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Untravaersil's The Angel

Untra

Sponsor

I wasnt using the cracks and holes for the new dungeon. It was mostly fourth layering. Good advice though, and it would help with the first dungeon.
Blah, I'll do this tomorrow. I also just found out that the controlled monsters that work for the ABS no longer fight for some reason, and while I'm at it I might as well compile the main battle formulas into a single common event rather then in each monster, which should ease up on lag and make it easier to solve the first problem.

Hopefully this is the last of my worries. Crosses fingers.

Edit:
BTW, if theres any spriters out there who wish to join me, please just ask. I could really use some help making bloody downed sprites for monsters and citizens. thanx.
 

Untra

Sponsor

Bored... So I updated the credits.
Credits:

Kraft:
For the lighting effect graphics and for the lighting tutorial
Rataime:
For the shadows and reflections script
Dubleax:
AMS R4 script
Beenz:
Silvers one hero CMS script
Fotz!baerchen:
Anti Lag and Script command fix script
DerVVulfman:
For creating an extensive library of scripts that was used extensively during the making of this game
lambchop:
Super Simple Anti Lag script
InsomniacMG:
Creation of thief03 bloody downed
landofshadows (Steve Giles):
Certain sprites
Whitecat:
Icons galore
Dungeon Keeper:
Music
Venetia:
Edits of... Trees.
Cayotecraft:
Sprites

Hopefully they don't wan't money.
 
Untravaersil,

Those are amazing maps! Regarding the event limitations, is it possible to re-spawn or even just "move/jump" the events to a different location of the map when the main character reaches a certain point?

For an example, once the player destroys an enemy (such as a bat) on the map, instead of erasing the event, it could be moved to a different location on the map once the character passes a certain point on the map ('triggering a switch' for an example). In this way, you wouldn't be just copy/pasting the same enemy events over and over on a map, but rather recycling the same events while keeping track of the enemies the player clears in certain quadrants of the map.
 

Untra

Sponsor

theriverstyxoath;304762 said:
Untravaersil,

Those are amazing maps! Regarding the event limitations, is it possible to re-spawn or even just "move/jump" the events to a different location of the map when the main character reaches a certain point?

For an example, once the player destroys an enemy (such as a bat) on the map, instead of erasing the event, it could be moved to a different location on the map once the character passes a certain point on the map ('triggering a switch' for an example). In this way, you wouldn't be just copy/pasting the same enemy events over and over on a map, but rather recycling the same events while keeping track of the enemies the player clears in certain quadrants of the map.

Hey, Thanks!
I think I know where your going with that. Unfortunately, that wouldnt work either. The enemies on the map were intended to wander until they were killed, and wouldn't respawn until the player had beaten the main boss of that dungeon, or had left the dungeon and re-entered. That, and the map is in no way split into quadrants. Rather, there were simple challenges that the player had to complete in order to continue. There would be a lot of wandering and fighting, with an occasional bit of puzzle solving.

Now that I'm redoing the first dungeon though, it is taking a lot longer, but the dungeons seem to be a lot better looking.
http://i134.photobucket.com/albums/q98/ ... Sewers.png[/IMG]
Favorite part? The steam coming from the warm sewage water that hits the river.
 
Untravaersil

I'm going to find a site that shows you all 9 levels of hell, purgatory, and heaven. It is written by someone named Dante, and it is a trilogy, first book has 34 pages, the other two have 33.

I'll find it later.
 

Untra

Sponsor

Thanks, but it won't be that necesarry. I'm still working on the game, but at the moment, its going by VERY SLOWLY. The first dungeon now has fifteen minutes of playtime, and I'm still coming up with concepts to use for the ABS style combat. My latest idea: When fighting ghosts, every time you hit them they get even more transparent until they're killed, making them harder to fight the closer you get to killing them.

Just a little concept I thought of...
 

mawk

Sponsor

Using Dante's Inferno as source material would be a neat idea, just so long as you don't start actively confining yourself to what's in the book.

Looking forward to this!
 

Untra

Sponsor

Alright, so I've thought of some stuff I'm ready and capable to add to The Angel over the winter break. All of this stuff is ready for installation/creation and can be made with events, unless specified. If anyone is interested in my event systems, send me a PM and I'll be happy to explain a few secrets.

