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Member Since 29 Sep 2012
Offline Last Active Oct 10 2016 12:01 PM

#5304694 Using Other Cultural Traditions In A Fantasy Game?

Posted by on 08 August 2016 - 10:43 AM

Honestly, drop the american white guilt.


Study the cultures, learn what you can and make the system based on what you learned. You are not making a fantasy RPG based on the history of a country and RPG fans will look for great writing and great game mechanics, not a 100% precise cultural demonstration. I have seen some elements from my culture in a few games and never gave a fuck if they were precise or not.


If my word is not enough, learn from the most successful RPG series of the world, Final Fantasy. It was made by a Japanese team and their settings, spell and weapons take a little from several places in the world, not only Japan. People don't love their games because Shiva is a great representation of the Indian culture.

#5304225 Towards The Pantheon [2D Rpg]

Posted by on 05 August 2016 - 10:33 AM



I'm not sure what you mean by aggro in this context (I've heard aggro in MMO contexts but this is a turn based rpg instead of an action rpg).


I guess I didn't explain it very clearly, my bad.


What I meant is: how do you define who will an enemy attack? For instance, my party is ordered:






Is there the same chance of each of them being hit in a battle? Is there some distribution (for instance Freyja 50% of the attacks, Bam 30%, Mishima 15%, and Phenez 5%)? Or is there an aggro variable (ie Freyja made more damage so far, so it is more likely to be attacked).

Each enemy type will have their own preferences, so some will attack randomly, some will have specific criteria as to who to attack and why, and then some will be a mix of both of those (sometimes attacking randomly and sometimes choosing who to attack based on some criteria). The criteria can also be different between enemy types as well.

Since there are different types of enemies from different environments with different abilities, the will each have their own battle styles. This will hopefully keep the battles more interesting throughout the game.

And thank you for your feedback regarding the music, I appreciate it! And Ragnarok Online is one of my all time fav game soundtracks :)


Instead of double posting, here's a new pic of inside the viking houses where the race of cats live.





No problem, I can see you put a lot of effort in the game and it is always fun to talk about game design.


Your aggro system can make sense, I can imagine a dog like enemy attacking the cat more often :wink:


BTW, I laughed at the wool balls. I would add some scratches to the walls, it also would be hilarious if at the inn of the village you put a bathtub and next to it a sandbox.

#5304032 Towards The Pantheon [2D Rpg]

Posted by on 04 August 2016 - 11:47 AM

I'm not sure what you mean by aggro in this context (I've heard aggro in MMO contexts but this is a turn based rpg instead of an action rpg).


I guess I didn't explain it very clearly, my bad.


What I meant is: how do you define who will an enemy attack? For instance, my party is ordered:






Is there the same chance of each of them being hit in a battle? Is there some distribution (for instance Freyja 50% of the attacks, Bam 30%, Mishima 15%, and Phenez 5%)? Or is there an aggro variable (ie Freyja made more damage so far, so it is more likely to be attacked).


EDIT: I heard the songs, here are my thoughts (keep in mind I have 0 musical talent):


Broderskap - I really liked this one. It has a peaceful countryside touch to it. Ceratainly zone material. Definitely my favorite of the set.

Battle in the sewers - I think a battle song needs to be more agitated. IMO battle songs need to make my blood boil. It is by no means a bad song, it reminds me of the robot factory of Chrono Trigger.

A barren wasteland - I liked that one, but I think it is one for a short event only (for instance, if you played tales of phantasia, the moment that Mint and Cless enter the portal), but it is too repetitive to be a zone song.

Speedtesters at your service - liked it, very sonic like IMO.

Dark sewer: dark indeed, I liked it.

Six Six Five: I found the start a bit too similar with the Dark Sewer, the effect that starts at about 3:15 is also a bit out of touch. Other than that I liked it a lot, it has a bit of underwater theme. It took me back to Bialan Island on Ragnarok online:



Lost in a blizzard: pretty much the same of "a barren wasteland".

Sleep tight: starts a bit like a sad theme and evolves to a rap like song. I liked it, seems to fit a cyberpunk city.

#5304022 Python-Get String Between Two Characters

Posted by on 04 August 2016 - 11:34 AM

If you need to use a regexp, I believe the regexp you are looking for is:


"^[ ~\\^>]*([A-Z]*)[ ~\\^>]*([A-Z]*)[ ~\\^>]*([A-Z]*)[ ~\\^>]*([A-Z]*).*$"


When you need to test regexps I would recommend:


#5303897 Towards The Pantheon [2D Rpg]

Posted by on 03 August 2016 - 08:33 PM

Congratulations on the game, it has a bit of an earthbound feeling, though it does seem a bit childish.

When you refer to the battle system, you mean you fight with a single character or the whole party? I would like to hear how you handled aggro, it is the one thing that I hate about turn based rpgs (not being able to control who gets hit).

#5302539 2D Plain/layer Shift Game Play Mechanics

Posted by on 25 July 2016 - 04:19 PM

Either McGrane solution or, if your engine allows, simply use the actual 3D coord, it will save you a big headache and there are many 2D engines that allow it.


PS: There is http://overlap2d.com/ for level editing as well.

#5302537 Memory Allocating Error ( I'm Massed Up )

Posted by on 25 July 2016 - 03:48 PM

Have you tried running it in debug mode? It should be F8.

