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Work in Progress / Quickhack dungeon slasher game

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Rich Dersheimer
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Posted: 26th Sep 2009 07:49 Edited at: 27th Nov 2009 11:46
I've got my first DBPro game far enough along to call it a WiP, so here it is. It's called Quickhack. You can download the demo at:

The Quickhack Project

The download link is at the top left. Plenty of screenshots, and my developer journal is there too.

I welcome any comments and crits, and I would like to hear how smoothly (or not smoothly) it runs on various systems.

Rich

EDIT: Today's build is now available, and the journal has been updated. Here's a screenshot...



French gui
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Posted: 26th Sep 2009 15:36
This is a very good start. I like the idea of a simple Rpg game. Moving around is smooth, but depending on where I am (or I'm facing toward...), I get fps variations. But, congrats for your work, I hope you'll finish it!!!
Silvester
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Posted: 26th Sep 2009 16:47
Very nice, but don't you think Blizzard will nag you about using their character models as graphics?


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Rich Dersheimer
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Posted: 26th Sep 2009 16:53
Well, yes, if I put them in the finished product. As I mentioned in the developer journal, I'm just using those as placeholders until I find an artist to create some original graphics.

I *think* it's okay to do that, but I sure don't want to jeopardize my WoW account.

Silvester
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Posted: 26th Sep 2009 16:56
Quote: "Well, yes, if I put them in the finished product. As I mentioned in the developer journal, I'm just using those as placeholders until I find an artist to create some original graphics.
"

I figured as much, but I couldn't find any specific information on the subject(Must have overlooked it) and thought I'd point it out.

Quote: "I *think* it's okay to do that, but I sure don't want to jeopardize my WoW account. "

I doubt they'll do anything against your account, I mean there's millions of private servers around and they're not suing them either.


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JLMoondog
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Posted: 26th Sep 2009 17:34
Very cool, I love first person RPG's. Can't try the demo as of yet, not on the right PC. Looking good none the less.


Softwizz
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Posted: 26th Sep 2009 21:58
Tried it but got:
Runtime Error 3002 - could not load sound at line 891

Nothing to see here, move along please.
Rich Dersheimer
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Posted: 26th Sep 2009 22:37 Edited at: 26th Sep 2009 22:44
Softwizz - okay, I'll look into that. I've been having trouble getting the last two media files to stay included in the .exe file. If I get the door graphic to stay included, then I lose the door open sound, and vice versa.

Although I was able to download and run it without error. I'll try again.

Rich

EDIT: That's weird. I just downloaded the demo zip to my desktop at work and it ran fine. Not sure what's going on. Maybe if you downloaded it again and re-tried it?

Plotinus
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Posted: 26th Sep 2009 22:41 Edited at: 26th Sep 2009 22:41
It looks really good to me. The development journal is an interesting read too - some good ideas in there. I think the game is well thought out - keeping it fairly simple makes sense - and the screen is nicely designed. It looks straightforward and appealing.

If you could make the info text scroll smoothly rather than jerk up a line each time, that would look so much better.

For character and monster graphics, I think the best solution might be to get Poser or something like that and create your own that way. (DAZ Studio might work too and has the advantage of being free - I haven't used it myself though.) With a bit of practice and some good models you can get excellent results without needing much graphical knowhow, and you'd have the advantage of being able to make everything in the same style, with the same lighting angles and so on. You would also be able to make the PC image customisable - just render lots of variations in different outfits, or even render the individual armour/equipment pieces separately and position them on the screen accordingly. You could pre-render animations too if you wanted, although I don't know much about playing 2D animations in a 3D environment. Obviously, graphics of this kind are pre-rendered, so you can use high-poly models and create images as detailed and realistic (or not) as you like without having to worry about performance issues.
Rich Dersheimer
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Posted: 26th Sep 2009 22:50
Plotinus - thanks for the feedback!

About the info text scrolling - that's a good idea, since I eventually planned to have more than four lines, and the player able to scroll up and down the text. Smoother would be better.

I actually have Poser, but I haven't fired it up in a while. I might just play around with it, see what I can do. An artist that I know has agreed to sketch me up some character drawings, so that may work out as well.

