Dec 14th 2005 Location: SF Bay Area, USA |
you know how i like to "mod" your games, jimpo. i created a +20 Red Dragon Hide loin cloth (with matching contact lenses) and had Mighty Horns of the Minotaur afixed to my freshly shaved head. All shall fear me! Virtual Nomad @ California, USA AMD Phenom™ X4 9750 Quad-Core @ 2.4 GHz . 8 GB PC2-6400 RAM ATI Radeon HD 3650 @ 512 MB . Vista Home Premium |
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White Fang 12
User Joined: Tue Aug 28th 2007 Location: In my office coding |
Dude i so want this I'm a noob help will be accepted |
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bergice
User ![]() Joined: Tue Jun 5th 2007 Location: Oslo,Norway |
I am looking forward to the full game and it looks nice but you shouldnt use the RPG MAKER 2000 sprites tough XD Your mod has been erased by a signature because he was fatter than 600*120 |
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Jimpo
User ![]() Joined: Sat Apr 9th 2005 Location: Cyberspace |
Quote: "you shouldnt use the RPG MAKER 2000 sprites tough"
This way I have all the media for the entire game and I can focus on the programming and testing, the parts I actually enjoy.And Virtual Nomad, you inspired me to work on the character creation! You know, so the character can actual wear some clothes. |
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Virtual Nomad
User ![]() Joined: Wed Dec 14th 2005 Location: SF Bay Area, USA |
kickazz! Virtual Nomad @ California, USA AMD Phenom™ X4 9750 Quad-Core @ 2.4 GHz . 8 GB PC2-6400 RAM ATI Radeon HD 3650 @ 512 MB . Vista Home Premium |
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Cian Rice
User Joined: Tue Jun 8th 2004 Location: Massachusetts |
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Dragon Knight
User Joined: Wed Jan 10th 2007 Location: Newcastle |
I like the battle type, reminds me allot of secret of mana, loved that style ---------------------------------- http://www.hybridwolves.co.uk ---------------------------------- |
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Google Ad
AdBot Joined: Aug 26th 2002 Location: Everywhere |
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Jimpo
User ![]() Joined: Sat Apr 9th 2005 Location: Cyberspace |
Ok, I've been working on character creation and it's coming along quite well. The character creation process will probably go: gender>class>appearance>name. So far, I've got everything but class selection finished. Screenshot: ![]() In the screenshot you can see how all four menus run separately from each other. While player 1 and 4 are creating their character, player 2 is struggling to make the all important gender choice, and player 3 is still deciding if he even wants to join the party! After this, I'm going to continue working on the main menu for a while. From the menu, players will be able to upgrade stats, equip items, shop, change appearance, and choose a dungeon to play. |
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Virtual Nomad
User ![]() Joined: Wed Dec 14th 2005 Location: SF Bay Area, USA |
very nice Virtual Nomad @ California, USA AMD Phenom™ X4 9750 Quad-Core @ 2.4 GHz . 8 GB PC2-6400 RAM ATI Radeon HD 3650 @ 512 MB . Vista Home Premium |
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bergice
User ![]() Joined: Tue Jun 5th 2007 Location: Oslo,Norway |
Oh and remember that newer keyboards have a maximum of 4 or 6 registrated keys at the same time so i would try and have support for controllers. I think there is a plugin around here which supports 2 or 4 xbox 360 controllers to dark basic. Should be in Program Announcements page 2 or something. The cake is a lie... |
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Jimpo
User ![]() Joined: Sat Apr 9th 2005 Location: Cyberspace |
Quote: "I think there is a plugin around here which supports 2 or 4 xbox 360 controllers to dark basic."
