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[RPG] Monster
Trent Gamblin
Member #261
April 2000
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I just more or less finished an RPG I've been working on for a long time. I underestimated the amount of work it would take to do a 40 hour RPG, so this one is probably about 5-10 hours average at best. I was hoping I could get a few more people to test it before I put it in the Depot.

Obligatory screenshots (I didn't choose the most exciting ones, some things are best kept as secrets :) ) :

[updated first screenshot]
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{"name":"592627","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/b\/9bbbb561a1481c80daf0c52e58d5534b.png","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/b\/9bbbb561a1481c80daf0c52e58d5534b"}592627

You can download it here.

Jonny Cook
Member #4,055
November 2003

I can't get past the very beginning... :-/

The face of a child can say it all, especially the mouth part of the face.

Trent Gamblin
Member #261
April 2000
avatar

Nobody said it was easy :)
It can be especially difficult if you steal from certain people...

Also, I uploaded a new version that fixes a bug. If you have already downloaded it, and plan to play until the end, you'll want the new version.

ReyBrujo
Moderator
January 2001
avatar

Trying it now (although I don't usually play binaries under Linux). The font does not look very well (it kind of overlaps). When talking, there is a delay between pressing the space bar and getting the dialog. Other than that, appears to be solid.

{"name":"592633","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/f\/4\/f422af2fe9a159f710382ccc89b4e7a5.png","w":650,"h":505,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/f\/4\/f422af2fe9a159f710382ccc89b4e7a5"}592633

By the way, what does the coloured bar do when you press + and ñ? (key may differs in other keyboards)

(Edited: Dang, died and did not know how to save >:( back from the beginning, now saving every other house)

--
RB
光子「あたしただ…奪う側に回ろうと思っただけよ」
Mitsuko's last words, Battle Royale

Trent Gamblin
Member #261
April 2000
avatar

Quote:

Trying it now (although I don't usually play binaries under Linux). The font does not look very well (it kind of overlaps). When talking, there is a delay between pressing the space bar and getting the dialog. Other than that, appears to be solid.

The font thing is strange... I'm not sure what could cause that. You can see how it's supposed to look in the screenshot in my first post. My guesses are: different version of freetype that does different things, or that there is a bug in fudgefont.

I had a reason for the delay but I forget what it was now...

Quote:

By the way, what does the coloured bar do when you press + and ñ? (key may differs in other keyboards)

Oh, I forgot to mention in the README (keys may vary):

[ lower sfx volume
] raise sfx volume
< lower music volume
> raise music volume

Quote:

(Edited: Dang, died and did not know how to save >:( back from the beginning, now saving every other house)

Well you can't just save anywhere :)

Matthew Leverton
Supreme Loser
January 1999
avatar

Points of criticism:

  • The chairs are almost invisible against the floor. The (I assume) programmer art is fine in most places, but clashes like that are hard on the eyes.

  • The method of leaving the town seemed absolutely random, but maybe I just didn't talk to the gatekeeper enough beforehand. Hopefully the game isn't like that everywhere.

  • I'm not sure when or where you can save, but I quit after the fourth or fifth slime killed me by attacking me first. Obviously I could have gotten to that point in just a minute or two, but not knowing exactly how the save system works makes me not want to play for a longer period of time, only to lose everything.

ReyBrujo
Moderator
January 2001
avatar

It is not random, though. But a hint that you have talked with his wife may be useful somewhere. You can save on the field at anytime, just like most old FF games.

Nice things:

  • Filling health when leveling up

  • Outdoors music

Not so nice:

  • Opening doors with spacebar... that is so old :P

  • Delay when talking with others

  • House too far from exit, to level up you need to travel at least three times to your house.

  • Should ask you if you want to save after sleeping.

  • 10 points for level 2 is a bit too much, that means killing 10 green slimes, which means doing three travels to your home to sleep (considering you can kill 4 slimes with every single full bar, not counting the preemptive hits they may take on you).

  • No running.

  • Preemptive attacks only for enemies.

  • Speed gauge doesn't appear to be faster after leveling up.

  • No indication about how much experience left for next level (so you don't know if you need to drink a cure or go back to the town or just kill a few more to level up).

