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RPG Team :-) *Looking for help*
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Topic: RPG Team :-) *Looking for help* (Read 4255 times)
Altuno
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Posts: 5
RPG Team :-) *Looking for help*
«
on:
January 10, 2010, 04:25:44 AM »
Hey there charas-project,
I have coded in c++ for a few years and i have begun making a small (pretty crappy :-P) RPG, which hopefully with skilled artists could become much better. I have come here to ask if anyone would like to help create basic sprites for my game such as weapons, armour, items, buttons, maybe people/monsters and go wild with your immagination. Any great idea for an item which does soemthing really cool? Maybe il do it!
I cant pay you anything, so this would have to be out of yur own time for fun/project. So far, i am at a stage where there are a few monsters walkign around, everyone has health which cn be lost or gained, half a combat system, and thats about it.
Please reply and tell me if you would like to help :-),
Altuno
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lonewolf
lonewolf
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Posts: 2,049
from the Kiowa apache tribe
Re: RPG Team :-) *Looking for help*
«
Reply #1 on:
January 10, 2010, 12:16:06 PM »
what do you need 1st mosters
we will need to let use now what you game is going to be like is it a space game fantasy game ?
have you any art or screenshots of any maps or towns you have made for your game
so we can find items to fit in with your game
as i like to help you out in any way that i can
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A real friend is one who walks in when the rest of the world walks out
Altuno
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Posts: 5
Re: RPG Team :-) *Looking for help*
«
Reply #2 on:
January 10, 2010, 04:51:45 PM »
Sweet :-),
Thanks for the help :-)!
Well first of all, its a medievil RPG (swords, bows, etc) and i know what you may be thinking, "ANOTHER ONE!?" but i can assure you i will not be releasing this game untill i have made it different and interesting in many ways! I am hoping to make the RPG multiplayer, and maybe in time it may be a popular online game, but that will be in a while :-).
I would like to think that im pretty creative and that im good with ideas, i love implementing new ideas into games and i will definately do so with this one. The game at the moment is in VERY early stages, VERY. I have created basic logic for players and monsters, within a few weeks i should have the battle system, object system, collision, tiling and many other things under control.
If ANYTHING i would love to atleast start creating weapons/monsters with an artist while bringing in completely new ideas and giving them all characteristics/statistics/descriptions, that kind of stuff. Im looking for all art specially made for the game, as in the graphical user interface, monsters, npc's, symbols, items/objects, scenery, etc. I have many ideas for the villages, towns, areas etc, and have drawn up maps and made a documentation of many ideas (mostly extras which wont be made till after the basics are created). As i havent made much in the graphical sense (a few monsters, a person, a background, fire, areas where health is lost and gained) posting a screenshot may be a bit pointless at this stage.
I can program in C++, PHP, MySQL, CSS and HTML, and am creatign my own website aswell at the moment and will definately make a website for this game if i see that it has potential.
Please tell me if you would like to help me based on this information :-), Id love to start a small team with anyone.
Thanks,
Altuno.
PS: If you decide to help me, i would love to see some of your work :-)
«
Last Edit: January 10, 2010, 04:57:19 PM by Altuno
»
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Shantotto
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Posts: 27
Re: RPG Team :-) *Looking for help*
«
Reply #3 on:
January 10, 2010, 06:40:33 PM »
check the resources on the site, i found a great deal of stuff i was going to have to create on there and it has saved me untold hours
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shantotto after beating exdeath<br /><br />Shantotto: total loser
Altuno
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Posts: 5
Re: RPG Team :-) *Looking for help*
«
Reply #4 on:
January 11, 2010, 03:45:30 AM »
well, i was hoping someone would like to work with me on the game and make sprites for the game, instead of me having to use used ones, would anyone be interested in this?
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lonewolf
lonewolf
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Posts: 2,049
from the Kiowa apache tribe
Re: RPG Team :-) *Looking for help*
«
Reply #5 on:
January 11, 2010, 11:06:09 PM »
you can use this lot if you like hope they help you out
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A real friend is one who walks in when the rest of the world walks out
Altuno
Initiate
Posts: 5
Re: RPG Team :-) *Looking for help*
«
Reply #6 on:
January 12, 2010, 03:31:47 AM »
Thanks, many of them help :-)
Do you have monsters and scenery? Also, i need to start collecting tiles for the background, much of this will help me :-)
Would any of you like to help me create a GUI?