I'll definitely check out that plugin! You can't really play a four player computer game without support for controllers. My friends have been using a program called GlovePIE to map controllers to the keyboard, but I will work on built-in support.Update: I was going to add in class skills, but I had to add in two other features first, item drops and status conditions. When monsters die, they have the chance of dropping gold or food. Eating a piece of bread will heal 10%, while eating a piece of meat will heal 25%. Equipment drops will come later. Screenshot: ![]() There are 7 status conditions, and all are fully functioning on players and monsters. When players suffer from a status effect, an icon will show up under their health bar, and the player will flash a condition based color. The frozen condition stops a player from moving or attacking, but they can break free by shaking back and forth. Confusion will swap around your controls, and confused enemies will randomly run around. Watch out, who knows what disastrous effect will happen if you confuse an enemy, like a bee, who already moves randomly! Status conditions can also be applied by the environment. For example, you see a strange plant releasing a mysterious gas. Keep away while trying to knock enemies towards it! Anyone else play the battle beta? I'm still looking for more feedback! |
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Profit
User ![]() Joined: Sun Feb 19th 2006 Location: United States |
Can you talk about how you thought of the name? And the status effects are making me want to play more and more. Ripple - Rhythm Game |
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Inspire
User Joined: Sat Dec 23rd 2006 Location: Rochester, NY |
I do like the status effect ideas, very cool. |
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Pbcrazy
User Joined: Thu Sep 25th 2008 Location: Cyberspace |
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Jimpo
User ![]() Joined: Sat Apr 9th 2005 Location: Cyberspace |
Quote: "Can you talk about how you thought of the name?"
It's more of a personal name only a few of my friends would understand. Kinda like an inside joke.Quote: "I do like the status effect ideas, very cool."
Thanks! I'm hoping the status effects will add a little more thought to the battles.Quote: "you might google, Mirage Source, or Xtreme Worlds"
I checked out both, and I don't really want to mix and match graphics too much. But I'm proud to announce Virtual Nomad has offered to make some custom graphics following the style of the existing sprites! So don't worry, Dego will include original media! Hopefully I'll have some screenshots very soon.Also, Pbcrazy, did Xtreme Worlds used to be called Player Worlds? A long time ago, I made a little game in PW and the interface looked exactly like the Xtreme Worlds screenshots. Update: I've been doing a lot of work with the unique class skills. There are 7 classes with 4 skills each. They will have a large impact on the battles, so each character and party combination will have a different play style. Skills include placing traps, setting defensive barriers, and calling an AI controlled ally to fight by your side! There are also more passive skills, like long term defense buffs or increased gold drops. This has been the hardest part of the project so far, so I'm taking a break and going to finish up the skills later! Working on something easier, I finished up character creation and saving/loading. Hopefully I can get a multiplayer beta uploaded soon! Screenshot: ![]() |
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Progressive new
User Joined: Tue Dec 16th 2008 Location: Cyberspace |
Very nice looking I like the battle type See you later |
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Jimpo
User ![]() Joined: Sat Apr 9th 2005 Location: Cyberspace |
It's probably about time I posted an update, right? First off, I asked some friends to help me test out Dego with 4 player, and the multiplayer worked great! We could only play on the test level, same as the battle beta, but it kept us entertained until we were all level 4. The gameplay becomes a lot more hectic as not only are there more players, but more monsters spawn based on player count. I hope everyone who downloads the next Dego beta has a chance to play with a friend. Update: I've done a lot since last update, but the main thing I've been working on is the menu. The menu in Dego is the equivalent of "going back to town". From here, you do all your character upgrading and customizing. Screenshot: ![]() For the most part, everything but shopping works. Here's a rundown of what's going on: One thing I wanted to know, would anyone care for an ingame item database showing all the weapons you've collected and the percent left to find? |
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Virtual Nomad
User ![]() Joined: Wed Dec 14th 2005 Location: SF Bay Area, USA |
nice progress, jimpo. as far as the item database, i'd like to see it. these are the sorts of things that become games within games and opportunity for (additional) player reward and accomplishment. thanks for the update! btw, any chance of rumble pad support? yah, i bought one recently... Virtual Nomad @ California, USA AMD Phenom™ X4 9750 Quad-Core @ 2.4 GHz . 8 GB PC2-6400 RAM ATI Radeon HD 3650 @ 512 MB . Vista Home Premium 64 Bit |
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Jimpo
User ![]() Joined: Sat Apr 9th 2005 Location: Cyberspace |
Quote: "any chance of rumble pad support?"
