CradleBound!

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Imagen de Autofire
Autofire

Related and still active: Elemedals

This project is not being worked on, and may never will be. See the link above. Thank you for all of your support!

WTH? A fan game for SK? HOGBOSH.

Errr, not true. My guild is currently making a fan game called Cradle Bound. I intend to base the mechanics loosely off the EarthBound/Mother series, which practically never existed in NA. (Or anywhere else, for that matter. Only one game made it out of JP.) Just as a pre-note, we ARE NOT making this without permission. Woo, double negatives. If you want to actually understand that, we HAVE permission from OOO. I emailed their support. There are some things we have to follow along with (Obviously.), so that means we...hang on, I'm just going to copy-paste the email:

Greetings,

Thank you for your patience while we reviewed your request. It's always
appreciated when you ask us about something like this prior to doing it.

You're welcome to create a game that's inspired by Spiral Knights. For
copyright reasons, it can't be called spiral knights or "Spiral knights:....".
So you'll want to avoid any names with Spiral Knights in the name. You can
mention that it's "inspired by Spiral Knights" if you want.

You'll have to provide attribution to the game if use art or likeness of art
created by Three Rings.

Also note that it cannot be revenue generating; it can be a free to play fan
game but nothing more.

Please let me know if you have any questions about this. We'll also love to
see what you come up with when it's complete, so please send us a link.

Best wishes,

- Cronus

There we go. Ok, I also must note at one point BoE(Brothers of Eternity, incase you couldn't tell) sorta fizzled. I went to EoS, but I just couldn't let something like this die, so I came back. I hope doing something like that hasn't messed up our chances of finishing this. (Oh, and I had some plans for the game, as in ways I could work on it in EoS, but it didn't work out.) On another note, I was hoping we could keep this a secret till it was finished, but that won't work. We need help making it from more people. I can't do all the programming myself! Or much of the graphics, either. So that brings me to half the purpose of posting this. I'm looking for people who can help out! As for the people who are on the credits so far:

Autofire: Project Manager, Plot writer, and polisher.
Takendown: Music. (Oh, I asked him if I could use his music. I love his music, btw. Go listen to it if you haven't. I probably will mix his music with the original music. Really depends on what will happen though.)
Necromus: Music(definite maybe) and concept art.
Koekjje: ideas, some graphics

Well, yeah, we have a small team so far.

Progress
So far we have 0 bosses, 0 party members done, and 0 maps. (I'll be updated this often in quick edits.)

Beta Testing
Beta testing is going to be largely among ourselves and a chosen few, however I'll be posting demos occasionally. I'm not sure how often and I can't say when they'll come. Check back sometimes!

Target systems
Don't worry, if you can play SK, you can play this. However, you should check on this page to see exactly what systems you can play it on. Please ask the guys an OHRRPGCE for a port, cause I'm not in charge of that.

Why are you guys using OHRRPGCE instead of Java?
Java isn't a dedicated game engine, and I don't even know it.

We were going to use C and Allegro, but that was going to take a loong time. I'm still going to learn Allegro, and maybe even make a remake of CB using Allegro, but for now we are going to use OHRRPGCE.

Why are you doing this?
For myself, because eventually I want to become a full time game programmer. I want some experience in the field. See this for some other reasons.

Helping out
There are a lot of ways you can help. You can raise awareness by telling other players about CB, or you can come up with the next new and/or awesome boss or character. The most enjoyable might be play testing it, but we aren't ready for that. Better yet, you could contribute some sprites, sounds, or music. If you are going to contribute, though, you should make sure it works in OHRRGPCE, or else myself or someone else will have to get it working, and that gets to be a pain after a while, as well as wastes time.

If you really want to help, you should join BoE! For security reasons, only veterans can get into the dropbox group, and only members can help make the plot and story. (See here for joining.)

In the future, I'll have a site dedicated to ways on how to help. (as well as to the game itself.) This part is just a place holder.

Edit log
12/1/12: messed with, err, CHANGED the helping out section.

Go ahead an ask questions if you have any.

Imagen de Tevokkia
Tevokkia
Art

Since I've never worked on a game, really, what sort of art would be needed? I'd be willing to lend a hand in that department, as long as you didn't need something in the next two weeks (I have an art show I'm prepping for).