Thanks,
Altuno
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lonewolf
lonewolf
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Posts: 2,049
from the Kiowa apache tribe
Re: RPG Team :-) *Looking for help*
«
Reply #7 on:
January 13, 2010, 01:48:48 AM »
get lots of tiles here
http://translate.googleusercontent.com/translate_c?hl=en&sl=pt&u=http://docteurnight.free.fr/chipset//&prev=/search%3Fq%3DRM2K%2BChipsets%2BJaponeses%26ndsp%3D18%26hl%3Den%26rlz%3D1R2ADFA_enGB359%26sa%3DN&rurl=translate.google.co.uk&usg=ALkJrhhC5lriwGd62_wLBTLkhWaxUChFjw
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A real friend is one who walks in when the rest of the world walks out
lonewolf
lonewolf
Leader
Posts: 2,049
from the Kiowa apache tribe
Re: RPG Team :-) *Looking for help*
«
Reply #8 on:
January 13, 2010, 07:27:00 PM »
some things in the making i post up more when i get around to doing them
got this for the Knights
«
Last Edit: January 13, 2010, 07:28:47 PM by lonewolf
»
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A real friend is one who walks in when the rest of the world walks out
Altuno
Initiate
Posts: 5
Re: RPG Team :-) *Looking for help*
«
Reply #9 on:
January 15, 2010, 07:11:13 AM »
Wow thanks, thats a hell of a lot of tiles!
Also, if you find anything for sidescrollers that may help aswell,
Ideas for the game are also welcome :-)
Thanks,
altuno
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lonewolf
lonewolf
Leader
Posts: 2,049
from the Kiowa apache tribe
Re: RPG Team :-) *Looking for help*
«
Reply #10 on:
January 29, 2010, 09:42:19 PM »
sorry its been some time ok for the jouster on the charasets
The time hath cometh for the joust. Below I shall demonstrate on how to make a simple template jousting system. In my game I used this but changed the enemy jouster and their moves. This uses character sets (not pictures) and does work but obviously, if any of you have any improvements you wish to make then please post them.
The joust is like a game of scissors, paper and rock. You have 3 different methods which all beat one other method, draw one and lose against another. Offensive beats Cautious, Cautious beats Defensive and Defensive beats Offensive…. Simple eh?
Firstly you will need the event of the enemy and your horse (on which you mount). This shouldn’t be hard to work out yourself and after this you need two parallel events in the long jousting straight (part in which jousters joust) in the middle. One on the right for your enemy and one on the left for you. Your hero’s one is to show your horse run away when you are knocked off and the enemies is for the same reason.
For this tutorial to work it is crucial that the joust is vertical and the hero walks up (or down) to face down on the left side and the enemy moves to face up on the right side before the actual joust begins.
Now upon the tournament lord saying what he does, the main event plays like this:
*Switch: Joust begins* - ON
Event Type: Auto Start
Page 1
< > Play BGM: [Cool Joust Music]
< > Message:What style do you wish to adopt for the first attempt?
< > Show Choice:Offensive/Cautious/Defensive
:[Offensive] Case
< > Change Var: Var[???1:Player 1s Joust Method] (Set)- 1
< >
:[Cautious] Case
< > Change Var: Var[???1:Player 1s Joust Method] (Set)- 2
< >
:[Defensive] Case
< > Change Var: Var[???1:Player 1s Joust Method] (Set)- 3
< >
:End Case
< > Message:Tournament Lord:
: kay, now go!
By setting the players jousting method as either 1, 2 or 3 inside the variables we shall easily be able to use them later on to see how what happens in combination with the enemies method.
< > Move Event: Hero-Move Speed Up- Move Freq. Up- [Insert how many downs that make the hero ride to the middle of the jousting path]
< > Move Event: Enemy-Move Speed Up- Move Freq. Up- [Insert how many ups that make the enemy ride to the middle of the jousting path]
< > Wait: 1.0sec
Later you might want to restore the original speed and frequency settings.
You can make the enemy do a random move here but for now we’ll choose cautious.
< > If Var(
?:Player 1s Jousting Method) 1
< > Show Battle Animation: Whatever you want, sword/spear, etc. On the enemy.
< > Message:Tournament Lord:
: :Hero hits enemy with his/her lance!
< > Change Var: Var[???2:For Hero] (+)- 1
< >
:End Case
< > If Var(
?:Player 1s Jousting Method) 2
< > Play SE: Sword1
< > Message:Tournament Lord:
: raw! No-one wins this one!!
< >
:End Case
< > If Var(
?:Player 1s Jousting Method) 3
< > Show Battle Animation: Whatever you want, sword/spear, etc. On the Hero.
