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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Game Creation Center - Surprise! Take a look at what I've been working on
  
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Teundusia
Posts: 127/760
Right... I still do not get any idea what this game is exactly, except that it is to do with Mario
Glyph Phoenix
Posts: 37/745
Very l33t. I'm not a fan of the way some games give you nasty enemies but no weapon, though. I'm the kind of player who likes to clear the whole room out of enemies and take my time exploring. Or, if I have limited time, I like to pick the straightest path and plow through whatever enemies I may face. But without a weapon I can't do that.

But the treasure stuff, on the other hand, sounds interesting. As is the concept of using steep terrain to defeat the dire bat. When a demo is available I'll certainly give it a try.
Squash Monster
Posts: 518/677
Sounds fine to me. Thanks BMF.
BMF98567
Posts: 612/1261
How about I just move this thread? I can wait until tomorrow night, so everyone knows where it's going ahead of time...
Alastor the Stylish
Posts: 4774/7620
Sound relatively awesome. Is a demo ready?
Squash Monster
Posts: 517/677
Kirby ATW is very close to right. It's a 3D/Isometric treasure hunting game, in Java (so no SNES, sorry). It's not actually technically properly 3D or isometric: the landscape can be rotated freely along two axis of rotation, so it's not isometric, but there is no distortion based on distance from the camera, which makes it not really 3D. I call it the barn-eyed lense effect, myself. It's quite a step up in graphics from the game I programmed on the calculator that I based this all on .

It runs smoothly on my computer while running a number of applications, so I think it should run well on computers with medium to upper processing power. There are some pretty complicated optimizations I want to make at the moment that should help a great deal, so maybe that'll help out with the computer specs.

At the moment, I need to do the following before I consider it complete and releasable:
--rebuild the lighting engine (this could take a while if I do it as well as I want to)
--optimise the room drawing (this will take a while)
--tie the player controlls back in (latest version was bare-bones, so that was missing, it should be a copy paste job)
--finish the dungeon generator (I might have to learn some more Java, but it's mostly done)
--write the monster AIs (the version I programmed on the calculator had three distinct monsters that I should be able to code at a half hour a peice, so this isn't too bad)
--write a bunch of glue code (between dungeon transitions, between room transitions, general stuff that either takes a few seconds or aggravates for hours)

The general format of how the actual game is played is simple. You start up, you get a rules page, you get a journal page from the main character, you're dropped into a randomly generated one room dungeon like the ones featured in my screenshots. There is a treasure chest and a hole in the ground in this room. Simply grab the treasure and hop down the hole (you'll automatically jump over the hole if you try to do that backwards). This lets you view another one of those journal pages and then puts you in a larger dungeon, with two randomly generated rooms connected to eachother. It'll be easy enough to tell that you can go off the edge of one room and into another becouse areas you can't enter are bordered with really high cliffs or bottomless pits (depending on where they are, for visability purposes). Grab the treasure, hop down the hole. This proceeds with increasingly complicated dungeons (number of rooms increases every dungeon, each dungeon has a different random floorplan). The dungeons themselves are nothing to worry about, but as you get deeper into the game, the number of monsters inhabiting them increases, and you are unarmed and must rely on good manipulation of the terrain and fast reflexes to get by them.
The game's trademark monsters:
--Slime - a simple critter that moves around more or less randomly, but can climb walls if it so chooses. Later levels will show smarter behavior for the slimes, and possibly deadly slime trails or other such hazards.
--Dire bat - a fast flying creature that flys at you in a strait line. Probably will be dumb enough to trick into running into a column in early levels, but get smarter later on.
--Mimic - a fake treasure chest that sprouts legs and fangs when you near it and starts chasing you. These are generally deadly, but are very lousy at climbing, and can be evaded by using the terrain.

And there you have it. If anyone is interested, I'll post a thread in game development and we can close this.
Alastor the Stylish
Posts: 4772/7620
Eh. Closest thing I can figure to what you just said is Super Mario 64, which was originally planned to be for SNES...
Ailure
Posts: 7435/11162
If you make the graphics ISOmetric then it's even easier making a such game. Snake rattle n roll and Mario RPG are such games after all. They are 2D but they have 3D gameplay.

