Posts Tagged ‘RPG’

Time Surge!

Posted by (twitter: @Dahold)
Tuesday, August 27th, 2013 3:23 pm

Project Link!

Made the Game Jam submission deadline with about 10 seconds to spare, then we all passed out. Post Mortem coming soon!


Credits:
Hitchh1k3r: Lead programmer
Naali: Director, assistant programmer, puzzle design
Solifuge: Art, game design, puzzle design
Tlynn: Writing, themeing, puzzle transcription
Willfor: Music

Special Thanks:
MysticStv, for puzzle transcription and snarky commentary
Mrs. Hik3r, for puzzle transcription and nap-enforcement
LWJGL, and Java in general. Thanks for being a thing!

Finally Finished..

Posted by
Sunday, April 28th, 2013 2:15 pm

this is my second time doing Ludum Dare, always a pleasure, just hope the end result was good.

 

3

 

http://www.newgrounds.com/portal/view/616475

 

Atrakt 4096 – Progress update

Posted by (twitter: @FoumartGames)
Sunday, April 28th, 2013 10:00 am

Atrakt 4096 alpha – Progress update before the last run (~32h)
Significant additions to the gameplay, i’m getting more and more confident – my stuff is getting playable already. The game needs sounds, level complete screen, AI tweaking, pathfinding and score system. I’ll try to add at least sound and an additional level or two more in the remaining couple of hours. Check the progress here.

screenshot_20130428_gameplay

I didn’t finish the game, but I posted it anyway.

Posted by (twitter: @Pitzik4)
Monday, December 17th, 2012 6:15 pm

Don’t worry, it’s still playable, maybe even fun. It’s a top-down RPG-style game. Try it here. Here’s a screenshot:

Prophecy of the Villain

Screenshot of Prophecy of the Villain

It does have a goat:

+1 Goat Icon

+1 For goat!

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=8883

Divine Judgement (Flash CS5)

Posted by
Sunday, December 16th, 2012 2:23 pm

I managed to create the whole thing, just this weekend.

I am shattered now, so I hope you enjoy.

 

I uploaded the file to Newgrounds.

http://www.newgrounds.com/portal/view/607825

 

Warrior e1

Egypt Wizard now available in the stores!

Posted by (twitter: @juaxix)
Monday, November 19th, 2012 4:48 am

Egypt Wizard is now available in the following apps markets:

* Apple AppStore
* BlackBerry AppWorld
* Google Play [Android Market]

here you can find a resume of the development process.

Promo video:

Approved and sold

Posted by (twitter: @juaxix)
Wednesday, November 7th, 2012 10:08 am


 

I’m here to say that my game “Egypt Wizard” has had 2 buys, yesterday , 6 of November :) still doesnt count, but I feel like a win, the game is unfinished, but keep growing very fast, a new update is waiting for review and i’m preparing the versions for Android and Bada markets.

Here some screenshots from updated version.

There is a lot of new stuff in the game, lot of hard work and fun.

 


Game is in japanese, chinese, english and spanish.
Buy game here:
https://itunes.apple.com/us/app/egypt-wizard/id570044761?mt=8

New zone and mini wizard games

Posted by (twitter: @juaxix)
Sunday, October 21st, 2012 3:38 pm

Have you ever dream about travel throught existence planes? to another universes? Can you believe in your own magic galaxy?

This is the idea, no more bored menus to choose the level, now, you click play and open your ocean of levels, where you can invoke the monsters you already defeated in all those places.

These days I’m coding levels with the level editor in XML and adding new fx with meshes

this is crazy!, just one day more! markets are waiting! :)

First zone almost completed

Posted by (twitter: @juaxix)
Monday, October 15th, 2012 12:43 pm

New monster and zone almost done!
Check out the video:

I’ve been working with physics and lighting.
I had some problems to optimize the entire theme of light and shadow with the mobile hardware, because some older devices do not support anything but OpenGL1.1 and the ones supporting OpenGL2 only have two lights (hardware acceleration) dynamics, and are directional.
I also had a hard time trying to coordinate all the events of the generation systems and balance enemy load, these are synchronized via environment variables with the AI, once you load the level you meet certain standards for each part phase, it run macros that direct action through the gaming experience.

