Newgrounds.com — Everything, By Everyone.

Checking login status…

USERNAME:

PASSWORD:

Logging in…

Logged in as:
.
Logging out…
Inbox My Account Log Out


Forum Topic: Rpg Engine Feedback

(128 views • 11 replies)

This topic is 1 page long.

<< < > >>
None

ESKentertainment

Reply To Post Reply & Quote

Posted at: 6/4/08 04:17 AM

ESKentertainment LIGHT LEVEL 06

Sign-Up: 12/09/05

Posts: 317

I'm curious about how smoothly my game engine runs on other computers. If it is so laggy that you are unwilling to play it, then say so.

I'm sure that you guys are also wanting to tinker around with what I have, so I enabled all of the gear that you can obtain.

Note that some buttons will not work. Such as the map, the quit button, and sound options.

Controls:
ARROW UP - Move North
ARROW DOWN - Move South
ARROW RIGHT - Move Right
ARROW LEFT - Move Left
SPACEBAR - Swing Sword
ENTER / RETURN - Pause Menu
BACKSPACE - Inventory Menu
CONTROL - Use Equipped Item

Also note that to equip an item, you must enter the inventory and click on it.

Oh! And here is the link: FE.I : Midas


None

Matt-Porter

Reply To Post Reply & Quote

Posted at: 6/4/08 04:31 AM

Matt-Porter FAB LEVEL 23

Sign-Up: 08/09/04

Posts: 1,022

Very good so far. It ran great on my computer but I'm running duel 5600 so I'm not a good test subject for a bad computer :( sorry there, I need a bad computer tester as well hehe. Graphics were great, movement was iffy, but worked. ( I would have liked diagonals but that could be a bitch for hit detection so do what works). Perhaps allow you to move in a direction, then press a new direction and have you move in that one, as of now you must move, let go then press a new direction, very minor but it will get to some people trust me. Overall, It's smooth, you have a lot going with it and if you keep the effort you've put in so far you'll have a very solid game in the end. Props to you my fellow coder/animator/possibly both.


None

GustTheASGuy

Reply To Post Reply & Quote

Posted at: 6/4/08 04:35 AM

GustTheASGuy LIGHT LEVEL 08

Sign-Up: 11/02/05

Posts: 9,385

Ever thought of having the overlay display outside the movieclip that moves with the camera? Clever innit.

Walking is too slow, and you're overdoing the black fades, also needs diagonal movement, and the attacking is to clumsy, the animation is too slow and it doesn't finish if you hold space and it prevents you from moving.

haXe AliceML Box2dLite Learn AS
#ngprogramming at irc.freenode.net
OVER NINE THOUSAAAAND!!!


Thinking

ESKentertainment

Reply To Post Reply & Quote

Posted at: 6/4/08 04:37 AM

ESKentertainment LIGHT LEVEL 06

Sign-Up: 12/09/05

Posts: 317

At 6/4/08 04:31 AM, Matt-Porter wrote: Very good so far. It ran great on my computer but I'm running duel 5600 so I'm not a good test subject for a bad computer :( sorry there, I need a bad computer tester as well hehe.

lol

Graphics were great, movement was iffy, but worked. ( I would have liked diagonals but that could be a bitch for hit detection so do what works). Perhaps allow you to move in a direction, then press a new direction and have you move in that one, as of now you must move, let go then press a new direction, very minor but it will get to some people trust me. Overall, It's smooth, you have a lot going with it and if you keep the effort you've put in so far you'll have a very solid game in the end. Props to you my fellow coder/animator/possibly both.

Both actually *head swells*

I got what you mean with the movement though. In a way I already have that by using "} else {", but the problem is that it doesn't transition very well with all of the arrow key combinations. But I'll mess around with it a bit to see what I come up with =P


None

ESKentertainment

Reply To Post Reply & Quote

Posted at: 6/4/08 04:45 AM

ESKentertainment LIGHT LEVEL 06

Sign-Up: 12/09/05

Posts: 317

At 6/4/08 04:35 AM, GustTheASGuy wrote: Ever thought of having the overlay display outside the movieclip that moves with the camera? Clever innit.

Argh... Why didn't I think of that?

Walking is too slow, and you're overdoing the black fades,

Maybe...

also needs diagonal movement,

Actually I'm reluctant to allow diagonal movement. I think if I just smooth out the code as suggested in the above post, people won't care so much. I'll experiment a bit.

and the attacking is to clumsy, the animation is too slow and it doesn't finish if you hold space and it prevents you from moving.

Actually that bit is intentional. I don't want people holding down space and bum rushing the enemy. The intent is to make the player actually think about combat before hand. I'll try to whip up a demonstration after I take care of the movement.