However if you want to make it fully 3D and all... well maybe. There as a Super Mario 3D for Super NES in the planning stage. If someone find a prototype of that...
Alastor the Stylish
Posts: 4767/7620
Eh, I don't think it's a ROM hack at all, so...

Kei: I would've preferred not to know that.
Keikonium
Posts: 950/-2459
Pork sword is a retarded name for the male umm...well ya know

And altho this should be posted in ROM Hacking, it is quite cool. If this runs smothly, and you release it, I would look forward to playing it.
KATW
Posts: 2462/3959
Originally posted by Sonicandtails
You know what koujiman you need to calm...the porksword down. Your inapropriate because your name is so .....Crawlike...
Porksword?

Im with Kyouji on this one...

As for.... what is he doing again... 3D treasure hunting game on SNES?
Alastor the Stylish
Posts: 4764/7620
Ummm... *Kyouji Craw slowly backs away
Violent J
Posts: 161/749
You know what koujiman you need to calm...the porksword down. Your inapropriate because your name is so .....Crawlike...
Alastor the Stylish
Posts: 4763/7620
That's completely inappropriate no matter what the reason for it is, and... Did you delete all the posts where you said it was awesome?
Violent J
Posts: 160/749
HOMG UR A FAKER! U FAKER IM GONNA DESTROY YoU@
Alastor the Stylish
Posts: 4743/7620
If you ask me, it doesn't really look anything like Chocolate Island.
Squash Monster
Posts: 516/677
Hmmf, so much for fooling people.

It's real, but it's not SMW. This is something entirely different that I've been working on for a while. Let's have a story before I explain myself though.

First, we have some screenshots showing where my project was a while ago. You can change the URL all the way back to SS1 if you want to see how far this has come.
http://squashmonster.tripod.com/Treasure/treasureGameSS8.png
http://squashmonster.tripod.com/Treasure/treasureGameSS9.png

Next, a nice shadowing system I made.
http://squashmonster.tripod.com/Treasure/treasureGameSSA.png
http://squashmonster.tripod.com/Treasure/treasureGameSSB.png

And finally, I added an extra axis of rotation so more people could see the 3Dness. The first pic has the first three colors I thought of, the second uses the same colors as the previous screenshots. However, I've not re-done the shading part of the engine so that it would work with the extra axis of rotation.
http://squashmonster.tripod.com/Treasure/treasureGameSSC.png
http://squashmonster.tripod.com/Treasure/treasureGameSSD.png

Now, I've been showing Jesper these, and when he saw number D, he said it looked like Chocolate Island. So I joked about adding in a pipe and showing it off at the SMW forums. Some brain storming and some egging on later, I did. Hi.


Though, I think this is entirely within the SNES's capabilities. Except the resolution, I flubbed on that. The shadow that everyone complained about would be pretty simple to pull off, I'm sure I've seen semi-transparent stuff before, all that's needed is a quick overlaying of that. I was going to say something about having rotating and scaling on the sprites, but not getting it to work right, and working around it by setting them to angle strait forward. That type of thing has a tendancy to create new colors out of nowhere, you know. And some optimisation would make my code well within the processor's power. Not that I'm trying to give anyone any ideas or anything .
elixirnova
Posts: 149/177
Hey squash looks nice, but I believe this shouldn't be in smw forum either... Unless you've done something amazing! Though if this is any relation to the project you were previously working on, I believe I know what you wrote this in. Though I won't say anything in case its some sort of surprise and your being devilish and teasing people
Golden Yoshi
Posts: 356/693
If this is a SMW hack, where's Mario, the status bar, or the editor window? There's nothing that proves that this was created in LM. Plus, I thought you were really busy with other things, why haven't you done more work on EggVine then?
blackhole89
Posts: 517/971
The shadow of Lakitu looks fake. It is way too smooth and it seems to fit on the ground, which is technically almost impossible on SNES. Besides, there is perspective.
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Acmlm's Board - I2 Archive - Game Creation Center - Surprise! Take a look at what I've been working on


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