Imagen de Autofire
Autofire
Hmm, ok I'll take a note of that.

As of now, we aren't sure. Not only is it really pretty early, but depending on the exact mechanics, we may need different types of sprites/art. Oh, and on a funny note, you have replied almost 1 hour after I made the OP. XD

Imagen de Tevokkia
Tevokkia
And you, sir, have replied

And you, sir, have replied just short of one hour after I made my initial reply. XD

It's been some years since I've worked with sprites, but I'm sure I could figure it out once I got started. As long as you didn't need 3D models, as I have neither the programs nor the know-how for that business. I can do concept/background art, as well.

Imagen de Ghret
Ghret
This is intriguing.

I may be able to provide some art. Check out my "portfolio" for an idea of what I can do.

Imagen de Doctorspacebar
Doctorspacebar
Good luck!

Here's a free Brawl in the Family that's Earthbound-related.

Don't be afraid to add a fair share of shout-outs to other things; after all, Spiral Knights itself is chock-full of them. (See also: the entire Gunslinger line, the Voltedge, the Gremlin Gizmo, the Heavy Demo Helm, quite possibly Sullivan (Monsters Inc. anyone?)...) Naturally, you'll include a shout-out to Earthbound somewhere (you ARE basing the battle system off them after all) and you might also include something else.

And please try not to make it grindy. In fact, you could include some sort of anti-grinding thing. (Perhaps a Swarm Tortodrone attacks you if you spend too long dilly-dallying in one random encounter area, and you have to run from it?)

Imagen de Softhead
Softhead
Liek the P3 Reaper?

Make it at a low level imposible to beat.

Imagen de Autofire
Autofire
Bwahahahahahahahaha! (That is 1 Bwa and 8 ha's.)

@Tevokkia
Ok, well, I'm not sure how everything is going look when we are done. No, if there is going to be any 3D, that will be handled ENTIRELY by me. However, I think that could look a little out of place in a 2D game. I was thinking of shooting for something that looks sorta like SNES/GBA, but, once again, I'm not sure.

@Ghret
Hmm, maybe...

@Doctorspacebar
I am waaaaay ahead of you, bro. Let me show you what I've come up with:

  • Creeperlisk: always ambushes you. Hisses for a random amount of turns and then blows up.
  • Dimensional Hippie: this guy somehow crossed dimensions! Would be a very rare enemy.
  • Bob-ies: zombies with a bomb for a head. Difference? They also throw bombs before trying their exploding head routine. Oh, and I'm thinking of them having dark heads.

Wait, that's not very many...well more can be thought up eventually.

On the grinding, I really hope to avoid that. Idk about the swarm trotodrone. I do have something a little similar to prevent beefing one guy up though.

EDIT: Oh, and thanks for the link to that. Not only did I laugh, but now I have something to read! XD

@Atrumvindex
Meh, the easy way to do that is to have gates that say "You must be level N to pass here". I wouldn't want to do that, or anything similar. I AM going to have a hard mode where all level ups are CRAP, and possibly more enemies. I'm still thinking about it.

Imagen de Doctorspacebar
Doctorspacebar
Very good!

That's a nice start! I'd also hide a secret on the eastmost peninsula of something- because, of course, eastmost penninsula is the secret.

I'm looking forward to seeing this; a fangame like this is likely to be awesome, and could also pave the way for others, like, say, a Turn-Based Strategy. (I'll use 7000 Crowns to produce a Lichen Rider at my Clockwork Terminal...)

Imagen de Autofire
Autofire
He he he

Nice reference. :P I'll make sure to point the player to the....westmost peninsula? Naw...idk...I need to find a good place. XD

EDIT: Docter, yep this is turn based. One reason I like Earthbound so much is the rolling HP part of it. And as a little hint....there is going to be a DARN lot of swarm in CB.

I've been a bit inactive lately. I got an somewhat old computer in my room, so I should be able to learn allegro in there. Ok, it's REALLY STINKING OLD. Allegro might not work at all... >.> all depends.

Oh, and I actually am starting to lean towards making a BeOS version also. Those guys over at Haiku need more love! (It's an open source version of BeOS.)

Imagen de Ghret
Ghret
I wonder why I didn't ask this before.

We know you're writing the game in CAllegro, but what compiler are you using? In other words, is the resulting file going to be a stand-alone .exe file, or will we need some other program?

