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Author Topic: Building an RPG engine in GML  (Read 16444 times)
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Salanewt
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« Reply #15 on: February 13, 2016, 07:57:22 PM »

Okay, cool. I think I actually remember you discussing this colour thing over Skype a long time ago; maybe over a year ago now? Pretty neat to see it coming to fruition, so good luck with that.

Any progress updates?
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« Reply #16 on: February 13, 2016, 08:03:22 PM »

You're totally right Sala, its the same thing. I've worked out a lot of the issues, and I've got the plotlines for the main characters set up. I've also thought of a few different ways the story can play out, so there are different paths (there's currently a 100% ending, a regular ending and a genocide ending).

The basic plotline is that you play as Black, and since black is #000000, in that culture that's really bad because essentially you can't predict your future. It's explained in more detail once I get the demo up. Anyways, your friend Red, who also faces discrimination because of the colour of his soul, discusses with you some of the problems with this and wishes for a world without colour. Well, the next morning you wake up, and all the colour is gone! Only the people who can "dip the paint", or touch the colours of their souls, are able to get out of bed. So you and Red go on a mission to discover why and see what can be done about the situation... as well as reversing society's trend of discrimination.

I'll have something out tonight most likely. I currently just got the colour thing working, but there's a bug where the display counter does this annoying thing where if it's 255 it goes to 0 and vice versa.

I REALLY wanna see if I can get the battle workflow running by the end of the week though. That'd be awesome.

Also, there's a new enemy. Meet Dipper:

« Last Edit: February 13, 2016, 08:06:58 PM by Seto Kaiba » Logged

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« Reply #17 on: February 13, 2016, 10:10:44 PM »

Sweet, nice work! Sounds like an interesting story as well. I'm particularly curious about the genocide ending now, given that one of my new favourite games has something similar and this makes me wonder if there's a connection between the two. :P

Also, Dipper is cute.
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« Reply #18 on: February 14, 2016, 09:10:44 AM »

Here's some progress I made:

The aura now updates properly, and depending on what your aura is when you enter battle, the music changes instruments!

colour update demonstration


song change demonstration


Oh, and the background track for the battle theme, for your listening enjoyment:

« Last Edit: February 14, 2016, 04:57:37 PM by Seto Kaiba » Logged

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« Reply #19 on: February 14, 2016, 09:05:31 PM »

You're totally right Sala, its the same thing. I've worked out a lot of the issues, and I've got the plotlines for the main characters set up. I've also thought of a few different ways the story can play out, so there are different paths (there's currently a 100% ending, a regular ending and a genocide ending).

The basic plotline is that you play as Black, and since black is #000000, in that culture that's really bad because essentially you can't predict your future. It's explained in more detail once I get the demo up. Anyways, your friend Red, who also faces discrimination because of the colour of his soul, discusses with you some of the problems with this and wishes for a world without colour. Well, the next morning you wake up, and all the colour is gone! Only the people who can "dip the paint", or touch the colours of their souls, are able to get out of bed. So you and Red go on a mission to discover why and see what can be done about the situation... as well as reversing society's trend of discrimination.

I'll have something out tonight most likely. I currently just got the colour thing working, but there's a bug where the display counter does this annoying thing where if it's 255 it goes to 0 and vice versa.

Damn, that sounds interesting. Is it going to be an abstract game or something?
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« Reply #20 on: February 14, 2016, 09:46:15 PM »

Will there be an easy way to identify characters once you meet them?

I love where it's going; keep up the good work!
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« Reply #21 on: February 14, 2016, 10:10:42 PM »

You're totally right Sala, its the same thing. I've worked out a lot of the issues, and I've got the plotlines for the main characters set up. I've also thought of a few different ways the story can play out, so there are different paths (there's currently a 100% ending, a regular ending and a genocide ending).

The basic plotline is that you play as Black, and since black is #000000, in that culture that's really bad because essentially you can't predict your future. It's explained in more detail once I get the demo up. Anyways, your friend Red, who also faces discrimination because of the colour of his soul, discusses with you some of the problems with this and wishes for a world without colour. Well, the next morning you wake up, and all the colour is gone! Only the people who can "dip the paint", or touch the colours of their souls, are able to get out of bed. So you and Red go on a mission to discover why and see what can be done about the situation... as well as reversing society's trend of discrimination.

I'll have something out tonight most likely. I currently just got the colour thing working, but there's a bug where the display counter does this annoying thing where if it's 255 it goes to 0 and vice versa.

Damn, that sounds interesting. Is it going to be an abstract game or something?

