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game idea


May 4 2009, 06:06 PM (Post #1)
Colonel
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A wile ago, I pitched the idea of working together on making a small game. No one, including myself, had a starting idea.

Well, a few days ago, my brother was watching me play around with some little programs I made, and he said, "You should make a digimon game, that would be cool."

Now, he's too young to remember the digipet fad, so he was talking about the show. I was thinking, though, that it would be pretty cool to make some kind of digital pet.

Something that grows every day, and changes based on what you do with it. I could even make it so it keeps track of how many days it's been since the last time it was opened, and reacts accordingly. Might be cool. Could even make it so people could fight against each other, by either sending the save data or by linking over the internet.


If anyone want to help, it would be really cool. I really only have a basic idea, so what I would need is a system of stats for it's growth, pictures, and maybe an idea of how the fighting would go.
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May 4 2009, 09:31 PM (Post #2)
Commander in Chief
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How complicated would you want this to be?
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May 4 2009, 09:43 PM (Post #3)
Commander in Chief
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Oh, and I don't remember if I described the idea I had before. A side-scroller where your method of attacking is throwing a boomerang-axe (2 of them). I made the system for it (and one level) as best I could on RPG maker. It proved to be relatively fun, and would probably be even more so on a better game engine.

If you're interested at all, I could give more detail.
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May 5 2009, 12:28 AM (Post #4)
Foot Soldier
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Interesting idea... though it had been done, in a number of ways. (Think along the lines of Nintendogs, Spore, even Pokemon at its basest level...) It can still be innovative depending on how in-depth you want it.
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May 5 2009, 02:39 AM (Post #5)
Not Odd anymore
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Is this markedly different from the MyBrute crap?
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May 5 2009, 02:11 PM (Post #6)
Colonel
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I havn't really done anything yet....I just had an idea. I don't know what "mybrute" is. I was thinking more along the lines of ripping off the original digimon, just with some extras. Just a small program, something to make for fun. I don't want to work on something for months. As for how complicated....whatever, I'm not picky. I just want to throw a program together quick.



@sing, just put an executable or the editable for the RPG maker game online, and I by looking at it, I am sure I will figure out how to emulate it on the engine I use. GM6 is great for platformers. The only reason I never finished one was because I could never make the levels interesting after the first few.
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May 5 2009, 05:22 PM (Post #7)
Commander in Chief
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Alright, I'll do that after I get back from class. It is a little chinsy (RPG Maker 2003 doesn't exactly emulate physics very well), but you'll still get the idea.
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May 5 2009, 05:35 PM (Post #8)
Colonel
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Alright, if you get an executable, I definitely can see what you are doing. If you give an editable file, I might not have the program to open it. You might have to give a link to where I can get it. The executable would definitely be easier.
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May 6 2009, 12:04 AM (Post #9)
Commander in Chief
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Alright. The .exe's from RPG maker have a tendency not to work (I think you have to install a bunch of other crap), but might as well try it.

How should I send this to you?
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May 6 2009, 02:06 PM (Post #10)
Colonel
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generally speaking, I just put things on upload sites than give the person a link. Megaupload.com is alright.
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May 6 2009, 11:43 PM (Post #11)
Commander in Chief
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Alright, here it is. I wouldn't worry about the bugs, I'll fix them eventually, this is just to give you the general concept.

http://www.megaupload.com/?d=FBKQAVBQ

Left/Right to move
Up/Down will make you pause for a second(another thing I'll fix), and I might have made it so you can throw the axe upward (I don't remember)
Space/Enter to jump
Shift to throw an axe (there are two of them)
Esc to call the menu (it's just the default RPG maker menu)

When one axe hits the other, it makes a spark attack. It looks a bit chinsey now (as does the game in general, sprites, and physics, etc), but if you use this idea, I'm sure you can make it into something better
Some bugs:
If you throw the first axe, and then it comes back to you, then throw again, it will throw both at the same time, thus making the spark attack constant (I think this is the only one I don't have an immediate solution for)
If you die, the axes will still be in the location they're at, thus you'll have to wait for them to get back to the starting point (which I would fix by briefly sending you to another map, and then back)
Around the water, there are solid walls, so if you throw an axe behind one, it might get stuck behind it, trying to return to you.
The coin system really doesn't work, I'll probably get rid of it.
The score system might make the game lag (if it does, let me know, I'll get rid of the laggy elements of the game, then re-upload it, as they're pretty much irrelevant).
When you jump out of the water, you're able to double-jump (but I might just leave that in the game).

I had some ideas for power-ups which I haven't put in yet.

I think that covers just about everything. If the file doesn't work, the other options are for you to install RPG maker, or I'll make a video of it.

EDIT: Looks like it worked for Jay, and he didn't mention any lag, so you should be alright.