  • Since you need some grinding to advance (apparently), a mode to remove the speed gauge would be nice (no waiting, just attacks and attacks).

  • Menus should not have fade effects, when you press ESC you want to drive through the menus as fast as possible to return to the game.

  • From the start menu, the Save configuration does not save some settings (music and sfx volume, fast battles, vsync or smooth scrolling).

The game crashed with either the Aborted (core dumped) or the Shutting down Allegro due to signal #11 Segmentation fault (core dumped) message on console after killing the first of the three floaters in the cave. To reproduce, just enter the cave, walk around until a team of three floaters appear, kill the one in the top, and as soon as the next attacks (the floater on the front), the game shuts down. If you first kill the front floater, you can afterwards kill the others two without crashing the game. If you kill the one at the bottom first, then the one at the top, once the one in the front attacks, the game crashes. I guess if the front one attacks when the one at the top is not there is enough.

In the wild something similar happens: when near the cave, you may encounter a red slime/floater team. If you kill the red slime first, when the floater attacks the game crashes. It does not happen if you kill the floater first, though.

--
RB
光子「あたしただ…奪う側に回ろうと思っただけよ」
Mitsuko's last words, Battle Royale

Trent Gamblin
Member #261
April 2000
avatar

Matthew Leverton said:

* The chairs are almost invisible against the floor. The (I assume) programmer art is fine in most places, but clashes like that are hard on the eyes.

* I'm not sure when or where you can save, but I quit after the fourth or fifth slime killed me by attacking me first. Obviously I could have gotten to that point in just a minute or two, but not knowing exactly how the save system works makes me not want to play for a longer period of time, only to lose everything.

Fixed the chairs. You can save anywhere on the world map and in "safe" places, such as your home. You can also save in areas where the surrounding areas have enemies but that area has none.. again a "safe place".

ReyBrujo said:

* Opening doors with spacebar... that is so old :P

Changed it so they open automatically.

Quote:

  • Delay when talking with others

Removed the delay

Quote:

  • House too far from exit, to level up you need to travel at least three times to your house.

* 10 points for level 2 is a bit too much, that means killing 10 green slimes, which means doing three travels to your home to sleep (considering you can kill 4 slimes with every single full bar, not counting the preemptive hits they may take on you).

Have you been to the shop lately?

Quote:

  • Preemptive attacks only for enemies.

You attack preemtively almost always.

Quote:

  • Speed gauge doesn't appear to be faster after leveling up.

It doesn't, that's not really it's purpose. If it did, it would be instant fairly soon.

Quote:

  • No indication about how much experience left for next level (so you don't know if you need to drink a cure or go back to the town or just kill a few more to level up).

Same as most other RPG's, I like it that way.

Quote:

  • Since you need some grinding to advance (apparently), a mode to remove the speed gauge would be nice (no waiting, just attacks and attacks).

Don't really like that idea personally.

Quote:

  • Menus should not have fade effects, when you press ESC you want to drive through the menus as fast as possible to return to the game.

Only save has a fade effect, so that would save you about 1.5 seconds whenever you save, which isn't all that often.

Quote:

  • From the start menu, the Save configuration does not save some settings (music and sfx volume, fast battles, vsync or smooth scrolling).

All that stuff saves here, I don't see why it wouldn't and the other stuff would.
What does your ~/.monster/config look like?

Quote:

The game crashed with either the Aborted (core dumped) or the Shutting down Allegro due to signal #11 Segmentation fault (core dumped) message on console after killing the first of the three floaters in the cave. To reproduce, just enter the cave, walk around until a team of three floaters appear, kill the one in the top, and as soon as the next attacks (the floater on the front), the game shuts down. If you first kill the front floater, you can afterwards kill the others two without crashing the game. If you kill the one at the bottom first, then the one at the top, once the one in the front attacks, the game crashes. I guess if the front one attacks when the one at the top is not there is enough.

In the wild something similar happens: when near the cave, you may encounter a red slime/floater team. If you kill the red slime first, when the floater attacks the game crashes. It does not happen if you kill the floater first, though.

I can't reproduce either of these, either on Linux or Windows.