Imagen de Tantarian
Tantarian
Oh gosh

> C + Allegro
As a fellow game developer with some titles under his belt, I think your choice will make your development cycle awfully long.
Also RPGs tend to be a really bad choice of indie game, given how they need an awful lot of content to be a proper game.
Also I've seen many projects like this fail horribly for a variety of reasons that are too long to list.
Sorry to be such a downer! Good luck nonetheless!

Also if you can produce a decent design doc, and get a solid art and music team that will not bail out on you (protip: making games is hard work and most people who volunteer quit after the 3rd day because it's like having a second part time job) I'd gladly do all the programming for you in Java or Flash or whatever you want (but not C+Allegro, ew).

PS: Mother 3 was amazing.

@Ghret
C projects are compiled into stand alone "exes" (exes are a Windows thing) bro.

Imagen de Tevokkia
Tevokkia
Well, then.

Well, if he gets this off the ground and wants me as an artist, I don't mind it being like a part-time job; I work at home anyway, and don't actually have any projects going on in the near future that will take more than a few days of intermittent work.

Imagen de Autofire
Autofire

Thanks, Tantarian! I'll have to see about that then. I am aware that RPGs are difficult, but I have also seen some that have worked and flourished. Is using Allegro a bad thing? I'm not sure what you mean by "I think your choice will make your development cycle awfully long." Could you clarify, please? What would be a better language? (Right now I only really know C, though I plan to learn Java and C++ eventually.) Could it be a good idea to look for an engine to use? (Hmmmm, actually doesn't sound like a bad idea, since I can't make it myself yet............)

At the moment, I'm still getting some things laid out and setup on the forums and how we are going to keep info. Once that's squared away I'm going to start asking for help. One reason I've chosen RPG is cause that is my favorite kind of game, among other reasons.

Imagen de Autofire
Autofire
Update...again....

Okay, just like I implied, I went looking for some engines. The only two I came across that looked good (That I didn't have to buy.) were Sphere and OHRRPGCE. I'm really not sure if I should stick with C and Allegro, or use one of the engines. If the latter, I still don't know which. Sphere is more scripting based, which would be good for flexibility but then I would have to learn Javascript. OHRRPGCE would be easy to use while being rather old and incompatible with newer systems. (That could be fixed using a Dos emu though, if it is a Dos thing. Oh wait, maybe not.) I'm sorta torn here. While I'm going to go ask my small group (Which recently got smaller D: ) what I should do, I'm still going to ask: Tantarian, what do you think is a good idea?

Oh, and getting away from dilemmas, if possible I plan on having a combo system akin to Mother 3, but to keep it from being "If you have a bad ear for music, you won't get to beat most bosses without having to deplete your item stash." or something like that. I'm thinking of having swords (like the cutter) being lower damage weapons while being able to do longer combos but with a weak damage per hit. Slow swords would do only short combos while doing a bit more damage on each hit. This way you aren't stuck on one way of fighting, and can choose what is best for your play style.

Imagen de Deltira
Deltira
This sounds interesting :3

This sounds interesting :3
I personally haven't really tried Mother 3, or Earthbound, but I assume they are interesting, from what I hear from my friends. :D
I also appreciate how you are supporting Mac OS X too, because I'm a mac user, and I would very much like to try a fan-game for Spiral Knights without having to buy a new PC, or Boot Camping, or Using Emulators. :3

To those of you using a mac, have some Apples.  :3

Imagen de Tantarian
Tantarian
Queshtiunsh

Well what I mean basically is that Allegro and C lack a lot of features that you would generally want to develop a game fast with a small team. Generally you should aim to do the less amount of work work possible. For example, instead of coding the code for loading and showing a map that uses a tilemap, use or import a library that already does this! Instead of coding timesteps manually, use a library that already has that functionality! Etc. I'm not really aware of the current state of Allegro, but last time I checked it was pretty barebones.
If you have to write a lot of simple stuff from scratch for your engine, you will both take longer and probably get demotivated as the game is making little progress. I've seen people work on months only to display some sprites because they were using raw OpenGL instead of using a good wrapper.

