Hmm.. I've been looking around here a while and I just noticed something.
Klik games are just not suited to making RPGs, strategy, simulations, adventures. Something with that many statistics is tough with the bulky event editor & expression editor. But.. when it comes to making interfaces and all, klik products win.
There's a lot of people making all these games not suited with klik products. It looks like quite a lot of them are quite new; maybe the veterans moved on to something easier like RPGMaker or AGS.
And yet, there doesn't seem to be many groups that have these type of games on their list. There are plenty of group platformers, shooters, a few RPGs on, but no group really specializes in doing the tough, data-heavy stuff.
So.. I was thinking.. maybe we could make a group specializing in one of these types of games. RPGs, strategy, etc.. they need a lot of work and a lot of energy. By working as a team, we can share engines, share ideas, formulas, battle systems, without worrying of each other stealing our ideas. Anyone else think it's a good idea?
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
DaVince This fool just HAD to have a custom rating
Registered 04/09/2004
Points 7998
18th February, 2008 at 05:24:37 -
If we had an extension that could make non-visible objects with unique properties this could help RPGs a lot... With this I mean being able to create a programming-style object (like Enemy), give it properties (like HP and name) and then use it in the background for all kinds of data. This would allow us to have data stored in the background withhout NEEDING to make an object (well, sprite) for it.
not quite what you explained. but the data store object can store lots of data. its only a matter of remembering where what is stored where. being able to name your own variables etc would be very useful here, in rpg type games, and any other at that. this can all be solved with simple scripting abilities. where are the damn scripting abilities!?
seconded again.
n/a
DaVince This fool just HAD to have a custom rating
We've tried forming a team to create a huge rts in the past..... but failed. Bottomline, MMF has a few serious flaws which stop the creation of a good rts game, so you have to find ways around the flaws and that is tough at times.
I would also suggest that people would really start supporting those who are adventures enough to step out and create something daring with MMF/TGF. They do deserve support, but often get otherwise!
I personally, want to make a really nice Fast Paced Beat-em-up game with a completely new styled RPG elements added to it.
Also with Splitting paths of Adventure, and free roaming across the lands, with story events that happen based on when and where you are and what skills your character has acquired, among other factors, and HUGE boss battles,
and Sea Travel, and Wizards, Knights, Warriors, Dragons, etc.
And the skill system would be based on Learning along the way, not how many things you kill, but what you kill, and How you kill them, and what kind of attack was used against you and with a random code to help determine what ability you get when you beat the boss or special monster.
But I think it's too big of a Project for me to ever tackle ... it's my dream game.
Yea, I'd join ya though, but I only have TGF1 right now, do you use that any ?
I prefer action rpg and hack n' slash rpg, rather than turn-based rpg though.
And I do like some Strategy games, but haven't played many. Anyone Ever play Heroes of Might and Magic I or II ?
I used to beat everyone at those, and they'd get pissed at me.
But I guess I was stomping my cousin too bad one time, cause he gave up and didn't finish the game, and stopped playing it with me ever again.
Blood of the Ancient One, Seen only as Shadow, Faster than Lightning, Fierce as the Greatest Dragon, Nearly Invisible, Floating in a Dream, Entered through the Demon Door, Destroyer of Evil in a Realm with a Red Sky Scarred, Who could I be ?
Scripting languages are a lot better for stuff like RPGs and RTS's. In RTS's or tactical RPGs, the A* algorithm is especially useful for unit pathfinding, but it requires several array instances to be created to work (which klik isn't very good at doing).
No, no, no, no! The data store can store data, but most of the bugs in my game come from using it as a condition in a loop. Don't rely on it. Instead, stick with INI or arrays. I like INI because it's easy to pick out a variable by name. I'd suggest not trying to "remembering what is stored where"; I did that in my first few years and man, did it get confusing once you add/remove variables.
GameFun4U:
Haha, I remember the huge RTS teams back in the old days. We had this great RTS/RPG project once. It went really well, till the team leader disappeared, and we all just dissipated. I'm not making making another mega-team like that again. I'm just hoping to make a team for people who make games like that, for support, ideas, etc. You're right. They do deserve support.
MBK:
Heh, I got tired Diablo-like action RPGs. But if anything, I'd like something that combines the diversity of random items of Dungeon Siege II or ADOM with ADOM's random map generator and Neverwinter Night's choice of character creation.
TGF will not be able to handle that.. if I'm not mistaken TGF has only a 256 object limit, which leaves out the possibility of having lots of items or windows on the same screen. Get MMF2 or TGF2, it's worth the price if you're upgrading from TGF.
I played King's Bounty and Heroes III, IV.. sucked at almost all of them, lol. I used to play online all the time, even joined a league, where I had one of the worst records there
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
You can make rpgs in klik, its not that hard. whats hard is having the time to continue and make a complete game. Ive made shitloads of rpg engines, done most of the graphics but then putting it all together is whats hard. And MMF used to always crash so you needed bulk copies of the file.
Oh, RPG engines are half the problem. It's just that MMF is unsuitable to storing a lot of variables, compared to almost every other "real" programming language. I created a 'town generator' thing in half a day with C++, took me a whole day to do half that generator with MMF.
It should be OK if you're just using basic stuff like HP, Mana, Attack, Defense for all the characters. Most of my RPGs collapse on itself after 40 or so variables, thanks to stuff like this: http://www.create-games.com/forum_post.asp?id=214368. That example hit the 100 variable bar (I think it was more of 160), but thankfully it's just the world generator. If MMF allowed us to type the code in, it would save so much trouble
Edited by an Administrator.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
The only RPGs that I've ever made that were semi-successful were all made in VB6. I had been working on Equin Legacy awhile ago and that was in MMF1.5 but never finished it (not even close). It's too bad really, I used to be so good at tons of data and invnentories and crap. I found it hard to get MMF to do the same things I could do (realitively) easily with VB6.
The best I could muster would be the RPG-action hybrid, which is just fine as I do like that genre from professional games in general.
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