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ItsyRealm: Alpha #2
Aaron Bolyard
Member #7,537
July 2006
avatar

Hey,

Here's another ItsyRealm alpha. I added a bunch of stuff since the last release. It's really too much to list.

Some hints:

Right click things. There may be cool options you miss. :)

There's currently two areas: the Foggy Forest and the Abandoned Mine. I suggest doing the Abandoned Mine first. The Foggy Forest has some magic enemies so ranged weapons/equipment helps. Kiting (running away and attacking) is a great strategy...

The Ghostly Miner Foreman can be fought multiple times and gives good combat XP, and assuming you don't stand still, is pretty safe. :)

Areas reload when you leave/return.

To save, sleep at the comfy bed. The game also saves when you die.

Listen to Advisor Grimm and Skeleton Miner Joe, they know what they're talking about.

You can move the save directory (LOVE) to %APPDATA% (e.g., C:/Users/Aaron/AppData/Roaming/) to try out a bunch of stuff out-of-the-box. The Amulet of Yendor is a debug item... Don't abuse it. And I wonder how you get it? :) Hmm...

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{"name":"v84hxQ6.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/4\/444e77e5899f06590a287e783a6a0a45.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/4\/444e77e5899f06590a287e783a6a0a45"}v84hxQ6.png

{"name":"vOAhvFC.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/c\/3c9ceaf2c131e4f371d245eb792a989e.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/c\/3c9ceaf2c131e4f371d245eb792a989e"}vOAhvFC.png

o5QRsUC.gif

(The GIF looks dumb so here's a link.)

You can download it here: https://github.com/aaronbolyard/itsyscape/releases/download/alpha-20181207/itsyrealm-fuse.zip

The zip is 18 MB so Allegro.cc yells at me.

Dizzy Egg
Member #10,824
March 2009
avatar

Hello Aaron

I ran this on Windows 10 and it worked beautifully! Congratulations so far, it's really smooth, it feels like it could grow into something huge! Everything worked really well, I enjoyed talking to the various characters, but was upset I couldn't waste all money after I withdrew it all from the banker!

I got killed pretty quickly after entering the dungeon, but I didn't take any food, I just stormed in after getting my free axe and mallet from....that guy.

I will try again tomorrow when I have more time, but my initial response is that I thought it worked beautifully, and I look forward to killing those skeletons.....and red gloves and boots so I can look like me ;)

----------------------------------------------------
Please check out my songs:
https://soundcloud.com/dont-rob-the-machina

Aaron Bolyard
Member #7,537
July 2006
avatar

Thank you!

Dizzy Egg said:

Everything worked really well, I enjoyed talking to the various characters, but was upset I couldn't waste all money after I withdrew it all from the banker!

There's a general store owner near the banker who sells some useful tools & supplies for crafting and fletching, but unless you're making a lot of magic/ranged armor, you probably won't run out of coins.

Quote:

I got killed pretty quickly after entering the dungeon, but I didn't take any food, I just stormed in after getting my free axe and mallet from....that guy.

There's a helpful guy named Joe in the dungeon who will give you food. If you run away from the Skelementals, they'll stop following you. Just keep going further into the dungeon and you'll come across him.

The ideal order is the Squid (since it gives food) -> Abandoned Mine -> Foggy Forest, but I haven't added the Squid yet.

bamccaig
Member #7,536
July 2006
avatar

Aaron Bolyard
Member #7,537
July 2006
avatar

I'm more concerned with getting a game working than getting the game working on Linux at this point in time.

I've spent over 2,0001,000 hours on it in the last 9 months and have another 10,000-20,000, so priorities.

edit: I'm working on an "Alpha #2b" that helps guide the player along before I begin work on the Port / final dungeon. If anyone has suggestions feel free to open an issue: https://github.com/aaronbolyard/itsyscape/issues

Dizzy Egg
Member #10,824
March 2009
avatar

I found Joe and filled up on food, I also managed to disguise myself ;) then I took out the big guy and returned the items to...I forget his name. I can't work out how to make weapons though! I started a fire so....that's a start! ;D

----------------------------------------------------
Please check out my songs:
https://soundcloud.com/dont-rob-the-machina

Aaron Bolyard
Member #7,537
July 2006
avatar

The hatchet and pickaxe are the only melee weapons right now, ;D.

Magic weapons can be made with wood (right-click on wood and craft). It requires level 2 crafting to make a wand, level 6 for a staff. Armor requires blue cotton, thread, and air runes (you can make runes from unfocused runes in the Foggy Forest at the Air obelisk). Blue cotton is a common drop from wood nymphs. Requires 2-6 crafting for a full set.