To use or not an engine is a matter of taste and skill. And also depends on what you define as engine. And it also depends on what you want to do with your game. If by engine you mean some visual software that will let you easily make a game and script stuff, that depends on how flexible the scripting is and what you want to do with your game. If you want to make something unique and complicated with never seen mechanics like rythm based stop motion visualizations of keypresses or something weird like that, an engine may limit you. If you just want to make a simple RPG with nothing crazy codewise going on, an engine is most likely the best choice. Personally I prefer just using a really good open source library with many "enginelike" features and doing everything in code.

C vs other languages is a matter of taste mostly. But one simple thing to consider is that C is not object oriented, and you have to allocate and deallocate memory manually, which can have you with memory leaks if you're not careful. C++ is C with objects, so same memory issues. Java/C# and some other languages that run on virtual machines handle memory automatically for you so you generally don't have to worry about it.
Sometimes you do have to worry about it though! In Spiral Knights there was a time when garbage cleaning (cleaning the memory) used to cause the game to hang up for a few seconds while you were playing. But a 2D RPG hardly needs to worry about such a thing.
Object Orientation is a very different programming paradigm. While the syntax is generally pretty much the same C with some additions, learning it may take a month or so, so I don't really know what to tell you about languages. My main point is to get a library/API/engine that has you writing only code pertaining to the game, and not boring internal engine workings when possible.

Also another point to consider when making games is the target audience. I code most of my games in ActionScript3 (Flash) because having people play an unknown game on a browser is a lot easier than have them download software. You can just link them and say "check this game" and blam they are playing.

Imagen de Autofire
Autofire
Ah, I see

Thanks tantar! The only thing I am not going to do is use flash, mostly cause I want gamepad support. Flash can't do this as far as I know. :\ Otherwise I would be trying for a browser game. Idk, if I had my way on everything, it would be a Java game that could be downloaded OR played on the browser. Which ever the player likes more.

Actually, I was hoping for an library rather than a flat out engine. When working with something I can't code myself, I'm putting myself out where I can't make all the things I want. Like the issue with OHRRPGCE: it looks like I can't make myself a battle system that allows a AI party member to help you, (The point is the mecha knights from kits aren't supposed to be able to be told what to do.) nor can I have a more pure turn based game. (The battle system seems to make itself as much like the early FF games as it can.) If I can find a RPG library for C, that would be great, but I'm not sure if there is such a thing.

I am aware of the leaks in C, but as long as that's kept under control I don't think it should be an issue. Of course, just to be safe, when a beta tester tests I'll ask them to keep a close eye on the memory being used. (Maybe CPU too)

@Blishtar
Thanks for the support! ;)
(I might just ask you to be a beta tester. I don't know anyone who uses mac, and I can't test the mac version myself.)

Anyway I need to get going. Be back soonish.

Imagen de Dreathuxy
Dreathuxy
Game Engine

I suggest that you use Unity game engine because you can have CB for a couple of platforms; 360, PS3, Wii, Mac, IE, ect.

Oh, and about why youre making this, HAHA! I want to be a game designer too! If you want a good college for that, I suggest MIT (Massachusetts Institute of Technology)

EDIT: About you making an iPod version, I would be very happy if this were to happen but I would like it (if you do make this version) to be compatible with earlier versions of iOS. I have iPod touch 2nd Gen and I cant update past iOS 3.2.2

Imagen de Autofire
Autofire
Unity?

Darn....another thing to look up....

Derrrrrrr nope. I'm not doing it if it won't run on EVERYTHING SK will run on. Going with Unity is the same as saying "Oh, we don't care about those users who play on their Linux computers. They all own Windows anyway, or a PS3, or the like." Sorry, can't use it. I'll keep it in mind for a possible later project, but I'm NOT dumping Linux support, EVAR. I'd rather work with 2D sprites and a 4bit palate then dump Linux. (Wait, maybe I'm going overkill?) Also I didn't really want to work in a 3D environment...either... (Though Blender would suffice for that, I think.)

On the Ipod version, I'm not sure. It would rock if we could, but I'm not sure. :(

(Oh, and on college, I do plan on going to one in the future.)

EDIT: sorry if it seems mean to be saying this, but I'm just trying to make my point.