The idea is to combine both abstract and literal concepts together with the whole colour thing. Essentially, in this culture, colour was discovered to be essentially the soul energy of a person, and it followed the rules of quantum chromodynamics (obviously not real chromodynamics). So the colours are specifically referred to as Red, Green, Blue, and their inverses are Anti-Red, Anti-Green, and Anti-Blue.

Because of the properties of certain colours relating to certain traits in a human being's destiny, the culture centered around predicting people's roles in lives based on the study of their chromodynamics.

Black correlates to void, which means no future can be predicted. This goes along with the game's format, as a player can choose to either save the world or destroy it.

Red correlates to violence and death, which is obviously bad. This is why Red faces so much crap from other people. It turns out that both essentially "fulfill" their prophecies.

Humans think they know everything about the study of chromodynamics, despite continued testing into what it actually is. Because of the cultural significance of their soul colour, people started to try to artificially change it. It turns out that this has horrible effects on people, but they aren't understood because people only have an adolescent understanding of the full nature of soul colours and chromodynamics.

Pretty much all of the recruitment stories involve that person's struggle in some way, and resolving that struggle.

I wanted to take these story elements and make an RPG game that used the colour values of red/green/blue/antired/antigreen/antiblue as actual stats used in battles.

I chose chromodynamics obviously instead of something real because I wanted to illustrate that essentially all colours are equal, regardless of which one is our favourite. And this is really true for anything.

The game also explores some really weird ideas through several characters involving blindness. Because the whole culture is surrounding colour, being totally blind essentially means you cannot physically participate in it, which results in a lot of crap. For example, one character is blind, and you have to warm him up in order to level him up. And a lot of what he says is about how people make such a fuss over something he can't even experience, but nobody wants to listen because he can't get involved directly.

There's a lot more light hearted episodes, including two characters that are based off of two of my favourite musicians. lol

There are also elements of creation, 8 elements that involve how the universe was created. In order to ignite the machine that will bring colours back, the spirits of each element must be reawakened. The elements are earth, water, fire, air, dark, light, life and metal.

Will there be an easy way to identify characters once you meet them?
Pretty much like any other RPG game where they stick out and appear in more than just one area.
« Last Edit: February 14, 2016, 10:17:48 PM by Seto Kaiba » Logged

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« Reply #22 on: February 19, 2016, 08:06:20 PM »



It's still crashing so I'm not going to release the updated demo yet, but making good progress.
« Last Edit: February 19, 2016, 08:10:46 PM by Seto Kaiba » Logged

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« Reply #23 on: February 19, 2016, 09:26:39 PM »

Looks cool. I like the zooming effect when selecting a target. Looks pretty neat.
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« Reply #24 on: February 20, 2016, 12:12:15 AM »

Thanks. I'll be fixing the graphics more in the next few days, now that I have the battle workflow generally working. There may still be a few bugs regarding targeting, but for the most part it works real well.

Here's the updated link:

https://www.dropbox.com/s/txsc2drr8569sey/colors_demo.zip?dl=0
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« Reply #25 on: February 21, 2016, 05:28:09 PM »

Hello, lads and lasses, I got a new update:

This one adds the "Paint" menu, which allows you to change your or your enemy's aura. Also, I fixed quite a few bugs going on in the background. Still no autotargeting yet though, but that will probably be in the next update.

https://www.dropbox.com/s/txsc2drr8569sey/colors_demo.zip?dl=0
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« Reply #26 on: February 21, 2016, 08:51:45 PM »

I like where this is going....

-Are there any plans to have female PCs in this game, or are they all going to be male?
-Are those names temporary? (Or just placeholders/up for change?)
-Not sure if that fast spinning on battle opening would make certain types of people a little dizzy or not...
-Is this going to remain a closed source...? Or are there plans to open it at some point? (It's fine either way.)

Anyway... Nice work so far!
« Last Edit: February 21, 2016, 09:04:09 PM by Fox » Logged

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« Reply #27 on: February 22, 2016, 09:43:45 PM »

-There are 24 characters and plenty of female ones.
- Mike and Mark are not temporary names, Richard is a placeholder, the player names him.
- I can have an option to turn off the camera angles.
- Closed
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« Reply #28 on: February 23, 2016, 12:18:40 AM »