I'll check out DAZ Studio too, thanks for the tip.

Rich

Plotinus
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Posted: 26th Sep 2009 22:59
No problem. If you've got Poser already it's probably worth sticking with that rather than messing about with DAZ Studio. One tip: I've found Apollo Maximus to be the best (and by far the most versatile) model for human/humanoid characters!
Softwizz
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Posted: 27th Sep 2009 16:41 Edited at: 27th Sep 2009 16:45
re downloaded and got the same error



Nothing to see here, move along please.

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Rich Dersheimer
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Posted: 27th Sep 2009 18:35 Edited at: 27th Sep 2009 19:05
Softwizz - I've been having a lot of trouble with the editor not saving my media with the executable. I've been trying both versions of the editor. The older one (U72?) seems like it can't remember the media I've added. Then when I switch to U73, the text editor gets messed up, with my cursor one character to the right of where I'm editing.

I'll upload a new version right now. Sorry it hasn't been working out for you.

Rich

EDIT: Okay, I've switched over to Codesurge, and the downloadable demo *should* have all the media files inside it.

Softwizz
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Posted: 28th Sep 2009 18:31
Tried it again:
could not load sound at line 939


Nothing to see here, move along please.
Rich Dersheimer
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Posted: 28th Sep 2009 20:38
Well, I guess you're just not going to be able to run it then. I uploaded the latest build and just downloaded it, and it runs fine.

Thanks for trying, though.

Rich

JLMoondog
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Posted: 28th Sep 2009 21:23
Very nice! Works real well. The only thing I would change is to somehow set it to where you only move one block if you hold the up key. Right now I move really fast through the dungeon and it can get hard to navigate.

Only other bug I found was when you are standing on the same space as an enemy the plan facing the camera goes into an awkward angle. Probably be best to hide the plane when you do that, or not let the player be able to occupy the same space as the enemy.

Good stuff, keep it up.


Rich Dersheimer
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Posted: 28th Sep 2009 21:55 Edited at: 28th Sep 2009 21:56
Josh,

Quote: "The only thing I would change is to somehow set it to where you only move one block if you hold the up key. Right now I move really fast through the dungeon and it can get hard to navigate. "


Hmm, you must have the latest version, configured for my really slow xp test system. If you open the Quickhack.cfg file and change the FASTWALK=2 to FASTWALK=0, it will be much easier.

Quote: "Only other bug I found was when you are standing on the same space as an enemy the plan facing the camera goes into an awkward angle. Probably be best to hide the plane when you do that, or not let the player be able to occupy the same space as the enemy."


Yep, when I get it coded, you won't be able to be in the same square as the enemy. Right now, every enemy plane turns to face the camera, and the camera is just a little bit higher than the enemy plane, so... kind of looks like you knock the enemy down. But I'll fix it for sure.

Quote: "Good stuff, keep it up."


Thanks! And thanks for taking a look at it.

JLMoondog
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Posted: 29th Sep 2009 02:30
Yah I love these types of rpgs, just something about them.

I was wondering what sort of graphics you are looking for?


Rich Dersheimer
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Posted: 29th Sep 2009 03:39
Quote: "Yah I love these types of rpgs, just something about them."


Me too. Adding up the hours, I must have spent years playing games like Dungeon Hack, Bard's Tale, etc.


Quote: "I was wondering what sort of graphics you are looking for?
"


I haven't thought about the style much, but it needs to be consistant, whether its cartoony looking, realistic, whatever. I'll need the player figure, and several monsters and enemies. Some humanoid some not. Since the game is meant to be played over a lunch break, I'm thinking 5 or 10 levels at most. But I would like a good variety of mobs.

I've been prowling around the forums, and your sketches of characters are really interesting. Is it possible you would want to collaborate?

I'll shoot you an email.

Rich

Sharlenwar
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Posted: 4th Oct 2009 21:48
This looks like a very nice idea! I'm excited to see how this game is coming along.

Out of curiosity, as I'm new as well, how did you learn the language as you went? I'm hitting stumbling blocks here and there, I hope I'm getting better. Any tips, maybe more of an insight as to how you progressed through your game.