Imagen de Dreathuxy
Dreathuxy
OK

just making a suggestion. No hard feelings

Imagen de Autofire
Autofire
Bleh bleh bleh UPDATE

Har, I just got a little sample working in OHRRPGCE. (OHR from here on) OHR is a little limiting atm, as you can only have 2 frames for each walk direction! (Not to mention a 16 color palate!) It is still in work, so maybe in time we will get to work with better stuff. The good thing is that these limitations may actually speed things up, being that we have less space to work with their for less things to make. Oh, an image? Here. If it looks like crap that is understandable. I made the tileset yesterday morning. I woke up at 4:00 AM! I couldn't get back to sleep so I just worked on the tileset. Made the Kat today.

Imagen de Doctorspacebar
Doctorspacebar
It's a kitty Kat

Good work on the tiles so far. What are your plans for the soundtrack?

Imagen de Canine-Vladmir
Canine-Vladmir
I finally clicked here!

I would have never guessed you were a programmer Autofire.
I cant help you much in that field. (failed Programming Basic semester, even thou i can make a simple functional calculator :3)
I do love art and pretty damn good at it and im free at the moment so if its a voluntary freelance job, i would love to just send you ideas.
nevertheless, good luck with you and your team. Hope open beta will be an option in the near future :)

Imagen de Grittle
Grittle
Now hopefully you don't take

Now hopefully you don't take an entire decade to make this game and come up with a below average game (i.e banjo&kazooie: nuts&bolts, Duke nukem forever, ect)

Imagen de Autofire
Autofire
Yaaay feedback!

@ Doctorspacebar

Ah, soundtrack? Sources to take from would be SK itself, and Takendown's remixes. In some cases, I might need some help (Or might need to find some know how) on making some of the songs a little more 8-bit-ish.

@ Canine-Vladmir

Ah, yes, I am a programmer. Sadly, like I said before, Allegro and C will take a long time, so I won't get to do too much direct programming. (Or is this a yay?) It's fine, though, cause I will still be able to plotscript, and OHRRPGCE's battle system might not serve us well, so I might end up writing a new one. :P

For art, actually we are in need of someone who can do good sprites, as well as screens. (Though this is in 24-bit 320x200 images.) Tevokkia also offered to help, so I'll probably come to both of you when I figure out exactly what we need.

As for open beta, I'm starting to consider releasing demos, and then keeping the bleeding-edge betas (filled with missing graphics, sound, music, screens, and the likes.) to ourselves.

@ Grittle
Ah, one of the reasons I'm using a premade, RPG engine versus scratch C'n'Allegro. Will really help us with the process. Up there, tantan gave some advice, saying that starting for scratch is going to make it take too long, so by the time I finish with an engine, the whole team will probably have broken up at that point. (If I even keep the motivation to finish it!) If we are limited by OHRRPGCE in enough ways, I might write an engine in C which would have all the features we would need. Using this engine, either I'd try for a sequel and/or a remake.

Now, I have a little homework to do, but when I get back I'll update the OP.

Imagen de Tevokkia
Tevokkia
Oh, pixels

Heh, I've actually been practicing working with pixels and sprites again specifically for this project. XD

Imagen de Autofire
Autofire

Wow, well, thanks! I need to get somethings ready and such. Just bear in mind that everything except for tilesets and screens(which use 24-bit colors) only use a 16 color palate, which is constructed with a 256 color palate. (I recommend you look here: http://rpg.hamsterrepublic.com/ohrrpgce/16-color For the actual dimensions, looking in the engines itself it a good idea, as there are a lot of different things which can be filled. I could list some if you wish, but to list them all would take quite some space!

Imagen de Tevokkia
Tevokkia
Yup.

Well, I think I'll wait until you've definitely confirmed which engine you're using before really doing the research and what will have to be made.

Imagen de Canine-Vladmir
Canine-Vladmir
i DO like pixel art games.

heres a rookie picture that i did. i used PIQ. looks like i can gt the hang of it in a few days :)
http://i46.tinypic.com/14scn6.png

Imagen de Autofire
Autofire
Sorry for the inactivity.

Even if I go inactive for a while, that doesn't mean I'm leaving this project in the dust. As a matter of fact, I might be working on it to the point where I don't even get to post. This week that's not the case, though. My mom's birthday was a few days ago and school has been grueling. I haven't gotten to touch much of it. (Oh, and did I mention the main computer I use to work on it had an issue that has FINALLY been fixed last night?) As a matter of fact, I have some school to be working on right now. I'll be back soon, I hope.