Ranged weapons are bit more complicated: you need bowstring, which is made from spinning flax. You can find flax in the foggy forest. With bowstring, you can right-click "craft" on logs and it should show you your options. The bow requires level 1 fletching, the longbow level 5. Bows requires arrows, which are made from feathers, arrowshafts (cut from logs), and arrowheads (made from bars). Armor is made from cow hide (mooish leather) and thread. Requires 2-6 crafting for a full set.

I'm going to add peeps that explain all this in the tutorial.

Dizzy Egg
Member #10,824
March 2009
avatar

Aha! I definitely need a bow and some armour! Cool, I'll try that tomorrow!

You should be really proud of where you have gotten so far - I've tried to develop games and have never gotten this far, so props man, keep up the stellar work!

EDIT: One of the things I find a "bit" frustrating is when I right click on an enemy to choose attack but because of their movement or mine, the menu vanishes too quickly!! This maybe a difficulty consideration purposely inflicted, in which case, ok! But it would be nice if it would have a small delay, so only vanished if the enemy moved too far from the menu, or a half second timeout?

EDIT: I got stuck in the water!!!

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----------------------------------------------------
Please check out my songs:
https://soundcloud.com/dont-rob-the-machina

Aaron Bolyard
Member #7,537
July 2006
avatar

1. The poke menu (what pops up when you right click) closes if you move the mouse away from it. I can add a delay before it closes.

2. I'm sorry about that! Hope you didn't lose much progress. Do you know where you were roughly standing and where you clicked to go? I think the solution would be to "push" the player back if they happen to step on an impassable tile (like water).

*edit:* oh my gosh I love you. You showed me a test case I couldn't reproduce consistently, where tiles previously impassable became passable for no reason.

The reason? Static props from a previous map popped the impassable flag *after the new map was loaded*. So say I marked the tile (10, 10) impassable in the map editor (call this Map A). Then, in a connecting map, there's an static, impassable prop at (10, 10); call this Map B. When I went from Map B to Map A, the impassable flag was popped after Map A was loaded.

I've been working on all the issues brought forth by Dizzy and my brother on my GitHub. For example, I added a skill guide:

{"name":"097QAdj.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/3\/23efcdae980336592cb0d149ad36e022.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/3\/23efcdae980336592cb0d149ad36e022"}097QAdj.png

Edgar Reynaldo
Member #8,592
May 2007
avatar

I still want continuous LMB walking. Having to click on every waypoint sucks. I can guide the little fella by myself...

I like the skill guide. Maybe you could incorporate the idea of recipes? Having to find the recipe before you can craft something?

Aaron Bolyard
Member #7,537
July 2006
avatar

That feature is a lot more complicated since everything works on the current "you're following a determined path" kind of logic (e.g., combat). It's a complete break from how the player works vs literally everything else.

Blueprints are easy to add, they'd either be an item or new resource type added to the GameDB and then used as a requirement for the action. It's very flexible. :) All the skill guide info is pulled from the GameDB.

Edgar Reynaldo
Member #8,592
May 2007
avatar

You see, over engineering your game does have benefits in the long run!

Dizzy Egg
Member #10,824
March 2009
avatar

Right, I have to ask, cos I'm a very busy man, my current work commitments mean I literally get a couple of hours to myself a day, which is fine, I'm not complaining about that! But is there anything I'd doing wrong in not succeeding in the forest - when I have a go at the tree, I don't stand a chance against those little nymphs, I have a longbow, and arrows, I have 14 health.....should I level up more? Or am I missing something.....usually I'd figure it out but like I say, time time time!

----------------------------------------------------
Please check out my songs:
https://soundcloud.com/dont-rob-the-machina

Aaron Bolyard
Member #7,537
July 2006
avatar

Dizzy Egg said:

Right, I have to ask, cos I'm a very busy man, my current work commitments mean I literally get a couple of hours to myself a day, which is fine, I'm not complaining about that! But is there anything I'd doing wrong in not succeeding in the forest - when I have a go at the tree, I don't stand a chance against those little nymphs, I have a longbow, and arrows, I have 14 health.....should I level up more? Or am I missing something.....usually I'd figure it out but like I say, time time time!

The new update (below) addresses this. First, get some food from Skeleton Miner Joe (4-6 cave potatoes is more than enough). Then make a bow and about 50 arrows. Use leather armor, if you can.

When you attack a nymph, run away. You'll keep shooting arrows, and the nymph will try to keep up, but it'll usually be out of range which means you take a lot less damage.