Muted

ESKentertainment

Reply To Post Reply & Quote

Posted at: 6/4/08 04:52 AM

ESKentertainment LIGHT LEVEL 06

Sign-Up: 12/09/05

Posts: 317

At 6/4/08 04:35 AM, GustTheASGuy wrote: Walking is too slow, and you're overdoing the black fades, also needs diagonal movement, and the attacking is to clumsy, the animation is too slow and it doesn't finish if you hold space and it prevents you from moving.

But no, I see what you mean. I still have a lot of work to do on the combat. Funny thing, if you time your spaces just right, the character will disappear. I put in an invisible button in the top right corner. If you disappear, press that button and move around a bit >.<


Elated

Christicle

Reply To Post Reply & Quote

Posted at: 6/4/08 05:30 AM

Christicle EVIL LEVEL 09

Sign-Up: 05/11/08

Posts: 178

Impressive *claps*

I always like seeing a work in progress (mainly because it inspires me to finish my own!), and this one was great. Loved the graphics, and it was glitch-free coding!

So, again, good job, and keep at it!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!


None

CaptainPoncho

Reply To Post Reply & Quote

Posted at: 6/4/08 06:23 AM

CaptainPoncho EVIL LEVEL 08

Sign-Up: 11/29/03

Posts: 524

I'd like to see it so that the start menu can be controlled with the arrow keys. I wasn't using the mouse and when I pressed it, it'd have to move a hand over to the mouse (which isn't used).

Also, I'd much prefer a 4:3 resolution than this wacky one. Nice, though.


None

Skeik-Sprite

Reply To Post Reply & Quote

Posted at: 6/4/08 06:38 AM

Skeik-Sprite LIGHT LEVEL 13

Sign-Up: 06/19/05

Posts: 1,336

At 6/4/08 04:45 AM, ESKentertainment wrote:
and the attacking is to clumsy, the animation is too slow and it doesn't finish if you hold space and it prevents you from moving.
Actually that bit is intentional. I don't want people holding down space and bum rushing the enemy. The intent is to make the player actually think about combat before hand. I'll try to whip up a demonstration after I take care of the movement.

I think what he means is that you have to allow for the player to be able to move without releasing button to move. I think a lot of the diagonal and releasing button movement problems could be taken care of if you just got rid of the else statements in the movement, which is what I think you're doing right now.


None

ThePeasant

Reply To Post Reply & Quote

Posted at: 6/4/08 07:12 AM

ThePeasant NEUTRAL LEVEL 07

Sign-Up: 08/30/07

Posts: 197

looks awesome, but please please PLEASE enable W/A/S/D support! It's very easy to add and makes a huge difference to some people (like me).


None

ThePeasant

Reply To Post Reply & Quote

Posted at: 6/4/08 07:21 AM

ThePeasant NEUTRAL LEVEL 07

Sign-Up: 08/30/07

Posts: 197

standardization of controls is also very important, like the guy 2 above me mentioned. If I'm already just using the keyboard, why suddenly force me to switch to the unused mouse when I go into the inventory screen? It's a big hastle moving my hand those 6 inches (or thumb 3... I'm on a laptop, hehehe). Well, you know what I mean. That goes double when you get into text dialogues! Don't be one of those guys who has everything keyboard controlled and then, when you talk to someone, have it say <click to continue> - man I hate that!


Happy

ESKentertainment

Reply To Post Reply & Quote

Posted at: 6/4/08 04:27 PM

ESKentertainment LIGHT LEVEL 06

Sign-Up: 12/09/05

Posts: 317

At 6/4/08 06:23 AM, CaptainPoncho wrote: I'd like to see it so that the start menu can be controlled with the arrow keys. I wasn't using the mouse and when I pressed it, it'd have to move a hand over to the mouse (which isn't used).

I'll do that. It shouldn't be very hard at all.

Also, I'd much prefer a 4:3 resolution than this wacky one. Nice, though.

lol, it pretty much is (maybe shy 10 or so px). But this is the standard size 550x400

At 6/4/08 06:38 AM, Skeik-Sprite wrote: I think what he means is that you have to allow for the player to be able to move without releasing button to move. I think a lot of the diagonal and releasing button movement problems could be taken care of if you just got rid of the else statements in the movement, which is what I think you're doing right now.

I'm unwilling to let in diagonal, and right now I'm working on smoothing it out.

At 6/4/08 07:12 AM, ThePeasant wrote: looks awesome, but please please PLEASE enable W/A/S/D support! It's very easy to add and makes a huge difference to some people (like me).

Okay

Thanks for the feedback so far guys, keep 'em coming. But nobody's having any lag issues? That's good. =)


All times are Eastern Daylight Time (GMT -4) | Current Time: 10:27 PM

<< Back

This topic is 1 page long.

<< < > >>
You need a Grounds Gold Account to post on the NG BBS! If you don't have one, click here to sign up now! It's fast, free, and easy — and opens up tons of great NG features!