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Messages - Fat Cerberus

1
Projects / Re: OFF: Puppetmaster
Word to the wise: Do not attempt to fight off a giant eaty pig with a broomstick.  The broom will get eaten along with everything in a hundred-mile radius, which naturally includes you (unless you happen to have a broom that's over 100 miles long).

In less pig-eaty news, OFF is coming along slowly but steadily.  The first conversation with the Judge is implemented; next up I need to implement the first few puzzles and eventually the tutorial battle with the Judge.

It's so much easier to make a game when I can use pre-made assets and in general can use the original game as a template.  I just keep RPG Maker 2003 open and cross-reference it when coding the cutscenes. :)

I might post screenshots later.
2
Projects / Re: OFF: Puppetmaster
Finally started working on the field in earnest today, I've been trying to integrate @Rhuan's map engine but kept running into bugs.  He was quick about fixing them though so it's all good. ;)

My progress consists of a single map (drawn with shitty placeholder tiles, naturally :P) with a teleport trigger at the top that sends you to another unfinished map with some music... that you then can't escape from.  So nothing special yet, but it's progress at least.  Next up: Fending off the pig with this broomsti*MUNCH*
3
Projects / Re: OFF: Puppetmaster
I've finished the title screen as well as the entire opening cutscene of the game--save for the name-entry screen so the player can enter his/her name.  This game plays with the fourth wall a bit so that screen is kind of important. :P

This being my maiden voyage of developing for Sphere v2 (Specs doesn't count as that was gradually ported from v1 as-needed and isn't even a full conversion), I have to say developing for the new engine is a joy.  The event loop is great, especially when combined with async-await, it's easy to coordinate concurrent actions and makes the engine very powerful as a result.  Many things that were very awkward to do with the v1 API are trivially easy with v2.  It's awesome.
4
Game Development / Re: The Screenshot Thread
Here's a couple of screenshots from the introduction of my OFF remake.  @DaVince has actually seen it in action; I'll hopefully post a demo soon.
5
Projects / Re: OFF: Puppetmaster
So I was thinking about how, in the original game, there are enemies weak to different elements.  The problem was, you finished the game at around level 15 and didn't even get a chance to learn the techniques using them.  As a result you'd often run into spectres weak to some attack you didn't have and have to resort to boring normal attacks.  This, combined with enemies just being too squishy in general, made the combat as a whole very dull.  It was by far the weakest part of the game.

To solve this problem, I've come up with an idea that you can imbue your bat with different elements on-demand and take advantage of a weakness that way.  Any attack making physical contact would then inherit that element.  Furthermore spectres will be given more HP to ensure you can't get by just attacking normally; you will need to pay attention to weaknesses and adjust accordingly.

For those curious, the elements in OFF are rather bizarre, in keeping with its nature as a surrealist narrative.  They do map pretty closely to the "traditional" elements, though: smoke (air), metal (earth), plastic (water), meat (fire... I guess?)

Thinking about it, metal and plastic bats make sense, I guess "smoke" could be a wooden bat, but a baseball bat made out of meat doesn't sound very useful in combat?  Unless it's like, secretly a piece of ham on a bone or something.  That could work. :P
6
Projects / Re: OFF: Puppetmaster
In the process of making the title screen for this game I made a full-screen Sphere logo.  Anyone can feel free to use it :D
7
Projects / Re: OFF: Puppetmaster
Agreed it's not a good reason in and of itself to remake a whole project (...debatably, considering that miniSphere exists...), but it did serve as initial motivation.  The main thing is I love the game so I'd want to see what a more polished, modern version would look like, particularly as the original was pretty weak in the combat department.
8
Projects / OFF: Puppetmaster
OFF is a surreal game originally released in 2008 and developed in RPG Maker:
https://en.wikipedia.org/wiki/Off_(video_game)

In OFF you play as The Batter, who is on a sacred mission to purify the world of specters, malevolent ghosts which are haunting the populace for unknown reasons.  But all may not be as it seems, and the game will soon make you question your own role in all of this...

The way the game's narrative treats the fourth wall is pretty unique even among games exploring similar concepts.  I played it recently and fell in love with it, but RPG Maker 2003 is quite an old engine and doesn't run so well on modern systems, so I've decided to try porting the game to Sphere, both to keep a great game alive and as a showcase of what our modern engine can do.  I'm not really an artist so my game projects tend to go nowhere, but doing a port like this means I can use the pre-existing assets and focus on what I am good at, which is JavaScript coding.

The original author of OFF is very accepting of fan works, having deliberately left a lot of things in the game open to interpretation, so I don't think there will be a problem with a project like this in that regard, but I'll be sure to try to get formal permission if anything becomes of this.

I'm not sure yet if I want to recreate the RPG Maker-style turn-based battle system or try for something more unique, like what's seen in Spectacles.  The original game's combat was honestly pretty tedious and boring (not to mention easy), so it'd be nice to spice things up for a remake.

Screenshots of the title screen are attached.
9
Engine Development / Re: miniSphere 5.2.12
Okay, so I know I said that 5.2.11 would be the last 5.2 release, but the bug fixes were starting to pile up so I decided to put out another patch.  Besides bug fixes I also added an explanation of API levels to the documentation as well as showing which level each function requires.  Experimental functions are marked as such.
10
Game Development / Re: The Screenshot Thread
I'm going to guess that the ship is drawn as a LineLoop?  Looks really nice, and it's great to see more and more people get some mileage out of the Galileo classes.  @Flying Jester would be proud because I nicked the idea for them straight from TurboSphere. :stuck_out_tongue:

On an unrelated note, seeing things like this in action does make me think I should add an "auto" resolution option that makes the window resizable and also to use the OS native resolution in fullscreen mode...
11
Editor Development / Re: QtSphere IDE 0.2.5
Per spec (what little "spec" there is for the v1 formats...) I think the reserved bytes are always supposed to be zero'd.  Doing so helps with forward compatibility since the "default" for any new value can safely be assumed to be zero.

That said, it's unlikely those formats will be extended in any way going forward. :P
12
Editor Development / Re: QtSphere IDE 0.2.5
Hehe, anti-aliasing and colorkeyed transparency indeed don't get along very well.
13
Editor Development / Re: QtSphere IDE 0.2.5
The way the system is described, it seems you're meant to pass around the shared object itself, rather than a pointer to it.  This ends up being efficient because the object is merely a wrapped pointer so there's no significant cost in making copies of it.

What I'm guessing is that you're creating the object on the stack and then returning a pointer to it.  This leaves you with a dangling pointer because the object itself goes out of scope.  A pointer doesn't count as a live reference, it's just a dumb memory address.

Code: (c++) [Select]
CSomeClass object(arg1, arg2);
return &object;  // dangling ptr, ticking time bomb
14
Editor Development / Re: QtSphere IDE 0.2.5
That's a good idea, not saving the image right away to facilitate experimentation.  I've always been annoyed when an editor automatically saves something you just created that you might end up having to delete and start over; IDEs in particular are notorious for forcing you to save newly created projects (Sphere Studio also being an offender here).

As a suggestion for a future iteration it could be useful to see an actual preview of the generated spriteset before actually generating it; this would let the user fiddle with the values and see the results in realtime, before clicking OK.
15
Game Development / Re: The Screenshot Thread
@DaVince I think it didn't help that for a long time all my computers had just enough RAM to run the operating system on them.  4MB for Win95, 16MB for Win98, 64MB for XP, 512MB for Vista... so even light multitasking would cause a ton of HDD thrashing and hit the system even harder than usual.