Imagen de Autofire
Autofire
Treeeeeeeeesuuuure

I made some treasure boxes! I'm experimenting with various transfer methods and such, so I'm not putting up images yet.

Imagen de Eternity-Terminal
Eternity-Terminal

Although it's unlikely, someone here should be saying "Hey I remember him" from a while ago....*sighs* too bad another project killed that story. Oh, wait, that 'other' project is this one. Oh...reasons for that. I really do like to think I have a role in the project, however. Dictating what would happen in this project using the old one was fun, though, right? I'm really not sure, but someone may even attempt to bring that one back to life, if I have time......of course the only thing you can never find in quarries, so don't get my hopes up by saying the real way to pull time out of the dirt.

Oh, and if you think I am spamming by bringing something up that is irrelevant, but I can trust you are wrong. I happen to have an IRL link with this guy. I even know the names of his siblings. Watch: the very next time he edits the original post, my name will be in the credits. I have actually been working with him for a long, long time. No one knew till now, however. Oh well, now you know.

Imagen de Autofire
Autofire
Sorry for the late update!

I'm really sorry. You see, I'm the only one in the guild who actually posts on the forums. (Sides Thelhawk.) I only have time the weekends, with school attempting to bury me! Whenever I'm open, I'll be working on getting a good setup so we can all work on the game. (As well as encourage the others to post here to help bump it up and give major updates.)

@ Tevokkia

I'm almost certain we are going to use OHRRPGCE. It should greatly speed us up, and that's a good thing, being that I (The main one who will be working on the balance, enemies, and alike.) will not have plenty of time to put work into the game. For now I think it is safe to assume we are sticking with the engine. (Oh, and cause it's open source, I shouldn't have a hard time altering the engine itself.)

@ Canine-Vladmir

That's good! But a little too pixilized... :\ Oh and that reminds me: if any of you are going to go ahead and start on the sprites, (Which would be awesome, but might not end out well.) please don't do any knights right now. No one is really sure yet what armor they'd be wearing, because we can't have dynamic sprites. Not only is that not supported, but it would take a long time to do all the armors on 4-5 people.

@ Eternity-Terminal

Oh, nice of you to pop up. Hah! I forgot you, so to speak. Anyway, stick to your own thread. That is going to really help us. *To everyone else* Yes, that thread of his DOES has an effect. The game is going to take place AFTER that story. However, depending on the commands given, that will sway path of the plot. Consider it a way for everyone to have a little role in the game's development.

Imagen de Kanoka
Kanoka
This is quite intriguing...as well as enlightening!

This is quite a project here! I hate to admit it, but the primary reason I saw this thread was because Eternity-Terminal replied to it - I was one of the closer followers on his "command" thread. It's neat to know that the thread was part of an entirely larger project involved!

I'll be sure to look here more often - I'd offer my services, but I'm more of a writer and much less of a programmer. I haven't been able to do much SK lately due to school and other commitments, but I'm sure if you needed any type of story, plot, characterization, setting advice, I could manage in some time to dedicate. :)

Either way, I'm intrigued to see how this project turns out...

Reply: "I do remember you! Good to see you back online, Etern. We've missed your service." ~Kanoka

Imagen de Eternity-Terminal
Eternity-Terminal
On Auto's request (And plead/presuasion)

I'm starting it back up. Less updates, but hopefully no more deaths. Attempting to do a SS image is what really threw me. And why am I talking like this? Cause somehow I feel really happy getting that thread back.

Imagen de Autofire
Autofire
Yeah, I'm going to put you on the credits...

...when I get around to it anyway...

Anyway, I am thinking of giving the heroes two classes to choose from, to help give more of a path to choose from and keep the game from being too linear. (Don't worry, there will be a bomber one!) For the leader, I was thinking a striker type (Speed class) and another which we have never seen yet in SK. I'll give you all some time to guess what it is. :P

(Here is a hint: it has a counter skill and is a melee attacker.)

Imagen de Luguiru
Luguiru
If you use a class system

Would you mind discussing how it goes?