Event Systems: already installed
Event ABS with multiple attack animations
Event bloodspray (does not 'stain' tiles) (ABS add-on)
Random Reward (ABS add-on)
Status affect screen distortion
Event Systems to be installed over the break
Blood stains on screen (ABS add-on)
Multple Attack combo's w/ animtions(ABS add-on)
Event support for interactive mouse system
Scripts to be installed over the break
Mr. Mo's interactive mouse system

The point of the Interactive Mouse system is so that Sammael can have a useable shotgun with him (Most enemies have tough hide and are invulnerable to gunshot, however weaker enemies can only be killed with the shotgun.) In the game, guns are pretty primitive, and even with the last upgrade to the gun, youre limited to only six rounds (big-ass lead revolver).

With the bloodstains on the screen event system, it makes for random particles of blood to stain themselves on the screen as Sammael gets hurt, slowly fading away. As more damage is done at a time, more blood stains the screen, and if sammael begins to get low on life, the screen will begin to shade to blood red, making everything harder to see.

Because at the moment my ABS is a bit bland (shift to jump, enter to swing, with different random animations depending upon position and status), I want to add a certain attack combos, such as "W" for stab, "A/D" for side stabs and "S" for an elemental attack special to whatever sword is in use. With that known, certain key combonations can do diiferent attacks, all with multiple animations. "SHIFT+W" will result in sammael jumping towards his enemies swinging down his sword. "A+D" will result in sammael bashing away his enemies, great for when he's boxed in by monsters, or "A+D+ENTER", which results in sammael doing a 360 to hit all enemies. The simple combo's can be done whenever, but the special combo's such as the 360 spin I mentioned take SP to use, which is hard to regain inside dungeons

Those are all the ideas I have. Hopefully I'll follow through with them.
-_-'

This game will not die, and is still going strong. And for a minimally scripted game, its gonna kick ass.

Oh, and I've updated the progress bar. Nothing too noticeable though.
 

mawk

Sponsor

Ergh... I can hardly wait for a demo. Hurry up and put this out there!

Seriously, though, the gameplay looks fun. I've got a huge thing for atmosphere in a game, too, so the custom lighting, blood, and shadows really work for me.

( ^.^)b

EDIT: Music choice is good, too. Nothing to bang your head to, but for atmospheric pieces they're quite nice.
 
This looks fairly awesome, I must say. The concept is really interesting; I'm definitely looking forward to a demo. There need to be more dark RPG Maker games, and blood is cool. :D

One thing, though. The screens look pretty good, but they're awfully dark, which makes it a little hard to see what's going on. I think you could make them a little lighter and still have it be gloomy. Maybe just see if you can make a higher contrast between the light and dark areas and put more lights in?
 

Untra

Sponsor

I'm putting more lights in to add more contrast between certain areas on the map, however the pale darkness stays. It adds a lot to the map, and it makes the color of tilesets more realistic.

Speaking of blood...
http://www.rmxp.org/forums/index.php?topic=32614.30
Dark Zelo made an event based blood stain system, so thats going in. Everybody say thank you to Dark Zelo.
everybody":3aw3nvla said:
Thank you, Dark Zelo!
I'm going to be editing it a bit to make it work better, but for now its a great resource that I was putting off implamenting for some reason.

Oh, and as for the proposed Shotgun that used Mr. Mo's mouse script: its being cut out due to it not cooperating with the Shadows script and certain scripted events. The onscreen blood system is still in the works, but its being worked on.
 

Untra

Sponsor

Title Screen Revealed!
http://i134.photobucket.com/albums/q98/ ... 1_2343.png[/img]
As you could probably tell, This game is gonna be huge. Thus, Ive decided to split it up into multiple parts. The first part ought to be the biggest, with each update revealing more of the world map and a level deeper into hell, with plenty of side missions to be a-had.
I also found an exclusive Font for the game, along with an auto-font install script. The font is called, "Daft Font", a take off of my favorite band.

The progress bar in the first post will be updated to disclose how much of the first chapter is finished.
 

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