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Author Topic: RPG on WME  (Read 26060 times)

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Connway

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RPG on WME
« on: December 18, 2008, 09:29:48 PM »

Wasn't exactly sure which forum to put this in, it's not exactly a game or a demo. Kind of like a simple demonstration really.

Not much to say except that I decided to make an RPG using WME. I know that the engine isn't designed for RPGs, but I still wanted to give it a shot, and so far it seems to be working. It has proved to be quite a challenge, but an enjoyable one nonetheless. The project I'm posting is really me learning how to use WME and understand how it works.

Why am I doing this?
  • It's a challenge
  • I wanted to do something over winter break

I would post a screeny or something, but I don't think anyone wants to look at my programmer art.
Currently I am using a placeholder combat system that just does simple stat subtraction.

Hopefully I will be able to expand on this and make an enjoyable game.

Latest Version: (r30)
Standalone package: Click Here
Source: Click Here (FileFront)
« Last Edit: July 28, 2009, 09:35:17 AM by Connway »
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Spellbreaker

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Re: RPG on WME
« Reply #1 on: December 18, 2008, 10:05:02 PM »

In German Language I'd say that "WME ist eine Eierlegende Wollmilchsau" . It's a special term for "all-in-one device suitable for every purpose" You can do quite everything with it, because it's very flexible. In game announcments theres a multiplayer-business simulation game done with WME :)


Nice start for your RPG, you're doing it the right way. Keep your stick men and work on the logics, art can always be added afterwards! GOOD LUCK !!!
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Connway

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Re: RPG on WME
« Reply #2 on: December 18, 2008, 10:13:52 PM »

Thanks for the support. I'll keep truckin' along. :)
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Catacomber

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Re: RPG on WME
« Reply #3 on: December 18, 2008, 10:27:55 PM »

A few of us are doing hybrid rpg/adventure games if not outright rpg games and it's always good to see an example of someone's work.  I like the collision detection--it looks like you put a lot of work into that.  Without looking at the source code it was a little difficult for me to tell what the numbers in the upper left hand corner were and the font is a little small but that's minor. I liked the way you changed the pov to have the player facing to the west after encountering the "monster" to the east.  As Spellbreaker said, "Keep up the good work."  The initial art isn't that important as long as you learn WME and get the game play down.  : )

I imagined I was entering the building backwards (eyes are a little backwards--it's OK :  )) so that I could cover my rear.  :  )
« Last Edit: December 19, 2008, 03:55:41 AM by Catacomber »
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Catacomber

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Re: RPG on WME
« Reply #4 on: December 19, 2008, 02:34:55 AM »

Connway, I have a fighter guy and a monster you can borrow (animations) if it would help you fine tune your fighting system and you promise not to use them in a commercial game.  I think it might be hard for you to finesse your system if you don't have the animations. Let me know.  They're 2d not 3d but I think they would help you.  I could also make you a room or two so it's more realistic.
« Last Edit: December 19, 2008, 02:37:07 AM by Catacomber »
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Connway

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Re: RPG on WME
« Reply #5 on: December 19, 2008, 02:46:46 AM »

Sure, that would be nice. I'll use them for developing the system, but I'll replace borrowed content with original content once the project gets to that point.

I do not intend to make this into a commercial game. In fact, I want to make it open source.

I could also make you a room or two so it's more realistic.
If you would like to, it would be appreciated. All the art that I made is just placeholder art, just to get things functional.

Thank you very much Catacomber.
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Catacomber

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Re: RPG on WME
« Reply #6 on: December 19, 2008, 02:49:28 AM »

You can either pm me your email address here or contact me at my website.  :  )  If you have a problem animating the monster in Wintermute, I can help you--I just worked that out.  I'm still working on smooth synchronization of all the frames of the fighter though--it's more complicated but maybe you can just use a few and it should work for you.
« Last Edit: December 19, 2008, 02:53:35 AM by Catacomber »
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Catacomber

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Re: RPG on WME
« Reply #7 on: December 19, 2008, 05:27:40 AM »

I never met a good programmer who was a good artist.

I never met a good artist who was a good programmer.

That doesn't mean there aren't such. 

Symbiosis is a very important part of the gaming world.  :  )
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Connway

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Re: RPG on WME
« Reply #8 on: December 20, 2008, 03:58:08 AM »

Indeed, that is the general way things happen. I have met a programmer who was also a good artist, but they certainly are a rare combination.
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Connway

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Re: RPG on WME
« Reply #9 on: December 27, 2008, 02:53:32 AM »

Got a lot of the mechanics working now. Some changes:
  • Every battle will have a random number of enemies ranging from 1-3.
  • Turn order based off speed variable (you will always go first).
  • You can select who you want to attack.
  • Combat less fake (codewise at least).

Other than that, you really won't notice any changes unless you look at the source code. The source code has more than quadrupled in size! But, it is much, much more functional than before.

I'd definitely like to thank Catacomber for lending me some art to use while I develop the game.

Like last time, I have the standalone binaries and the source code for those interested.
Don't worry Catacomber, I replaced all the art you lent me with my original programmer art.

Standalone Package: Click Here (Mirror)
Source: Click Here (Mirror)

Note: You will probably need WME 1.8.9 beta to open the source project file.
« Last Edit: April 03, 2009, 05:38:21 AM by Connway »
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Catacomber

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Re: RPG on WME
« Reply #10 on: December 27, 2008, 04:15:01 AM »

I have no problem with your using my graphics if you want to and I give you permission to use them---but I think it's easier to follow the mechanics with your graphics.  :  )  The collision system works very well.

It's easier to follow whose health is being affected now when there's an attack or defense.  That's very important, imho, to clearly label what's going on so the player can follow.  It shouldn't be too elaborate or too simple but just right. : ) 

« Last Edit: December 27, 2008, 04:20:07 AM by Catacomber »
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Connway

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Re: RPG on WME
« Reply #11 on: December 27, 2008, 05:06:41 AM »

Yeah, currently the text is mostly for debug info. I should probably use the Talk() function for showing how much health gets depleted on every attack.
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Catacomber

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Re: RPG on WME
« Reply #12 on: December 28, 2008, 06:34:50 AM »

Sending you a pm. 
« Last Edit: December 28, 2008, 06:42:25 AM by Catacomber »
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Jyujinkai

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Re: RPG on WME
« Reply #13 on: December 28, 2008, 09:41:06 AM »

this looks very insteresting... i like it a lot. Keeping an eye on this... If it is ok with you i may look into pinching this coe for my freeware hobby game project....
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SoundGuy

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Re: RPG on WME
« Reply #14 on: March 17, 2009, 04:27:20 AM »

i can't save those links for some reason. care to repost them ? i'd like to see this tech demo too!
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