For example, the first two classes either choose between offense and defense; one grants the user more offense bonuses (damage, attack speed) while defense has defense bonuses (defenses, status resistances). Then from there the two classes branch into each of the three (or more if you plan to have more weapon types) to divide offense and defense/support style players, like giving weapons that inflict support statuses (poison, stun, maybe freeze) more bonuses for defense classes and weapons that inflict offensive statuses (fire, shock, curse) more bonuses for offense classes. Then again a major feature for this game is being able to change your role in a party so long as you have the arsenal variety, meaning if you have built everything you can choose anything from your arsenal to take with you to an extent; no more than one helmet, torso, and shield at a time but you can still wear more than one weapon.

Since I have a few minutes before I have to sleep before my eyes derp out on me, here are some basic class concepts I can offer:

Scout/Striker:

  • Higher movement speed
  • Faster attacks (all weapons)
  • Lower damage (all weapons)
  • Limited to the following weapon lines (and all relevant branches):
      • Calibur
      • Cutter
      • Spur
      • Flourish & Snarble Barb
      • Antiguas
      • Alchemers
      • Blaster
      • Catalyzers
      • Shard bombs
      • Seerus bombs

Guardian:

  • Lower movement speed
  • Higher health and shield stats
  • Slower attacks (all weapons)
  • Higher damage (all weapons)
  • Limited to the following weapon lines (and all relevant branches):
      • Brandishes
      • Troika
      • Sealed
      • Rocket hammers
      • Autoguns
      • Blaster
      • Magnuses
      • Pulsars
      • Blast bombs
      • Spine Cone
      • Vaporizers
      • Graviton
      • Electron

    Swordsman:

    • Increased sword damage
    • Increased sword attack speed
    • Decreased gun attack speed
    • Decreased bomb charge time reduction (basically bomb charge time increase)
    • May not use gun charge attacks, bombs have half area of effect radius
    • Allowed to use all swords but may only use the following non-sword lines:
      • Nitronome
      • Venom Veiler
      • Valiance
      • Nova Driver

    Gunslinger:

    • Increased gun attack speed
    • Increased gun charge time reduction
    • Decreased sword damage
    • Decreased bomb damage
    • May not use sword charge attacks, bombs have half area of effect radius
    • Allowed to use all guns but may only use the following non-gun lines:
      • Cold Iron Vanquisher
      • Cutters
      • Nitronome
      • Shivermist Buster & Stagger Storm

    Bomber:

    • Increased bomb charge time reduction
    • Increased bomb damage
    • Decreased gun attack speed
    • Decreased sword damage
    • May not use sword or gun charge attacks
    • Allowed to use all bombs but may only use the following non-bomb lines:
      • Leviathan
      • Troikas
      • Valiance
      • Catalyzers

    Imagen de Tevokkia
    Tevokkia
    Sprites

    Alright then; I've taken a look at the requirements for the engine, but there seems to be a definite size difference between the sizes of the sprites listed as "free resources" that I checked out to see what a lot of people were doing. What size (as in, how many pixels high, on average) would you prefer your hero sprites to be so that I can make a couple of samples for you in the style?

    Imagen de Softhead
    Softhead
    Will there be a "Giygas"?

    Will there be a "Giygas"?

    Imagen de Autofire
    Autofire

    @Luguiru

    I only started thinking about the class system. If there are going to be 4 main heroes, (Leader, Recon, Guardian, and Technician) I was thinking each of them would get their own, unique classes. Now, I have only thought of a few so far and none of them are confirmed yet. An example for the technician could get an offensive class, which could use certain buffing items and pure offense items, and a building class, which could summon (Ehem, build) friendlies that would leave at the end of the battle.

    @Tevokkia

    I know the limit for walkabout sprites are 20x20, but I'm not entirely how much of that would be used. If you want some numbers now, I'll say maybe 16x16, giving 2 pixels of border? I'm not sure what exactly we'll want. The one thing about the Vikings of Midguard game (The one that comes with OHRRPGCE), is that it has the heros' overworld sprites being really small, giving it a zoomed out feel. This is something I don't entirely want, because I want it to look a little more zoomed in then that. (Partly cause I don't plan to have some large world map or anything that needs to be zoomed out.) (Oh, and all of this isn't final. You might want to wait for some real numbers. :P)

    @Atrumvindex

    Funny you should say that....I was actually thinking of having the villain be Giygas, but with the form of the swarm. Eventually I just thought that wouldn't make much sense, so I don't think it'll be like that. I probably will sneak in a reference somewhere, though... :P

    @All

    Sorry for not replying for so long! Generally I only come here when I have some large announcement or breakthrough, but I really should just check in daily. Sorry about that. ^.^

    Imagen de Canine-Vladmir
    Canine-Vladmir
    im confused.

    is a sprite what i think it is?
    a normal character that doesn't effect with the background/map?
    remeber: im not a programmer. also when u say 20x20, that means 20 pixel tall by 20 pixels long, right?

