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 Ninja Penguin
#1
Ninja Penguin

It is a game about penguins who are ninjas.

I am creating a topic a bit early because I need some people to bugtest what's done so far. Mostly the item grid. I keep finding tiny little things I messed up on that cause huge problems. For example, '/ 2' instead of '/ 2.0' breaks the flipping of items.
Anyways, here's some info on the game:

Features
-Sort-of Real-time battle system-
Action speed is not based on agility, but on the equipment you choose and how you fight. Equip a heavy weapon for powerful attacks with significant delay, or equip a lighter weapon to trade damage for a smaller delay.
Sort of. It also uses a kind of turn queue thing, so everyone will always get their chance to act. See, battles in Ninja Penguin are polite battles. No reason to be rude just because everyone wants to kill each other.
"Pardon me, good kobold, might I trouble you to let me hit you in the face with this spiked club?"
"Oh, go right ahead my good man, as long as you'll grant me the same priveledge when my own AT guage fills up!"
"Oh, but of course!" *BAMF*
etc.

-Visual equipment-
Because who doesn't want to play dress-up with a bunch of giant talking penguins?

-Skills based on equipment-
Everything you equip has some effect on the skills and abilities your character learns. I mean -everything-. Even your hat.
Basically, everything you equip has hidden 'affinities' on it. When you equip it, it adds the affinities for all your equipment and you get skills based on the total.
Say, for example, you have 5 'healing' affinity. You get the 'Cure' spell. If you also have 3 'poison' affinity, you might get a skill to cure poison as well. If you have 3 'darkness' affinity, you could get a spell that drains health from an enemy.
And so on.

-True dual-wielding of any weapon-
Equip any single-handed weapon in either hand. Wield two swords, or a mace and a shield, or a wand and a sword, or brass knuckles and a garden spade, or even dual-wield shields. Why? Because you can, that's why.
This system also extends to skills, in that you can choose which hand you want to use a skill with. Wielding two swords with different stats? Pick the one that has the best stats for the skill you're using.

-Unique inventory system-
The party has a shared inventory as in other games, but each character also has their own individual inventory. The catch here is that characters can only equip items in their own inventory, and can only use items from their own inventory during battle.
Also, it's based on a stupidly complex grid system.

-Overly complicated stat system-
Man I don't even remember how this works. There's like eleven bajillion things affecting every action you take.

Story
There is none, yet. Currently, I'm working on finishing all the base systems before I start on the actual gameplay again. I'm maybe around half finished with them so far. Also, lots of spriting to do.

Screenshots
Screenshots

Demo
Ok, so, here's what I need help with.
http://www.mediafire.com/?kjoxnynmnmj
The gulim font is apparently included with windows, but you might have to install the east-asian language stuff for it. If you you don't want to bother with that, here's the font by itself:
http://www.mediafire.com/?xntlwmetzgz
Let me know of any bugs you find.
Except for these.
Controls:
Item Menu: Q(L) = Page up, W® = Page down, A(X) = Toggle grid/Rotate item counterclockwise, S(Y) = Toggle grid coloring/Rotate item clockwise, D(Z) = Toggle info window/Flip item, Z(A) = Open option menu for grabbed item
Equip Menu: Z(A) = Hold to view info for selected item
Aether Menu: Z(A) = Hold to view info for selected rune
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#2
OMG I am in love with this concept. As an avid penguin/dry humor-lover, I will take a look ^_^.

Keep in mind though I'm horrid at debugging. I mean, I'll find problems (or rather...they seem to find me) but I won't know what to do with them.
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#3
I guess it's just a matter of time to fix those bugs but the penguins characters, eh, I don't know, I kind of dislike them completely...
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
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#4
Wow, there are many great points. First, this game runs really smooth even on my laptop.
I like the equipment system, the tileset which is kinda plain and simple but has its own charm, the inventory (reminds me to good old Dungeon Siege times), the battle system, and especially the battle theme <3
Did you do the battle theme yourself? Really nice, I hope you can finish the game, I really like it.

Bugs:
-The "Pixelmovement Data" Folder didn't exist
-I can't see the Fight and Escape Command
-Seems that the pingus are not making any damage (or at least not really much) and I can't see the damage popup numbers
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#5
Oops well, I didn't realize the file was 11 something MB. This will have to wait until I can get to a computer with something better than dial up :P
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#6
I may give it a try too. I'll have to use a download manager mind you. I have dialup too. Winking But then, you know that.
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#7
Oh, I forgot the font for the damage pops, that would be why you can't see any damage ._.

Anyways, I haven't touched the Fight/Escape window at all, so it doesn't display correctly yet.
It probably didn't include the pixelmovement data folder thing since it was completely empty. Still gotta finish setting up the map and movement junk.

The reason it's 11mb is mostly because it's using the gulim font. I like how the text looks for it, but it IS a korean font, so there's a bunch of korean characters in there as well, which increases the filesize by a lot.
So, here's a version without the gulim font, with the damage pop font, and with the pixelmovement data folder junk disabled:
http://www.mediafire.com/?kjoxnynmnmj
The gulim font is apparently included with windows, but you might have to install the east-asian language stuff for it. If you you don't want to bother with that, here's the font by itself:
http://www.mediafire.com/?xntlwmetzgz

Oh, yeah, and I did not do the battle theme. My friend Marc (AKA Dirge of Cerberus) composed it a loooong while ago, and I only just got around to using it.
I myself have jackshit in the way of musical talent :o
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#8
Dirge of Cerberus? Man, I haven't heard that name in a loooooong time.
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#9
Finished the skill and item menus for battles :O
Content Hidden
The skill menu for the main menu will basically just be a larger version of that (like a 10x10 grid or something). The ability menu will work the same way.
Still messing around with the positioning of everything, though.


Edit-
It's done:
[Image: e0mkhg.png]
I'd like to replace the scroll that pops up for the actor commands with something else, but I have no idea what to use instead. The scroll background for the HUD might need to be switched out, too. It'd have to be able to accomodate different lengths, which limits my choices by a lot. Ideally it would be something that can work in a similar fashion, because getting that stupid scroll to work properly was a major pain in the ass e_@
Blegh.

Also fixed a couple of issues with the battler actions and poses. It'll now actually reset the frame when it starts a new pose, instead of waiting for it to loop back to 0 again. Dunno why it took me so long to notice that. Removed a bunch of unnecessary things from the action queue, namely a bunch of Loop_Breaks that weren't needed because the Action_Wait order does it automatically, so everything's about 10-15 frames faster now.
Basically what this means is I can do stupid crap like giving an enemy a 30-hit attack and it'll animate properly. Hurray?
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