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@> Comment: Cet évènements initialise les variables : : et appelle les évènements d'affichage : : @> Display Text Options: Transparent, Top, Fixed, Stop Event Movement@> Comment: Store la position du heros@> Get Player Location: Variable [0001][0002][0003]@> Comment: : : : : Initialise les positions de depart@> Control Variables: [0004:X_heros+1] = Variable [0002]@> Control Variables: [0005:Y_heros+1] = Variable [0003]@> Control Variables: [0006:X_heros+2] = Variable [0002]@> Control Variables: [0007:Y_heros+2] = Variable [0003]@> Control Variables: [0008:X_heros-1] = Variable [0002]@> Control Variables: [0009:Y_heros-1] = Variable [0003]@> Control Variables: [0010:X_heros-2] = Variable [0002]@> Control Variables: [0011:Y_heros-2] = Variable [0003]@> Control Variables: [0004:X_heros+1] += 1 @> Control Variables: [0005:Y_heros+1] += 1 @> Control Variables: [0006:X_heros+2] += 2 @> Control Variables: [0007:Y_heros+2] += 2 @> Control Variables: [0008:X_heros-1] -= 1 @> Control Variables: [0009:Y_heros-1] -= 1 @> Control Variables: [0010:X_heros-2] -= 2 @> Control Variables: [0011:Y_heros-2] -= 2 @> Comment: : : : : Affiche l'image du sol/plafond+HUD@> Show Picture: 1, 'Sol_plafond', (160,120), 100%, 0%@> Show Picture: 500, 'HUD', (160,120), 100%, 0%@> Comment: : : Vérifie la direction du personnage et appelle l'évènement : : correspondant@> Conditional Branch: Player is facing Down @> Call Event: [Direction Bas] @> : Branch End@> Conditional Branch: Player is facing Up @> Call Event: [Direction Haut] @> : Branch End@> Conditional Branch: Player is facing Right @> Call Event: [Direction Droite] @> : Branch End@> Conditional Branch: Player is facing Left @> Call Event: [Direction Gauche] @> : Branch End@> Wait: 0.2 seconds
> Comment: Y+2 : : @> Comment: X+2;Y+2 => Gauche+2_2@> Get Terrain ID: [0012:ID_terrain], Variable [0006][0007]@> Conditional Branch: Variable [0012:ID_terrain] == 3 @> Show Picture: 3, 'Mur_gauche+2_2', (160,120), 100%, 0% @> : Else @> Conditional Branch: Variable [0012:ID_terrain] == 4 @> Show Picture: 3, 'Coffre_gauche+2_2', (160,120), 100%, 0% @> : Else @> Erase Picture: 3 @> : Branch End @> : Branch End@> Comment: X+1;Y+2 => Gauche+2@> Get Terrain ID: [0012:ID_terrain], Variable [0004][0007]@> Conditional Branch: Variable [0012:ID_terrain] == 3 @> Show Picture: 5, 'Mur_gauche+2', (160,120), 100%, 0% @> : Else @> Conditional Branch: Variable [0012:ID_terrain] == 4 @> Show Picture: 5, 'Coffre_gauche+2', (160,120), 100%, 0% @> : Else @> Erase Picture: 5 @> : Branch End @> : Branch End@> Comment: X;Y+2 => Mur+2@> Get Terrain ID: [0012:ID_terrain], Variable [0002][0007]@> Conditional Branch: Variable [0012:ID_terrain] == 3 @> Show Picture: 6, 'Mur+2', (160,120), 100%, 0% @> : Else @> Conditional Branch: Variable [0012:ID_terrain] == 4 @> Show Picture: 6, 'Coffre+2', (160,120), 100%, 0% @> : Else @> Erase Picture: 6 @> : Branch End @> : Branch End@> Comment: X-1;Y+2 => Droite+2@> Get Terrain ID: [0012:ID_terrain], Variable [0008][0007]@> Conditional Branch: Variable [0012:ID_terrain] == 3 @> Show Picture: 4, 'Mur_droit+2', (160,120), 100%, 0% @> : Else @> Conditional Branch: Variable [0012:ID_terrain] == 4 @> Show Picture: 4, 'Coffre_droit+2', (160,120), 100%, 0% @> : Else @> Erase Picture: 4 @> : Branch End @> : Branch End@> Comment: X-2;Y+2 => Droite+2_2@> Get Terrain ID: [0012:ID_terrain], Variable [0010][0007]@> Conditional Branch: Variable [0012:ID_terrain] == 3 @> Show Picture: 2, 'Mur_droit+2_2', (160,120), 100%, 0% @> : Else @> Conditional Branch: Variable [0012:ID_terrain] == 4 @> Show Picture: 2, 'Coffre_droit+2_2', (160,120), 100%, 0% @> : Else @> Erase Picture: 2 @> : Branch End @> : Branch End@> Comment: Y+1 : : @> Comment: X+2;Y+1 => Gauche+1_2@> Get Terrain ID: [0012:ID_terrain], Variable [0006][0005]@> Conditional Branch: Variable [0012:ID_terrain] == 3 @> Show Picture: 8, 'Mur_gauche+1_2', (160,120), 100%, 0% @> : Else @> Erase Picture: 8 @> : Branch End@> Comment: X+1;Y+1 => Gauche+1@> Get Terrain ID: [0012:ID_terrain], Variable [0004][0005]@> Conditional Branch: Variable [0012:ID_terrain] == 3 @> Show Picture: 10, 'Mur_gauche+1', (160,120), 100%, 0% @> : Else @> Conditional Branch: Variable [0012:ID_terrain] == 4 @> Show Picture: 10, 'Coffre_gauche+1', (160,120), 100%, 0% @> : Else @> Erase Picture: 10 @> : Branch End @> : Branch End@> Comment: X;Y+1 => Mur+1@> Get Terrain ID: [0012:ID_terrain], Variable [0002][0005]@> Conditional Branch: Variable [0012:ID_terrain] == 3 @> Show Picture: 11, 'Mur+1', (160,120), 100%, 0% @> : Else @> Conditional Branch: Variable [0012:ID_terrain] == 4 @> Show Picture: 11, 'Coffre+1', (160,120), 100%, 0% @> : Else @> Erase Picture: 11 @> : Branch End @> : Branch End@> Comment: X-1;Y+1 => Droite+1@> Get Terrain ID: [0012:ID_terrain], Variable [0008][0005]@> Conditional Branch: Variable [0012:ID_terrain] == 3 @> Show Picture: 9, 'Mur_droit+1', (160,120), 100%, 0% @> : Else @> Conditional Branch: Variable [0012:ID_terrain] == 4 @> Show Picture: 9, 'Coffre_droit+1', (160,120), 100%, 0% @> : Else @> Erase Picture: 9 @> : Branch End @> : Branch End@> Comment: X-2;Y+1 => Droite+1_2@> Get Terrain ID: [0012:ID_terrain], Variable [0010][0005]@> Conditional Branch: Variable [0012:ID_terrain] == 3 @> Show Picture: 7, 'Mur_droit+1_2', (160,120), 100%, 0% @> : Else @> Erase Picture: 7 @> : Branch End@> Comment: Y : : @> Comment: X+1;Y => Gauche@> Get Terrain ID: [0012:ID_terrain], Variable [0004][0003]@> Conditional Branch: Variable [0012:ID_terrain] == 3 @> Show Picture: 13, 'Mur_gauche', (160,120), 100%, 0% @> : Else @> Conditional Branch: Variable [0012:ID_terrain] == 4 @> Show Picture: 13, 'Coffre_gauche', (160,120), 100%, 0% @> : Else @> Erase Picture: 13 @> : Branch End @> : Branch End@> Comment: X-1;Y => Droite@> Get Terrain ID: [0012:ID_terrain], Variable [0008][0003]@> Conditional Branch: Variable [0012:ID_terrain] == 3 @> Show Picture: 12, 'Mur_droit', (160,120), 100%, 0% @> : Else @> Conditional Branch: Variable [0012:ID_terrain] == 4 @> Show Picture: 12, 'Coffre_droit', (160,120), 100%, 0% @> : Else @> Erase Picture: 12 @> : Branch End @> : Branch End
This is some impressive work and clearly original. Let me know when you have a download ready.
Wowie! Looks totally tubular and challenging! I like the original story and the bright colorful visuals. I am curious about a battle system based on Suikoden as I never played it before so it might be fun.
O_______O What gorgeous screens! I mean I know that's using a panroama or pictures but DAAAAAANG it's impressive looking. Like the story too and the fact it's a maze based dungeon crawler. Can I assume it's heavily puzzle centric rather than battle centric?