-24 sounds like a lot... But that's interesting...  Is it the type of game where you can collect them all and switch between them whenever... or is it more like Star Ocean 3 where you collect the main cast and can only select fom a few of the others?
-Ah...
@1: Well I know that Michael/Mike is probably one of the most common guy names that I know of... I know that there are a few at my father's workplace, I met a Mike/Michael on RuneScape once, I've known some back in grade school... but after hearing what I heard on a morning(?) talk show once... then that really says something... (Urban Dictionary even says "The MOST common English Male Name. ")
@2: and Mark happens to be my first name... so that is interesting as well... - I wonder how you picked that name?
@3: Can't say that Richard has any meaning to me, though. -I can think of one partically name that would wow me, though... if you picked it without me mentioning it... basically the other guy I meant on RS back in the day.) - (There's also one or two other names that would wow me in a different way, but that's beside the point.)
-That could work.
-Okay...  Sounds good.. But just to make sure you're aware.... Closed doesn't always make it impossible to view the source... since there are sometimes decompilers... or even assembly debuggers. (If I recall correctly, I think I remember finding a decompiler years back for Atrius's editor once... possibly before it was even open-sourced... but I forget the details on that/whether it was buggy or not.... It's been a very long time since I looked into it, so I can't say if it is the same for Studio or not.) - Edit: I think comments were left out, and the labels/variable names were using defaults, though... (i.e. Something like var1, var2, var3, etc??)... but I forget...  Probably still easier to read than my attempts at disassembling GBA ASM. (When you know GML, anyway.)
« Last Edit: February 23, 2016, 02:07:10 AM by Fox » Logged

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« Reply #29 on: February 23, 2016, 06:27:26 AM »

@decompiling: From what I've read, GM: Studio games cannot be decompiled.
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Cbox
July 06, 2019, 03:44:41 AM
Salanewt: Oh, yeah there isn't an animation overhaul for GS1 sadly.
July 03, 2019, 04:54:58 PM
ryancaesar12345: GS2 Animation Overhaul w/ Baseline  ips patch in golden sun 1?
July 03, 2019, 12:03:06 AM
Salanewt: There actually is a Jupiter revive... if you're using the Animation Overhaul patch. I think Caledor made a standalone patch for GS1 too, but you'd have to ask him.
July 02, 2019, 07:34:13 AM
Fox: So like... (just a thought)...  If we designed a script to compare times for speedrunning something... goalChance represents stability (I think?) ; If it is 100%, answer results in infinite, which means you can't have 100% stability. (Meaning you'd basically be skipping all item drops/etc.) 
July 02, 2019, 07:06:08 AM
Fox: (I still want to make sure the equation is correct, though... as it did include some guessing.)
July 02, 2019, 07:04:47 AM
Fox: Was thinking .... tosses = ln(1-goalChance) / ln(1-chance) = "chance" being a single-toss percentage probability (0.00 - 1.00) , goal chance being if you did more tosses...   So that's an interesting logarithm.  Just came up with it after some research/thinking... and could maybe be useful for general use.
June 25, 2019, 02:51:42 PM
ryancaesar12345: jupiter revive animation any?
June 24, 2019, 08:05:17 AM
Fox: Such a patch would mean you need to be careful with item drops, coins, exp, etc. Because those things would then no longer be an infinite supply.  Whether or not one uses it depends on what they want to do with it.
June 24, 2019, 07:55:01 AM
Fox: (High enough being based on the area you are in.)
June 24, 2019, 07:54:02 AM
Fox: I had a thought today. What if I look into making a simple patch just for lulz.  One that works the same way as using Avoid, but it lasts from start to finish, and can't be disabled.  Avoid only works if your levels are high enough, though... so thought is to keep that as is.
June 24, 2019, 01:55:17 AM
ryancaesar12345: hi guys i have new update in Golden Sun 2 Lost Age Revise Mod.ips try this. :)
June 24, 2019, 01:54:16 AM
ryancaesar12345: where's that link?
June 24, 2019, 01:53:56 AM
ryancaesar12345: i have no account in discord.*
June 23, 2019, 08:44:52 PM
Salanewt: Although in the case of Wish, you could probably just use Breeze instead.
June 23, 2019, 08:44:36 PM
Salanewt: Yeah, it's a messaging program sort of like Skype. I find that it's much easy to walk people through some of the basics of assembly, since that's what you'll need for most animation hacks.
June 23, 2019, 09:39:10 AM
ryancaesar12345: discord? im not good in asm or assembly.
June 22, 2019, 09:37:26 AM
MaxiPower: gpnna update my thread on progress of my character art if anyones interested. :P
June 21, 2019, 07:51:44 PM
Salanewt: Hey there! Animation editing can be tricky, but I can share some notes with you if you pop in on our Discord. Are you good with assembly?
June 21, 2019, 02:59:40 PM
ryancaesar12345: and how to change a death curse turn in hex editor?
June 21, 2019, 02:50:00 PM
ryancaesar12345: and how to make animation but changing palette only like wish blue i want to change violet. for AOE healing and earth element.

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