ReyBrujo
Moderator
January 2001
avatar

Well, this is all I can do. After several "restarts" because of killing the wrong NPC--losing around 20-30 exp points earned during each session--I erased my saved files by mistake--I thought I had selected the Continue option and pressed the bar furiously, already used to the lag between selections, but instead it had chosen the Erase option and deleted the file. After spending a good 2 hours grinding to enter the cave, I am not going to start anew. Nice game, though!

By the way, apparently the game does not save the settings if it crashes. And as a good RPG player, I never buy from the first shop unless it is necessary to open a new area, was saving for the 350 gold weapon and armour.

--
RB
光子「あたしただ…奪う側に回ろうと思っただけよ」
Mitsuko's last words, Battle Royale

Trent Gamblin
Member #261
April 2000
avatar

OK, thanks for testing, too bad I don't have your computer to find the bugs :)

[edit]

1.3 is up now, it fixes that crash bug and also makes "No" the default when erasing save states 8-)

Mars
Member #971
February 2001
avatar

Hi, your game looked quite promising, so I tried it out. There were a couple of quirks on my XP system:

  • The GUI always takes a few seconds to react after pressing buttons. This makes navigating the menus quite annoying. The very same delay occurs before dialogue boxes are closed. Are all of those one-liners btw? I'm not sure if I missed anything.

  • It just crashed when I tried to enter the shop (an unspecified MSVC++ runtime error). Edit: That's reproducible.

I'm sure these technicalities can be fixed, keep up the good work!

--
This posting is a natural product. The slight variations in spelling and grammar enhance its individual character and beauty and in no way are to be considered flaws or defects.

Albin Engström
Member #8,110
December 2006
avatar

Crashed when i entered the shop :/. unfortunately i can't be more specific.

Some things i would like to see changed:
change the fade speed when entering a new room, I'm the kind of person who hates spending half the time on fade effects, and the scroll speed to.

good luck :)

Trent Gamblin
Member #261
April 2000
avatar

Thanks for all the constructive criticism guys!

Mars said:

  1. The GUI always takes a few seconds to react after pressing buttons. This makes navigating the menus quite annoying. The very same delay occurs before dialogue boxes are closed. Are all of those one-liners btw? I'm not sure if I missed anything.

Fixed in the new 1.4 version.

Quote:

  1. It just crashed when I tried to enter the shop (an unspecified MSVC++ runtime error). Edit: That's reproducible.

Somehow some data got left out of the archives. Fixed now.

Albin Engström said:

Crashed when i entered the shop :/. unfortunately i can't be more specific.

Left out some data. Should be fixed in the new version.

Quote:

Some things i would like to see changed:
change the fade speed when entering a new room, I'm the kind of person who hates spending half the time on fade effects, and the scroll speed to.

I made the scroll and fade 40% faster in the new version. :)

Jonny Cook
Member #4,055
November 2003

Okay, I got outside (I could have sworn I talked to the guard after I bought the looking glass before...) but then I died.

The face of a child can say it all, especially the mouth part of the face.

Trent Gamblin
Member #261
April 2000
avatar

Elias pointed out that you can't draw during a switch in callback, which was causing problems on X11 with dirty rectangles enabled. I fixed that, and also added a bitmap font for those who had problems with the font overlapping. You must run the program with -bitmap-font to use it.

[edit]
Apparently the truetype font looks ok now too.

The new version (1.5) is here:
http://nooskewl.com/monster/downloads.html

piccolo
Member #3,163
January 2003
avatar

Quote:

And as a good RPG player, I never buy from the first shop unless it is necessary to open a new area, was saving for the 350 gold weapon and armour.
--

you sound pretty good but not as good as me.:P

i agree with ReyBrujo points. and i really think you should show better stats. as an rpg pro i need to know if fighting "one more" slime is worth the gamble to get the level(and full hp) so i don't have to travel back to the house to sleep.

EDIT: remove the delay on door opening i cant tell if its lucked or delaying

wow
-------------------------------
i am who you are not am i

Trent Gamblin
Member #261
April 2000
avatar

piccolo said:

i agree with ReyBrujo points. and i really think you should show better stats. as an rpg pro i need to know if fighting "one more" slime is worth the gamble to get the level(and full hp) so i don't have to travel back to the house to sleep.