Sorry for the late reply, I didn't realize there was a question! I don't have a rumble pad myself, so I would have no idea if the code actually worked. Maybe I can borrow one from a friend!As for an update, progress is going very, very slooooowww. I'm working on putting together the dungeon editor, and it is incredibly boring! I can't stand working for more than an hour right now. Plus my friends and I are putting together a blog, which is taking up even more time. Here's a little update for everyone: ![]() Profit has drew a special, rare weapon for Dego! Apparently, he's a big fan of FLCL and based the weapon off the show. The screenshot also shows off a treasure chest, which pop open when you hit 'em! I'm hoping to get back into Dego development, and I should have a series of screenshots showing off the kind of levels you can make with the editor. |
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Phaelax
User ![]() Joined: Wed Apr 16th 2003 Location: Ohio |
As a man with Italian blood in me, would you care to explain the title of the game to me? Your signature has been erased by a mod because it's larger than 600x120 |
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Roxas
User Joined: Fri Nov 11th 2005 Location: http://forum.thegamecreators.com |
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Virtual Nomad
User ![]() Joined: Wed Dec 14th 2005 Location: SF Bay Area, USA |
@phaelax, ouch. i didn't realize "Dego" was a variant of the slur until you mentioned it (i've been pronouncing it with a long "e" since the WIP came out, ie: "Dee-Go"). i won't speak for Jimpo, but i'm pretty sure the connection wasn't intentional :/ @ Jimpo, i'm experimenting with a F-F Gamepad now and it's pretty simple to code some functionality. if you like, i can send some basic code you can insert and we/people with pads can test? right now it's 8 directions and 2 buttons, right? email me any specs/requirements (i'm in a holding pattern on the dvd project i mentioned before so i have some free time atm). edit: just remembered the double-tap = dash/dodge, too. lemme know Virtual Nomad @ California, USA AMD Phenom™ X4 9750 Quad-Core @ 2.4 GHz . 8 GB PC2-6400 RAM ATI Radeon HD 3650 @ 512 MB . Vista Home Premium 64 Bit |
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Phaelax
User ![]() Joined: Wed Apr 16th 2003 Location: Ohio |
no offense was taken, just figured I'd point it out though. Your signature has been erased by a mod because it's larger than 600x120 |
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Jimpo
User ![]() Joined: Sat Apr 9th 2005 Location: Cyberspace |
Quote: "As a man with Italian blood in me, would you care to explain the title of the game to me?"
Guess I should do a quick Google search on my game titles from now on? It never even occurred to me that the name was actually a slang word, and one with a negative meaning at that!Virtual Nomad, sure you can post some basic code. But can you explain more about how the force feedback would work? And yeah, you're right about the buttons. Four directional keys and two buttons, each with a flag for pressed, held, or double-tap. Quote: "Crystal Chronicles was the best multiplayer dungeon craweller, sadly they made the multiplayering part hard.."
I played CC with a friend, but we never played too far. It was just too much trouble to set up the GBAs! I'm personally a big fan of Phantasy Star Online, and I'm hoping to include some similar elements in my own game. |
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Virtual Nomad
User ![]() Joined: Wed Dec 14th 2005 Location: SF Bay Area, USA |
ah, i didn't realize you had a gamepad at all until i saw the other thread. just no ff, right? well, for the ff effects, i think it'd add to the submersion factor if the player feels various levels of impact (from taking & giving damage) alongside any moderate-to-major sound effects used. ie, if the player is hit with a massive fireball, he/the party could feel it coming down the passageway (a rising/mounting force), feel it hit (massive rumble, short/medium duration), and feel the ground as the players are thrown, sliding backward down the passage (diminishing, intermittent forces). i don't know if you're planning, say, larger bosses where we could feel the footsteps of a hill giant emerging from the forest, or maybe the many boulders crashing down the mountside from a well-planned ambush. but, you get the idea. Virtual Nomad @ California, USA AMD Phenom™ X4 9750 Quad-Core @ 2.4 GHz . 8 GB PC2-6400 RAM ATI Radeon HD 3650 @ 512 MB . Vista Home Premium 64 Bit |
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Jimpo
User ![]() Joined: Sat Apr 9th 2005 Location: Cyberspace |
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Virtual Nomad
User ![]() Joined: Wed Dec 14th 2005 Location: SF Bay Area, USA |
well, i got a little carried away trying to learn all the sprite stuff so it was similar to Dego, but here's a couple basic ff effects. don't mind my attempt at recreating dego in a couple of hours... it's ugly, but effective enough for this. by the way, i'll add some other ideas including the "rising (and falling) force", skipping, and whatever else i can think of later. i just finished God of War II (and still have the ps2 i borrowed to play it) and the effects are great there so i'll get back into it and try to emulate what they've done Virtual Nomad @ California, USA AMD Phenom™ X4 9750 Quad-Core @ 2.4 GHz . 8 GB PC2-6400 RAM ATI Radeon HD 3650 @ 512 MB . Vista Home Premium 64 Bit |
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