< > Message:Tournament Lord:
: :Hero is hit with the enemies lance!
< > Change Var: Var[???2:For Hero] (-)- 1
< >
:End Case
IMPORTANT - The If variable functions above are the key piece of this system and if you understand them then that’s even better. Later on in the event when the enemy chooses different moves all you have to do is change what is in each If Var, considering that Offensive=1, Cautious=2, Defensive=3 and these numbers correspond to what the HERO is doing.
< > Move Event: Hero-Move ?- And how many downs then rights it takes for the hero to get where the enemy started before the charge
< > Move Event: Enemy-Move ?- And how many ups then lefts it takes the for the enemy to get where the hero started before the charge
Now for the repeat of the start (copying events is faster when in Rm2k)
< > Wait: 3.0sec
< > Message:What style do you wish to adopt for the second attempt?
< > Show Choice:Offensive/Cautious/Defensive
:[Offensive] Case
< > Change Var: Var[???1:Player 1s Joust Method] (Set)- 1
< >
:[Cautious] Case
< > Change Var: Var[???1:Player 1s Joust Method] (Set)- 2
< >
:[Defensive] Case
< > Change Var: Var[???1:Player 1s Joust Method] (Set)- 3
< >
:End Case
< > Message:Tournament Lord:
: kay, now go!
< > Move Event: Hero-Move ?- And how many ups to the middle like the enemy did before
< > Move Event: Enemy-Move ?- And how many downs to the middle like the hero did before
< > Wait: 1.0sec
Now lets say the enemy goes offensive!
< > If Var(
?:Player 1s Jousting Method) 1
< > Play SE: Sword1
< > Message:Tournament Lord:
: raw! No-one wins this one!!
< >
:End Case
< > If Var(
?:Player 1s Jousting Method) 2
< > Show Battle Animation: Whatever you want, sword/spear, etc. On the Hero.
< > Message:Tournament Lord:
: :Hero is hit with the enemies lance!
< > Change Var: Var[???2:For Hero] (-)- 1
< >
:End Case
< > If Var(
?:Player 1s Jousting Method) 3
< > Show Battle Animation: Whatever you want, sword/spear, etc. On the enemy.
< > Message:Tournament Lord:
: :Hero hits enemy with his/her lance!
< > Change Var: Var[???2:For Hero] (+)- 1
< >
:End Case
Getting the hang of it? I’ll I did was swap which things happened on the variables.
< > Move Event: Hero-Move ?- And how many ups then lefts it takes the for the hero to reach where he/she began on the first charge
< > Move Event: Enemy-Move ?- And how many downs then rights it takes the for the enemy to reach where he/she began on the first charge
< > Wait: 3.0sec
< > Message:What style do you wish to adopt for the final attempt?
< > Show Choice:Offensive/Cautious/Defensive
:[Offensive] Case
< > Change Var: Var[???1:Player 1s Joust Method] (Set)- 1
< >
:[Cautious] Case
< > Change Var: Var[???1:Player 1s Joust Method] (Set)- 2
< >
:[Defensive] Case
< > Change Var: Var[???1:Player 1s Joust Method] (Set)- 3
< >
:End Case
< > Message:Tournament Lord:
: kay, now go!
< > Move Event: Hero-Move ?- Insert how many downs that make the hero ride to the middle of the jousting path
< > Move Event: Enemy-Move?- Insert how many ups that make the enemy ride to the middle of the jousting path
< > Wait: 1.0sec
Now inevitably lets do the final as a defensive for the enemy.
< > If Var(
?:Player 1s Jousting Method) 1
< > Show Battle Animation: Whatever you want, sword/spear, etc. On the Hero.
< > Change Switch: Var[
?:Hero Knocked Off] Switch ON
< > Change Hero Walk Graphic:(Hero’s Name) Hero must be changed to a fallen off version (like a beatenup, upside down hero)
< > Move Event: Hero’s Horse-Move?- enough downs to reach the bottom.
< > Move Event: Enemy-Move?- Enough ups to reach the top
< > Wait: 1.0sec
< > Message:Tournament Lord:
: :Enemy bravely smashes hero off of his/her horse!
< > Change Var: Var[???2:For Hero] (-)- 2
< >
:End Case
The events I told you to place at the beginning come into effect here as the Hero Knocked Off switch turns the event on the hero’s side into his/her horse which runs down and the hero is changed into a knocked off version.
< > If Var(
?:Player 1s Jousting Method) 2
< > Show Battle Animation: Whatever you want, sword/spear, etc. On the enemy.