Of course, keep up the great work and I can't wait to see the final art that is going to go in the game.
Rich Dersheimer
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Posted: 4th Oct 2009 23:55 Edited at: 5th Oct 2009 00:59
Quote: "This looks like a very nice idea! I'm excited to see how this game is coming along."


Thanks Sharlenwar! I've been working on it all weekend and should have the latest version up soon.

I've been programming in BASIC for over 20 years, so the learning curve wasn't very steep at all. As for the DBPro specific commands, well three things really.

1. When I hit a tricky bit of code, I ask here on the forums. These folks are great with helping figure things out.

2. I also hit the game creators website and these forums for every tutorial I could find. Seeing how others write has really helped.

3. I use the help feature in the editor. It doesn't really help with WHY you would want to use a command, but it gives the syntax, and that helps too.

oh, and number 4, I experiment and try different ways to do stuff, and sometimes it works!

You can get some insight on Quickhack by clicking on my sig and reading my developers journal. Not so much the coding, but how I'm designing the game.

Lots of luck to you!
Rich

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Posted: 5th Oct 2009 06:02
Okay, just downloaded your executable. It seems that it cannot load a sound at line 1118? Strange.
Rich Dersheimer
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Posted: 5th Oct 2009 06:52 Edited at: 5th Oct 2009 07:18
Grrrr...

That's the footstep sound, and it really should be in there.

I just downloaded the zip to my desktop, unpacked it, and it ran fine.

I'm at my wits end about this type of problem. None of the compilers I'm using seems to be capable of storing all the media in with the executable.

Perhaps there's some limit to the amount of media you can store.

Anyway, sorry about the trouble. I've recompiled and uploaded the zip again.

Rich

EDIT: AHA! I just downloaded my upload, and got the same error! I will investigate.

EDIT: Oops, my bad! I just added lockpicking into the game and forgot to include the lockpicking sound effect in the exe file. My apologies to everyone. It should be fixed now.

Visigoth
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Posted: 5th Oct 2009 07:16
dang. This looks cool, but, got could not load sound at line 1161.
Rich Dersheimer
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Posted: 5th Oct 2009 07:19
Visigoth, try it now, should be all sorted.

Visigoth
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Posted: 5th Oct 2009 07:58
yes, ok, works now. Pretty cool, nice job. BIG BIG levels, heheh!
Plotinus
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Posted: 5th Oct 2009 12:24 Edited at: 5th Oct 2009 13:18
It looks great, but as it stands I have two issues: first, it's very, very slow (FPS of five or less), and second, doors appear to be completely inert. Attempting to pick the lock or bash the door has no effect at all apart from a text message saying I'm trying to do it. Since the game begins with me stuck in a dead end behind a door there's not much I can do!

[EDIT] After restarting my computer the slowness is sorted - that was obviously caused by something else going on in the background. Still can't get through the door though.
Rich Dersheimer
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Posted: 5th Oct 2009 13:25 Edited at: 5th Oct 2009 13:27
@Plotinus:

Quote: "It looks great, but as it stands I have two issues: first, it's very, very slow (FPS of five or less)"


One thing you might try is editing the Quickhack.cfg file, you can do that with notepad. Change FASTWALK=0 to FASTWALK=1, or even FASTWALK=2. That will speed up moving and turning. The low FPS is something I'll have to work on. My high-end gaming computer averages around 50 FPS, but I realize not everybody has the fastest CPU available.

Quote: "and second, doors appear to be completely inert. Attempting to pick the lock or bash the door has no effect at all apart from a text message saying I'm trying to do it."


I'm not sure what's up with that. Hmm, you have to "use" the door to get it to open. Try the spacebar, that's the default key for using an object. The spacebar should either open the door, give you a message that it's locked, or trigger the gas trap if it's a trapped door.

Quote: "
Since the game begins with me stuck in a dead end behind a door there's not much I can do!"


You can always run the launcher again, it generates a new random map and starting location each time.

Thanks for the interest and feedback!