I like having some element of suprise in the game. It also gives the game some replay value as you can learn when you're going to level up.

Quote:

EDIT: remove the delay on door opening i cant tell if its lucked or delaying

There is no delay.

Mars
Member #971
February 2001
avatar

It seems to work fine now. The engine is really solid and I appreciate your GUI system. However, I do feel that there is too much grinding and too little reward, especially collecting money for the better armour was very annoying.

--
This posting is a natural product. The slight variations in spelling and grammar enhance its individual character and beauty and in no way are to be considered flaws or defects.

Michael Faerber
Member #4,800
July 2004
avatar

I downloaded it, but the .tar.gz archive seems to be corrupt, and I don't want to pay it any money ... ;)

--
"The basic of informatics is Microsoft Office." - An informatics teacher in our school
"Do you know Linux?" "Linux? Isn't that something for visually impaired people?"

TeamTerradactyl
Member #7,733
September 2006
avatar

Quote:

Quote:

Quote:

  • Preemptive attacks only for enemies.

You attack preemtively almost always.

Actually, I would agree with this one: Sometimes monsters get a strike immediately when the battle starts. The player doesn't seem to ever get this feature; you always have to wait for the bar, so SURE, you get to go first since your bar is faster than the enemy's, but what about a "the monsters have not seen you" kind of attack, like in FF? Then, after you get in your initial swing, all your bars start growing as normal.

As an aside to this, it may also be nice to see if only SOME of the monsters get a preemptive strike, so if you hit a large band of strong enemies, you're not totally wiped out immediately (you have a chance that only one of them gets to hit you before you get a chance to do anything).

I haven't gotten past the second screen of the first cave, so I'm also trying to save up my gold for the 350 weapon/armor.

  • If you fight two monsters, and each individually would give at least 1 Gold, then fighting 2+ monsters should have no fewer gold pieces than the number of enemies you're fighting. I find it discouraging to fight a Floater and a RedSlime and only get 1 GP. Makes it harder to save up that precious money :-)


  • Show the version of the game somewhere. The readme.txt says "Monster 1.0" but either that is a little outdated (I have a lot of the features you say you've fixed), or you could include the version of the game inside the executable itself (like on the title screen or something).

Nice use of Alex for the splash!

EDIT:

  • It might also be nice to be able to "run/speed-walk" on the world map... even if you still get attacked the same rate, just being able to move around faster would increase the gameplay by quite a bit!

Trent Gamblin
Member #261
April 2000
avatar

Thanks to everyone who tested the game and commented on it.. I just played through the game again and uploaded what I hope is the last bugfix version. I will be submitting it to the Depot now. I don't plan on adding any new features to this game, at least in the immediate future, but thanks for all the suggestions. I will keep them in mind if I ever do another RPG.

Michael Faerber said:

I downloaded it, but the .tar.gz archive seems to be corrupt, and I don't want to pay it any money ... ;)

I was having connection problems, so most or all of the 1.6 archives were corrupt. 1.7 should hopefully be OK. Oh, and the game is free.

Michael Faerber
Member #4,800
July 2004
avatar

Please just implement a running function, because that would be easy to implement and improve gameplay a lot for me! I played it and the lack of ability to run was really obvious!

--
"The basic of informatics is Microsoft Office." - An informatics teacher in our school
"Do you know Linux?" "Linux? Isn't that something for visually impaired people?"

Trent Gamblin
Member #261
April 2000
avatar

Fine, you win. I put running into version 1.8. Hopefully the archives aren't corrupt.. I did test them, and they seem OK. And if it introduces bugs, it's all your fault!

(I was almost going to make running command line configurable with a -impatient-mode option :P)

Mordredd
Member #5,291
December 2004
avatar

Hehe, impressive. I like it. Mind me doing some gfx?

Trent Gamblin
Member #261
April 2000
avatar

That could be cool. As long as they fit with everything else reasonably well. By that I don't mean they have to look terrible, like the current ones do, but they shouldn't stand out a lot. Unless of course you're going to redo the whole game :). If you want, I have a couple of command line tools that compile into .anim and .anims format. There's also a rather basic "level editor", although all the logic is in the scripts.

[edit]

Or if you just want to distribute a package as an "addon", that would be OK too. I could even host it.



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