This post has been edited by Pwn3d: May 7 2009, 12:47 AM
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May 7 2009, 01:54 PM (Post #12)
Colonel
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damn, zipped and still 15 megs...delete the sound files out of things before you upload them, next time.


I wonder why it needs an installer, and all that. Most of the things I make are just green executables. I'll check it out, tell you what I think.
-------------


Ok, played it for a few minutes, so I can comment on it. I must say, your game looks alot more professional than mine usually look. As for bugs, they happen.


If I was to start from scratch, and emulate your idea, as closely as I can, it would take a couple hours. GM6 is sorta geared towards games like yours.



Here's some ideas I have. Make the axes so you can throw them any direction you want, possible with the mouse. Then, have them curve back and take a different path back to the player. I like the two axes hitting each other thing. I can't come up with anything off the top of my head, but adding on that would be cool.



I'll build the basic engine (your sprites were ripped from someone else, right? So I can just use them?), and then upload that, and you can tell me if it keeps to the spirit of the original. No promises, should be done by tomarrow, or the day after that.

From there, we can work on improving it.

This post has been edited by Even: May 7 2009, 02:25 PM
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May 7 2009, 02:57 PM (Post #13)
Colonel
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I thought of something for the axes.

Back, probably a few years ago, for a high school english project, I was suposed to give a speech explaining something. I chose welding, and for my visual aid, I made a program. On feature of that program was a really cool open arc effect. I just think it would be cool to use that effect with the axes. Like, if they get close enough to each other (say 20 pixels), they start arcing. Anything hit by the arc takes damage. What do you think?
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May 7 2009, 03:27 PM (Post #14)
Commander in Chief
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QUOTE (Even @ May 7 2009, 08:54 AM)
damn, zipped and still 15 megs...delete the sound files out of things before you upload them, next time.
I wonder why it needs an installer, and all that.  Most of the things I make are just green executables.  I'll check it out, tell you what I think.
-------------
Ok, played it for a few minutes, so I can comment on it.  I must say, your game looks alot more professional than mine usually look.  As for bugs, they happen.
If I was to start from scratch, and emulate your idea, as closely as I can, it would take a couple hours.  GM6 is sorta geared towards games like yours.
Here's some ideas I have.  Make the axes so you can throw them any direction you want, possible with the mouse.  Then, have them curve back and take a different path back to the player.  I like the two axes hitting each other thing.  I can't come up with anything off the top of my head, but adding on that would be cool.
I'll build the basic engine (your sprites were ripped from someone else, right?  So I can just use them?), and then upload that, and you can tell me if it keeps to the spirit of the original.  No promises, should be done by tomarrow, or the day after that.

From there, we can work on improving it.
*


Most of the sprites were just from what you get with RPG maker. The main character sprite I made (with a sprite-making program, my artistic abilities are nowhere near that in real life), and everything in the black region at the top, I just made in Paint.

You seem to have a handle on this, but let me know if you have trouble working out any of the concepts. The monsters were the toughest thing to make (as RPG maker doesn't really let you use arrays, so you have to come up with a careful way to use them with numbered variables), but I'm hoping that comes about better in Game Maker.

QUOTE (Even @ May 7 2009, 09:57 AM)
I thought of something for the axes.

Back, probably a few years ago, for a high school english project, I was suposed to give a speech explaining something.  I chose welding, and for my visual aid, I made a program.  On feature of that program was a really cool open arc effect.  I just think it would be cool to use that effect with the axes.  Like, if they get close enough to each other (say 20 pixels), they start arcing.  Anything hit by the arc takes damage.  What do you think?
*



Sounds like a good idea, especially with the addition of controlling the direction you throw the axes (after looking at the game again, I did make it so you could throw the first axe straight up, but I don't know how to (or if you can) use the mouse for anything in RM).

Then the power-up ideas, I had a few. One might make you fly/able to jump really high, another might affect the power/trajectory of the axes (or maybe set them on fire briefly), and things like that. Initially, I figured, just make them last for a brief period of time, like 15 seconds, but I've also considered just having you lose it if/when you get hit. But I guess we can work out things like this later then.

Anyway, take your time. I probably won't be around from Friday afternoon until Sunday night, and even then, I'm certainly in no rush for this.
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May 7 2009, 03:37 PM (Post #15)
Colonel
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yeah, but it shouldn't take me long, just fiddling now, I already have the base engine finished. Now I am just twidleing with things to make them look better.


Just having problems with recognising the difference between 'can' and 'should'. The more control the player has over the character, the harder the AI has to be. If I give the player too much control on the axes, then I got to step up the enemies, or they will just be a joke.

This post has been edited by Even: May 7 2009, 03:39 PM
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