I made ​​several models in 3DStudio and Maya, textures with Photoshop and it has been more difficult than I thought, but also a lot of fun :)

I’m making a summary of what I’ve done since the last update:
– Added a compass (triangle in front of the avatar) to know where to go next
– Creation of optimized materials compatible with light and shadow
– Creating a new enemy: mini skeleton, with its animations, etc..
– Creation of a series of doors with different animations, particle systems and so on, that are synchronized to provide a consistent flow to the game
– Including transients and environmental sound effects are played according to a given priority
– resource optimization: its a need to use the least number of objects in memory and AI’s possible, it’s an art to know how to do this and mantain the FPS high, almost between 40-60+

In six days I have to submit the game to the markets.
And it is working in Blackberry PlayBook, iPhone4+, iPad (1,2,3), Pc (win,linux,mac), etc

First beta test – video made with iPad 1

Posted by (twitter: @juaxix)
Tuesday, October 9th, 2012 3:55 pm


Let’s see, there is complex logic now, enemies generarion with ai states, spells, attacks, optimizations, etc
It is working fine in iPad 1.
I need to improve timing for attack and casting, maybe add a spell cast progress bar?, right now I am focusing in the particular cases of spells and attack phases, each model has attached an AI encapsulating the dynamics, sensors and the back of the behaviour of each actor, movements, classes issues and so on.

My desk during October Challenge

Posted by (twitter: @juaxix)
Monday, October 8th, 2012 3:20 am

I’m reading a book to know more about RPG classes, the name is “Programming Role playing Games With DirectX” from André LaMothe – CEO Xtreme Games. Although I’m writing the game in Shiva with Lua and exporting with C,C++,OBJC,and so on, I love the way it handles the kernel of a RPG game, my game is special kind of hack & slash, with magic spells, mages, etc. so this book is helping me to focus on the balance and the classes definitions, AI and so on.

Here the pic:

I’m learning a lot of 3D and positioning, timing, frame syncing, fx creation, 3d art, …still a newbie :) crazy and hunger for more!

The Great Escape RPG (TGERPG)

Posted by
Sunday, August 21st, 2011 6:12 pm

This was my first time competing in Ludum Dare, and I spent most of the time trying to learn java. I finally gave up on that briefly, and spent 2 hours making this game. It’s not all that good, and I never got around to putting in any RPG elements other than having variables for strength and dexterity….which were never really used in game, only increased a bit on level up. I tried to make it funny, but to each his own. Hopefully by next time, I will know enough about java to make a game with it. 😀

http://www.mediafire.com/?uzi6kx6eza0udp8

The Fae’s Wyrd

Posted by
Saturday, October 2nd, 2010 10:03 pm

I’ll keep this brief so it’s not too spammy for just one game.

I’m working with Over00 (and two lovely artists) to create a game for the October challenge. We’re making an RPG because we’re crazy. Well, my pseudonym is “Psychochild”, so it fits…

The game’s name is The Fae’s Wyrd; fae meaning faerie (fairy) or elfin, wyrd meaning fate or future. It’s also a pun on “the fae is weird”. Over00 challenged me to explain why it’s not a roguelike: it’s not because you’re going to be controlling a party, not a single character. The focus will be more on combat rather than solving neat puzzles, although that might come along in sequels that can be developed over more time.

This is also the first public project for a my new company, Psychoavatar. (I told you we were crazy!) Hopefully this first project won’t kill us. :)

Anyway, I’ll probably be posting a bit on my game development blog as we progress and I’ll post the game up on here when it’s done. Anyway, thanks to the fine folks here for giving a challenge to get us into motion.

Zombie Survival game

Posted by
Saturday, December 12th, 2009 5:39 pm

preview

Hi, it’s been a while since i sit down and do a game myself. So, I really hope i can finish this one in time;)

yue

On The Road [FINAL]

Posted by
Sunday, December 7th, 2008 6:38 pm

On The Road is a small post-apocalyptic rpg game with cars. It should have been a better game but i had to cut lots of features and stuff to finish before the deadline. But after the deadline, i’ll continue working on this.

Here is my devlog.

And here is the linux binary&source codes. I’ll post windows binary tomorrow.

UPDATE: Windows port is here.

I decided to have a little fun today.

 I took the game engine I created for Simple Dungeon and created a new adventure out of it. This one is based on the TV series LOST. I don’t know if any of you are fans of the show, but I’m a big fan. 

 Anyway, the adventure is set on Lost island. You are Locke and the objective is to kill Ben. You’ll run into many of your favorite Losties here. Maybe even the smoke monster. You’ll finally get to see how that Locke vs. Jack battle turns out.

 Code is 99.7% the same. Mostly what I changed were the two data files. Fixed a couple bugs though while I was at it. It took a couple hours to design the new world and objects and monsters.

Have fun and let me know if you enjoy your adventures on Lost island.

 Game is here:

http://rapidshare.com/files/109829863/KillBen.rar.html

 –Note, updated rar. Forgot one of the files needed to run the game.

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