@Visigoth:
Quote: "yes, ok, works now. Pretty cool, nice job. BIG BIG levels, heheh!"


Thanks! And thanks for sticking with it!

Rich

Plotinus
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Posted: 5th Oct 2009 15:55
Ahhh. I thought picking the lock or bashing the door was all you could do - I didn't realise you could just open it.

It's looking great, then. The FPS is perfectly OK as far as I can tell, and the movement around the dungeon is smooth. This should be a great game.
Sharlenwar
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Posted: 6th Oct 2009 01:32 Edited at: 6th Oct 2009 01:33
*sighs* Now it is giving me an error loading sound at line 1149. I guess I'm destined to not try this interesting game out. I downloaded it from your website.
Rich Dersheimer
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Posted: 6th Oct 2009 01:53 Edited at: 6th Oct 2009 01:54
This is driving me crazy! And I can't just include the wav files, I don't have the rights to redistribute them outside the exe file.

Sorry, Sharlenwar, I'll keep trying to fix it.

I saw on your website you played UO. Me too! A long time ago, and only on the official servers. Lots of fun times!

Rich

Sharlenwar
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Posted: 6th Oct 2009 02:12
I've taken a long break so to speak, I'm slowly getting back into game dev and I'm going to develop my very own custom engine similar to the UO private shards, except with custom art so that people could create worlds and allow for memberships and what not. Something similar to how Neverwinter Nights servers go up, but to add in to it, if someone had their own art, they would be able to use the engine to create that world and have it on a centralized server listing.

But that is my long term goal. Right now I'm working on a simple 2d zombie survival style game, with the 2d graphics in the same style as Final Fantasy 3, 4, & 5. That awesome retro 2d RPG look. There will be multiplayer, etc. So expect to see my posting come up as soon as I have something that is workable. I'm also going to post all of the code so that people here can help me out. I figure might as well share with the community as I learn.

Gotten off topic. Is there any way you will keep the art separate from the exe? As well, why did you go with the two programs, instead of integrating the menu with the program?
Rich Dersheimer
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Posted: 6th Oct 2009 06:16 Edited at: 6th Oct 2009 06:19
Sharlenwar, I've uploaded the latest build, if you have the patience to check it out. I'm putting the version number in the readme file, as it seems codesurge isn't putting it in the .exe info. So this one is version 0.11 and I hope it works for you.

I won't be able to keep the art and other resources as separate files, since I don't have rights to redistribute them. For instance, the food sacks and barrels in the game were designed by Ian West, who gave me permission to use them in the game, but NOT to distribute. I'm getting most of my sound effects from soundsnaps, and they are royalty free, but not to give away.

Having said that, I'm okay with sharing graphics that I've created myself. For instance...



That's for one dungeon level, the dungeon walls, doors, floor and ceiling. In fact, I plan to have the look of dungeon levels customizable by the player, so they can include their own content.

EDIT: Oh yeah, I made the launcher separate because I wanted to test the game play over and over on the same map, with the same character. When all is said and done, I may very well put the launcher code in the main program. Or not.

Sharlenwar
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Posted: 6th Oct 2009 09:36 Edited at: 6th Oct 2009 09:37
Wierd, there's no dice. Getting a sound error at line 1158 now. Downloaded from your site. As I'm typing this I'm downloading it from here to see if there is a version difference. Is it at all possible to disable the sounds for now? If not then I understand, just not sure why it's having issues. Makes me wonder if it is codesurge. I personally use the new editor that TGC is creating to replace the old editor.

As for the art, do you have one image like that that you load and take your appropriate images from?
JLMoondog
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Posted: 6th Oct 2009 09:46
I'm confused as well. I've tried several versions and uploads and they've all worked for me...maybe it's a problem with the user's un-packer?


Plotinus
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Posted: 6th Oct 2009 10:10
No problem for me either.
Rich Dersheimer
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Posted: 6th Oct 2009 12:03
Sharlenwar,

Here is a link to the exe file, uncompressed. If you want to try it, delete your current Quickhack.exe, and replace it with

This file

I've had some trouble with my unpacker (windows) - if I try to replace an older QuickHack.exe with a newer Quickhack.exe (notice the capital H vs lowercase) windows will replace the file, but won't rename it. Much the way this forum won't recognize an edit that only changes capitalization.