If you're still having a hard time let me know! I'll make the nymphs slower and/or weaker.

Alpha #2a:

  • Clean up shop UI

  • Attack while walking while using ranged / magic

  • Show indicator when performing action vs walking

  • Hide ribbon tab when certain blocking interfaces are open

  • Add tutor NPCs around Isabelle Island

  • Show stat info (XP, etc) on hover

  • Add skill guides

  • Add Idromancer

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Download here!

...

*edit 12/13:* I added some more clothing styles:

wTeDNAo.png

I also added some major optimizations to rendering (frustum culling & scene graph traversal in C++) which is a 20+ FPS boost depending on your hardware.

It's not published as a release yet.

bamccaig
Member #7,536
July 2006
avatar

Dizzy Egg
Member #10,824
March 2009
avatar

Hello, I'm currently levelling up my smelting/smithing, and I found a couple of things that hopefully will be helpful, one is that Skeleteon Joe got stuck:

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And then I can consistently get stuck, if I walk from the smelting room towards Joes area, and click on "mine copper" before I get around the corner, I can get stuck:

{"name":"611805","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/2\/d213d5bb4f9f371fd06e974d39d1f45a.png","w":1286,"h":754,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/2\/d213d5bb4f9f371fd06e974d39d1f45a"}611805

It's not the end of the world because I can easily click away from the corner and manouvre around, just thought you'd like to know....also a skelemental killed the smith! He was back when I exited the cave and came back down though 8-)

Love the new guides by the way, really makes the difference!

EDIT:

Skeleteon Joe doesn't come unstuck when I exit/leave, he's obviously in trouble!!! He still gives up potatoes though, so I'll leave him be for now :P

----------------------------------------------------
Please check out my songs:
https://soundcloud.com/dont-rob-the-machina

Aaron Bolyard
Member #7,537
July 2006
avatar

I think I fixed some of the walking diagonal bugs in my latest git version. There's like 1-2 random edge cases that are still hard to replicate but they're unrelated. I'll package up a release tomorrow!

I also added red boots / gloves as a thank you. :) You can talk to the Idromancer to change your look.

edit: Here you go, Dizzy Egg: https://github.com/aaronbolyard/itsyscape/releases/download/alpha-20181214/itsyrealm-fuse.zip

let me know if Joe gets unstuck!

Edgar Reynaldo
Member #8,592
May 2007
avatar

I'll try and play this tomorrow. Does it work on XP? Does it use allegro at all?

Aaron Bolyard
Member #7,537
July 2006
avatar

It may work with Windows XP SP3, you'll probably have to download this, though: https://www.microsoft.com/en-us/download/details.aspx?id=48145 (It's in the README).

It uses (a custom fork) of Love2D which does not use Allegro, unfortunately.

...

edit:

{"name":"eTEiJub.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/9\/59b6afd031ce918964be17ad36ae1e83.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/9\/59b6afd031ce918964be17ad36ae1e83"}eTEiJub.png

I'm on a boat.

...

edit:
{"name":"ajGnGqC.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/8\/9871b739f0bb4d768342eb87d38aef42.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/8\/9871b739f0bb4d768342eb87d38aef42"}ajGnGqC.png

spooky scary squids

Edgar Reynaldo
Member #8,592
May 2007
avatar

Aaron Bolyard
Member #7,537
July 2006
avatar

I added the squid encounter and a skeleton of Port Isabelle. Think of it as "Pre-Alpha #3." Haha.

{"name":"EFsKfB8.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/0\/e00cdaa0e85d39c4135b2f0f1b84153f.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/0\/e00cdaa0e85d39c4135b2f0f1b84153f"}EFsKfB8.png

{"name":"Nhqd9e7.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/9\/997e07f19bd86beea1e205e020974403.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/9\/997e07f19bd86beea1e205e020974403"}Nhqd9e7.png

You can download it here.

The TODO list for Alpha 3 is still pretty big, but in short:

  • Fishing / Cooking skills (items, actions, etc)

  • Various NPCs in Port Isabelle (tutor, shop owner, Jenkin's wife).

  • Finish the weapons (cane for magic, boomerang for ranged, and mace / longsword / dagger for melee)

  • Selling to shops

  • XP rewarded is based on damage dealt (i.e., 3 damage to a 10 hp monster would reward 30% XP, not the full 100% as it is now)

...and numerous miscellaneous things like adding drops to zombis and more chickens. (Wow!)

I wander what happens if you let the sailors die? :) Maybe that have a cool drop...