    Imagen de Canine-Vladmir
    Canine-Vladmir
    doouble post!

    made this.
    its fiend. like 40x40 thou :_
    http://i46.tinypic.com/28bqxk5.png

    Imagen de Tevokkia
    Tevokkia
    Oh good gravy ...

    I'm so used to working with large sprites (100+ pixels high) that all my tiny sprites just look stupid to me. XD

    Imagen de Ghret
    Ghret
    Thank god for the small pixel size!

    Now I can properly indulge in my desire to make things as small, and detailed, as goddamned possible!
    On that train of thought; what do you think about this green fellow?

    Imagen de Autofire
    Autofire
    Bwaaaahaahaa

    Don't worry, things won't be super zoomed in unless you make it full screen. Atm I'm about to have to go do something but as soon as possible I'll put that in game and post an image. (Oh don't worry. This 20x20 only applies to the OVERWORLD view. The battles get to have bigger sprites. The large enemies go up to...80x80? I think that's wrong, but whatever.)

    Imagen de Oroseira
    Oroseira
    Ooh! May I sprite for you?

    If I can sprite for you, it would be appreciated.

    Example sprite of a voltedge

    Imagen de Autofire
    Autofire
    @Phantomhamachi

    Ah, well, there is only one issue: that is too small, and also an image that goes by the name is done in a special modified text format. (We can modify it to our needs) There is already a sword icon for such a thing as that, so...still a nice try though!

    EDIT: I'm integrating Canine-Vladmir's develite, just to see how it fits and works and such. A few issues I came across:

    • It was a bit too big. The sizes of the enemies are 34x34 (Small), 50x50(Medium), and 80x80(Large).
    • It was in PNG, although the supported format is BMP, though preferably an indexed BMP file with only 16 colors. (It sounds like a small amount, but that's only if you are doing something that has lotsa rainbows. XD)
    • Some of the colors were mangled in the importing process. This isn't really something you can control unless you make it directly in OHRRPGCE, or use a proper palate setup in something such as GIMP.
    • Like I said, because of the sprite getting mangled I had to make some alterations to it. While I was at it, I made the ears look a little sharper and shorter, as well as smooth some things out to make it look like more of a progressive transition between edges and round areas. I hope you don't mind! (Without the edits it was something like 40x30, but now it fits in the 34x34 mark.)

    I'm going to post an image of the finished work soon! As for Ghret's sprite, it's a good try but is oversimplified. Sorry about that. One thing to keep in mind that we can really reduce the game's size and time on the game by just recoloring some sprites. As a matter of fact, I think I'll try to do a recolored develite for the fire version, just to show what it will look like. Just hang on and I'll get that image up.

    Imagen de Autofire
    Autofire
    Oh look! Purple things!

    Here we go!

    Image editor in OHRRPGCE
    In a fight (The hero is a face atm. It is really temporary. Just please don't try making any hero graphics because we don't even know what the heroes will look like yet!)

    Also, something I should make note of is that there are only two frames per direction in the walkabout view as seen here. I'm going to have to make my own version of the RPG engine to remedy this. I think I'll end up making an extended walkabout setup allowing for 3 or so frames per movement direction. (HOWEVER, the OHRRPGCE team is going to make it so it is possible to make a variable number of frames per direction in the future. I'll probably just make the extended setup as a temporary placeholder until that can be done.)

    Imagen de Dreathuxy
    Dreathuxy
    I love the sprites

    Nice art Autofire

    Imagen de Autofire
    Autofire
    You are experiencing a PICNIC ERROR!

    Well...thanks! Though keep in mind that the develite is based on Canine's sprite, not mine. I just edited it and got it to work in the game properly.

    Sometime I'm going to be putting the drawing skills I've been picking up in school to help me make the concept art for one of our heroes.