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Shaq Fu RPG2: Goatass Beckons / Big Rigs RPG
 
Dissident
#61 21-01-2013, 18:37:51 PM
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wow that combat is way more fast paced than I thought it would be.  That's really cool :texan:




Dissident International Anti-Furry Organization
#62 02-02-2013, 12:56:40 PM
- Last Edit: 03-02-2013, 21:42:32 PM
Thanks. Currently, the bugs I included in the demo version have been fixed and I have added hotkeys for spells; the AI for enemies and allies is also being reworked to be a lot more intelligent.


Also, I updated SFRPG 2 to version 1.4 if any lurkers/members care. It fixes the "failed to create bitmap bug" that will crash the game if the AI sequence for bosses updates without the boss being visible on the player's screen (TTRay for example).


EDIT: Figured I would just post one of the endings to SFRPG2 since those who downloaded the previous versions were probably unable to beat the game. I'm fully dedicated to finishing BRRPG, so SFRPG2 is old news to me. I know that I certainly wouldn't want to play through it again for the two hundredth time.


#63 10-02-2013, 16:26:59 PM
Small update: full mouse control is in (pixel perfect movement, interaction with objects, attacking, defending, casting).

Currently, this is a screenshot of BRRPG emulated to run on an Android WVGA800 touchscreen. As you can see, the HUD is kind of glitchy due to the resolution and I'm having a bit of trouble converting the mouse controls to work with a touch screen. After I complete the major part of the game detailed in this screenshot (Sergey is on a mission to repair Thunder in order to prevent the mega-corporation GS inc. from completing their particle cannon), I'll focus more on that.





#64 10-02-2013, 16:27:55 PM
Lookin good bro  :csa:





Svetlana
#65 10-02-2013, 23:51:02 PM
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amazing work


lana_chan my name is erin
#66 13-02-2013, 01:02:14 AM
- Last Edit: 26-02-2013, 01:07:09 AM
amazing work

Thanks a lot, Svetlana. DZ brought to my attention that the game needs a minimap and that the items sold at the shops should show stat increases so I'm working on implementing that. Also, forcing the PC to unlock keywords such as "Rigborn" and "Rig" in order to ask random villagers about it is a bit tedious, so I will no longer force the player to do this in the final game. That dialog system will be relegated to optional quests.

I have an updated version of the previous demo here that fixes more bugs.

http://www.mediafire.com/download.php?9izgn2ogath5jyt

In this version, there is a rundown house next to the Rigaria Inn that possesses a commoner (he is simply wondering around town in the previous one). If you ask him about "Rigborn" it'll add the keyword to a collection which will allow the player to ask other NPCs about it (which advances the story in the demo). Currently, the first hour and a half is spent on a linear path with optional quests but everything after the demo is pseudo-open world. If anyone has ever played Phantom 2040 for the SNES or Genesis, there will be an over-world map very similar to that. Pretty much every place will be unlocked (except for GS Inc).

Edit: The world map will be very similar to Fallout 1 + 2 (including random encounters)


#67 13-02-2013, 10:12:03 AM
I can play this on a nexus 7?





#68 15-02-2013, 03:35:08 AM
- Last Edit: 15-02-2013, 03:50:52 AM
I can play this on a nexus 7?

I was planning on it but not making much progress at all. However, I subscribed (aka gave $10 to the creator) to Engine001 a few days ago and I was assured that mobile support is coming.  Hopefully that happens because I have so many ideas for this game that I'm getting a bit over my head with them. I need to scale back a bit.

I've been making some progress on the minimap but I'm trying to find a simpler way of creating one outside of saving every map as an image, importing it as a sprite, shrinking it down, and then tracking the player's x/y coordinates on each individual map.



This new screen outlines what the majority of BRRPG will look like. The demo I released probably gave the impression that the setting of BRRPG was going to be standard medieval-fantasy but as the story unfolds, the player realizes that Rigaria is more of a pet project cut off from the rest of the world as opposed to a tangible political power.


#69 16-02-2013, 22:54:51 PM
Minimap is now in. Unlike SFRPG2, this one shrinks down the entire map instead of (uselessly) showing a diminutive version of the PC's line of sight. Since the HUD is pretty congested with all of the fields enabled, every portion of the HUD can be toggled via the F1 - F6 keys.



Skrag
#70 17-02-2013, 14:36:50 PM
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Looks good  :roddy:  :stamp:  :bluerig:  :sslogo:  :rocky:  :brbox:  :trophy:


#71 01-03-2013, 00:55:48 AM
- Last Edit: 04-03-2013, 13:10:41 PM
Though still buggy, here is what the world map will look like (anyone who has ever played the original Fallout games will instantly recognize the style).



The Windows cursor that my poo pooty recording software graciously included isn't overlaid on top of the game cursor during actual play. Also, I didn't click on any of the towns/locations because I only have six of them completed so far.

Edit: I'm going to upload a more complete version of this soon. However, due to my computer being compromised (I had known I was being snooped on for 8 months or so but since the intentions didn't seem malicious I did nothing about it), I hadn't had time to upload a new video. Also, the lamer(s) apparently knew my full name, admin password, all of my email addresses, etc so I have my suspicions. What was really telling is that there were no trojans, rootkits, keyloggers, or any other malware installed on my system. It was as if they already knew all of my information right off hand; perhaps it was an admin of a website or someone close to me.


DZ
#72 02-03-2013, 08:42:51 AM
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Holy poo poo that looks amazing, I love the style of the old Fallouts and it's awesome you've managed to incorporate that


#73 02-03-2013, 20:11:59 PM
Holy poo poo that looks amazing, I love the style of the old Fallouts and it's awesome you've managed to incorporate that

Thanks. I've spent the majority of the last few days improving the pathfinding and creating maps. I was thinking of having procedurally generated maps for the overworld, but they all look really ugly and were quite buggy so I decided to create them all by hand. All of the late 90s - early 2000s Black Isle and Bioware games were some of my fondest gaming experiences (they pretty much turned me off to JRPGs due to the more mature writing, character development, and sense of exploration). I'm no Chris Avellone (obviously), but BRRPG is heavily influenced by the games of that era.


#74 26-03-2013, 02:48:45 AM
A lot of stuff has happened since I stopped by, but I'm still working on this game. My windows box was rooted due to my own negligence, an email address that I rarely use was temporarily comprimised, and I've been laid off of my job. Since I'm now drawing unemployment, Stell has decreed that I work on BRRPG full-time and I can do naught but follow.

I've been implementing dialog trees for important NPCs which is taking up a lot of my time. An example of one is here:



If there is a specific character that you want to write for (or if you want to be in the game), it would help tremendously if anyone interested could write the dialog for an NPC of your choice. You will receive credit along with Circus (who I'm crediting as the co-developer since he was the primary inspiration behind this project/created the premise) and DZ for his title screen. Again, it's not imperative that anyone write for the game since I'm doing it for fun on my spare time, but I don't think it's fair to YW.com to create a game centered around the forum without allowing the opportunity to contribute.


#75 26-03-2013, 07:56:11 AM
I'll be happy to write dialogue for a character!





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