< > Change Switch: Var[
?:Enemy Knocked Off] Switch ON
< > Move Event: Hero-Move?- Enough downs to reach the bottom
< > Move Event: Enemy-Move?- Change to enemies horse and move up until it reaches the top
< > Wait: 1.0sec
< > Message:Tournament Lord:
: :Hero takes enemy down with style!
< > Change Var: Var[???2:For Hero] (+)- 2
< >
:End Case
The events I told you to place at the beginning are once again important as the Enemy Knocked Off switch turns the event on the enemy’s side into the enemy (knocked off version) and the enemy is turned into the enemies horse which runs up until it can go no further.
< > If Var(
?:Player 1s Jousting Method) 3
< > Play SE: Sword1
< > Move Event: Enemy-Move?- Enough ups to reach the top
< > Move Event: Hero-Move?- Enough downs to reach the bottom
< > Wait: 1.0sec
< > Message:Tournament Lord:
: raw!
< >
:End Case
Now, that’s the hardEST stuff out the way…Phew! Now for the final bits.
< > Wait: 1.0sec
< > Message:Tournament Lord:
: :And there you have it ladies and gentlemen.
< > If Var(???2:For Hero) is greater than 0
< > Message:Tournament Lord:
: :Hero wins and receives 2 points.
: :Enemy loses and receives 0 points.
< > Change Var: Var[
?:Heros tournament points] (+)- 2
< >
:End Case
< > If Var(???2:For Hero) is less than 0
< > Message:Tournament Lord:
: :Enemy wins and receives 2 points.
: :Hero loses and receives 0 points.
< > Change Var: Var[
?:Enemy’s tournament points] (+)- 2
< >
:End Case
< > If Var(???2:For Hero) is equal to 0
< > Message:Tournament Lord:
: :This joust is a draw, both contestants
: :receive 1 point.
< > Change Var: Var[
?:Enemy’s tournament points] (+)- 1
< > Change Var: Var[
?:Heros tournament points] (+)- 1
< >
:End Case
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A real friend is one who walks in when the rest of the world walks out
lonewolf
lonewolf
Leader
Posts: 2,049
from the Kiowa apache tribe
Re: RPG Team :-) *Looking for help*
«
Reply #11 on:
January 29, 2010, 09:52:35 PM »
i hope you can find a use for it as my we bor made it some time a go in one of his games
where i got the charasets from and chipsets
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A real friend is one who walks in when the rest of the world walks out
lonewolf
lonewolf
Leader
Posts: 2,049
from the Kiowa apache tribe
Re: RPG Team :-) *Looking for help*
«
Reply #12 on:
January 29, 2010, 10:27:11 PM »
Bird item fetcher (could be anything)
BIRDS OF PREY hawks kestrels Peregrine Falcon
--------------------------------------------------------------------------------
Today I
will teach you how to make a system where you have a bird who
goes and fetches you things.
First of all make a skill and call it Bird, or Bird call or
bird fetch or something similar. Make it switch skill. Make
it only avaliable in field. You can make it cost MP if you wish.
Make it turn on the switch "Bird Call."
Next make a common event and call it Bird Call. Make it a
Parrel Proccess that only goes once the switch Bird's Call is ON.
Put a little message: Send your bird to look for items? Rabbit
Or something similar. Then put a:
Show Choice: Yes/No
[Yes]
For this next piece you may want to draw a battle animation of a
bird and make it play now. Just have it flying away, off the screen from
the hero.
Mess: Your bird will return shortly
Remove Skill: Bird Call. (This is so they may not use it while your bird is away.)
Wait: 90 sec
Next up you need to use a variable and make it go random from
1-10. Then make fork conditions.
If variable is above 9=
mess: Your bird returned with a \c[2]suitable item!
(Note: Replace suitable item with well, suitable items.)
Add item
Else case
Fork
If variable is above 8=
mess: Your bird returned with a \c[2]suitable item!
Add item
Else case
Fork
If variable is above 7=
mess: Your bird returned with a \c[2]suitable item!
Add item
Else case
Fork
If variable is above 6=
mess: Your bird returned with a \c[2]suitable item!
Add item
Else case
Fork
If variable is above 5=
mess: Your bird returned with a \c[2]suitable item!
Add item
Else
Mess: Your bird returned with nothing.
End Case:
Mess: Your bird must recover from its flight
Wait: 60 sec
Learn skill: bird call
Change switch: Bird call OFF
That's it MADE BY CUDS
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RPG Team :-) *Looking for help*