*edit:*

Well I added:

  • Fishing / Cooking skills

  • Fishing shop

  • Rewards for slaying Mn'thrw

{"name":"8TFEoHJ.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/8\/18724347ec1f04d7bbd2732d9c57cce7.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/8\/18724347ec1f04d7bbd2732d9c57cce7"}8TFEoHJ.png

Get it here!

Niunio
Member #1,975
March 2002
avatar

Looking better and better. :droll:

-----------------
Current projects: Allegro.pas | MinGRo

GullRaDriel
Member #3,861
September 2003
avatar

I tested it, and got a little bug:

When talking to Crafter Susie, using the scroll wheel to look at the item also make the entire viewpoint moving.

Edit:

I can't scroll in my inventory, and I don't know when it's full !

Edit: some kind of notification when leveling would be nice :-)

"Code is like shit - it only smells if it is not yours"
Allegro Wiki, full of examples and articles !!

Aaron Bolyard
Member #7,537
July 2006
avatar

You only have 28 inventory slots. You'll have to drop, bank, sell, or craft items if you hit 28. If you try and obtain resources beyond that point they'll just be wasted. There's easily accessible banks in the Abandoned Mine, near the furnace; at Port Isabelle, near the bed; and in Isabelle Tower, in the north-eastern-most room.

In the future, resources obtained past your inventory limit will drop to the ground.

I will fix the scrolling issue.

GullRaDriel
Member #3,861
September 2003
avatar

I got a real issue while trying to collect the things in the reward chest in the mines

Error

ItsyScape/Common/Callback.lua:18: ItsyScape/Game/ItemBroker.lua:973: item not in broker
stack traceback:
[C]: in function 'assert'
ItsyScape/Game/ItemBroker.lua:973: in function 'getItemProvider'
ItsyScape/Game/BankInventoryProvider.lua:34: in function 'deposit'
ItsyScape/UI/Interfaces/RewardChestController.lua:109: in function 'collect'
ItsyScape/UI/Interfaces/RewardChestController.lua:58: in function 'poke'
ItsyScape/Game/LocalModel/UI.lua:28: in function 'sendPoke'
ItsyScape/UI/Interfaces/RewardChest.lua:97: in function <ItsyScape/UI/Interfaces/RewardChest.lua:96>
[C]: in function 'xpcall'
ItsyScape/Common/Callback.lua:86: in function 'onClick'
ItsyScape/UI/Button.lua:46: in function 'mouseRelease'
ItsyScape/UI/WidgetInputProvider.lua:159: in function 'mouseRelease'
ItsyScape/Application.lua:248: in function 'mouseRelease'
ItsyScape/DemoApplication.lua:94: in function 'mouseRelease'
main.lua:92: in function <main.lua:90>
boot.lua:503: in function <boot.lua:493>
[C]: in function 'xpcall'
boot.lua:657: in function <boot.lua:630>

Traceback

[C]: in function 'error'
ItsyScape/Common/Callback.lua:18: in function 'errorHandler'
ItsyScape/Common/Callback.lua:73: in function 'process'
ItsyScape/Common/Callback.lua:86: in function 'onClick'
ItsyScape/UI/Button.lua:46: in function 'mouseRelease'
ItsyScape/UI/WidgetInputProvider.lua:159: in function 'mouseRelease'
ItsyScape/Application.lua:248: in function 'mouseRelease'
ItsyScape/DemoApplication.lua:94: in function 'mouseRelease'
main.lua:92: in function <main.lua:90>
[C]: in function 'xpcall'

Edit:

Got this one while trying to eat some medics when reaching zero life:

Error

ItsyScape/Game/ItemBroker.lua:991: provider does not exist

Traceback

[C]: in function 'assert'
ItsyScape/Game/ItemBroker.lua:991: in function 'iterateItemsByKey'
ItsyScape/Game/LocalModel/Stage.lua:691: in function 'getItemsAtTile'
ItsyScape/Game/Probe.lua:187: in function 'loot'
ItsyScape/Game/Probe.lua:112: in function 'callback'
ItsyScape/Game/LocalModel/Stage.lua:858: in function 'update'
ItsyScape/Game/LocalModel/Game.lua:73: in function 'update'
ItsyScape/Application.lua:222: in function 'func'
ItsyScape/Application.lua:117: in function 'measure'
ItsyScape/Application.lua:222: in function 'update'
main.lua:80: in function 'update'
[C]: in function 'xpcall'

"Code is like shit - it only smells if it is not yours"
Allegro Wiki, full of examples and articles !!

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