In fact, you might try just deleting ALL your Quickhack files, and download a new copy of the demo zip.

This is a very weird problem, but it's one that has to be addressed before I can even think about releasing a finished game.

Quote: "As for the art, do you have one image like that that you load and take your appropriate images from? "


No, I load many images, some big, some small. The dungeon walls graphic above is the only one that's a composite, so far.

Butter fingers
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Posted: 6th Oct 2009 16:02
This is looking really good. Random dungeon generation is something that I've wanted to do fr a very long time, but the transition from reading tutorials to actually programming that stuff never really came off for me!

Anyway, I had a little play (WindowsXP, dual core 3.something , Nvidia 8400GPU, 2GB ram), it ran really smooth, and was alot of fun. Reminded me of older games like Strife and DaggerFall. Loved it.


Comments and so on!
1)Looking at your dungeon wall above, the texture is fine, but speed wise you're better off using a square image, can't remember the technicalities, but it's definately faster!

2)Read the some of the blog, and what you're doing for the poison/smoke is definately the best way. DBpro particles are horrible and a sprite will look ugly! Perhaps while it scales up and alphas down you could also make it rotate slowly around the z axis, so that the "cloud" doesn't remain static. With something like that it's probably worth making your own particle system.You can then use similar code for blood, smoke, fire etc.

3) Oh and finally, thanks for the (inadvertent) hint with the color map for mouse clicks, I'd never thought of that!

Finally, I'm not asking for your code, but if you get a chance, some kind of tutorial on how you are generating the dungeon would be amazing. I take it you're not using the same technique as the Dungeon Tutorial for DBpro?

I want robotic legs.
Rich Dersheimer
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Posted: 6th Oct 2009 18:49
Butter Fingers,

Wow, great post! Thanks for the feedback and comments.

Quote: "1)Looking at your dungeon wall above, the texture is fine, but speed wise you're better off using a square image, can't remember the technicalities, but it's definately faster!"


I'm using 100x100 unit cubes, and each wall texture is 256x256 pixels. The above graphic is what I used to "uv map" the cube. I put quotes around "uv map" because it's just shifting the texture around in Sketchup.

Quote: "2)Read the some of the blog, and what you're doing for the poison/smoke is definately the best way. DBpro particles are horrible and a sprite will look ugly! Perhaps while it scales up and alphas down you could also make it rotate slowly around the z axis, so that the "cloud" doesn't remain static. With something like that it's probably worth making your own particle system.You can then use similar code for blood, smoke, fire etc."


I actually rotate the plane before I scale it up, so it looks different each time, but yeah, rotating as it scales it would be cooler. I'll try that!

Quote: "3) Oh and finally, thanks for the (inadvertent) hint with the color map for mouse clicks, I'd never thought of that!"


The concept has been demonstrated here, as far back as 2005, but I "rediscovered" it all on my own. Thanks! But I've since gone to IanM's zone commands in his matrixutils. It's saving me a bunch of time and memory use. I can't recommend his tools high enough.

Quote: "Finally, I'm not asking for your code, but if you get a chance, some kind of tutorial on how you are generating the dungeon would be amazing. I take it you're not using the same technique as the Dungeon Tutorial for DBpro?"


I put an early version of my dungeon generator in the codebase, search for dungeon. It's not quite as good as what I'm using now, but it would give you something to work with. When I'm done coding, I'll give some thought to posting what I end up.

Again, thanks for the response!
Rich

bg38
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Posted: 26th Nov 2009 22:02
Just a quick note here
I tried the uncompressed version you posted above, but it returned a 'file doesn't exist at line 436' error, but I got the version off your site, which worked just fine.
Could it be you need to run the launcher first, then later run the exe?

Anyways. The game moved smoothly for me. the fps got low but it didn't affect my game play or anything.
Also, a quick way to move around without clicking the mouse each step, i found was to simply hold the mouse button and turn the mouse where you wanted to go.

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