Remember to add debug symbols in the Settings > Compiler > Compiler settings, mark the "Produce debugging symbols [-g]" option.


You can also run it in valgrind (use "-v --track-origins=yes" options).

#5264423 Looking for a free 2D engine

Posted by on 01 December 2015 - 10:30 AM


As the title suggests I am looking for a suitable game engine. We are 3 programmers that have never made a game before but now want to create a complete game. The game will have: C++, 2D graphics, top down view, Real time action and a story component.
Sadly I failed to find a real engine which uses C++ and still allows modifying components to better fit into our game.
Thank you in advance for helping us.


Can you give a little more context of what you need?


I have been using orx (http://orx-project.org/) for 3 years, it is written on C, but has a C++ shell as well (called Scroll) and brings a lot to the table such as support for animations, sound, particle effects, FX* and time tracks**.

It is core idea is to have objects described on ini files and create/control them via source.

It has a small, but very active community (which now I am a part of) and questions on the forum/gitter are answered pretty fast.



* Basically it changes an attribute of an object for a given period of time, very useful for small effects. For instance, you can use it to change an object alpha, which  causes a blinking effect, that serves as an enemy death effect.

** A scripted series of time based events.

#5253989 SF government/race types

Posted by on 25 September 2015 - 07:52 AM



If they are a religious organization maybe you could use caliphate?


I was going to suggest hive, but I was too late =p

#5252732 ENET peer list?

Posted by on 17 September 2015 - 01:45 PM

enet_host_broadcast will send a packet to the local network for everyone to receive if they're listening to it. I don't think that's what the OP wants.

The ENetPeer is the main connection object representing the "other end," so I imagine this is valid until such time that the connection goes away. I don't know what kind of notification you get when it becomes invalid, though.


Are you sure? I just tested here (server running on NY based VM, clients running on my machine).


packet = enet_packet_create(buffer, strlen(buffer)+1, 0);
enet_host_broadcast(server, 1, packet);

And this:

for (i = 0; i <  ipeerCount; i++) {
    if (&server->peers[i] != event.peer) {
        packet = enet_packet_create(buffer, strlen(buffer)+1, 0);
        enet_peer_send(&server->peers[i], 0, packet);

Both worked for the clients (I can paste the outputs here).


PS: I ommited the buffer value initialization.

#5249385 What choose for first game?

Posted by on 28 August 2015 - 11:31 AM

Old but gold:




Step by step, covering even the most basic programming up to some basic games (this includes a console tic tac toe) and graphics.


Maybe this is one of those links that should be added to the FAQ, as I have posted it a lot of times over the years tongue.png

#5249349 How is this python statement suppose to be friendly? (3.4 ver)

Posted by on 28 August 2015 - 07:38 AM

A good and fun place to practice is this one:




Basically a crossword using regular expressions.

#5248052 RPG, Engines and Frustration

Posted by on 21 August 2015 - 08:27 AM

thank you all for your replies smile.png


I am thinking to go down in a road trying SDL and Unity2D at the same time. Apart from the 'handmakehero' (looks awesome project) what other links/tutorials would you recommend me for these SDL and Unity2D ? Based on you experience so far, are there any must-see (video) tutorials or books ?


That seems a bad idea. I would write down the features I want my game to have, then find out if I have any idea how to code it in a simple way (for instance, I want monsters to attack and people to lose HP) or if it is complicated (for instance: I want monsters to move to players, avoiding obstacles - a.k.a: pathfinding). If it is complicated, find out if there is a lib that solves this problem or if the engine has support for such a feature. After this is done, I would pick one library and use that one only. Also keep in mind that those are not the only engines in the world, there several other 2D libraries out there.


Another pro-tip (believe me, I took a long time to start doing it, and regret for not doing it early): use a version control system! And commit often! I used dropbox a few times and it was messy as hell! I would suggest git on bitbucket (if you want a private project) or github (open source projects for free, you can have private repositories with the pro version). You can also use a git remote on dropbox, but you will miss a lot of useful features.


Finally, some tools and resources you should definitely take a look:

- Tiled (http://www.mapeditor.org): tile based map editor, really useful to create the scenarios of your game.

- LPC character generator (http://gaurav.munjal.us/Universal-LPC-Spritesheet-Character-Generator/#): create ready to use LPC based sprite sheets, REALLY useful for characters.

- LPC characters resources (https://github.com/jrconway3/Universal-LPC-spritesheet): all the art used on the above site.

- OpenGameArt (http://opengameart.org/): loads of free to use art and music (some requires a citation).

- Soundimage (soundimage.org): loads of free music.

- Box2d (http://box2d.org/): Physics and collision library.

#5247936 App to make Action RPGs on iOS: seeking views

Posted by on 20 August 2015 - 03:03 PM

So it is an App to make action RPGs ON IOS (not FOR ios)?


It seems a bit too slow to develop (limited access to mouse and keyboard), also lack of a scripting language would make it too limited IMO.


You also have to consider that you would be facing other engines and game development kits, so you would need to point why your program is better than, say, game maker or construct 2.


Personally, I would not use it.

#5247708 Pointer Clarification

Posted by on 19 August 2015 - 12:25 PM

Can someone (as best you can) attempt to draw out a real-world example of how Pointers are useful?



Say you went to a party, you are with a heavy coat, you pass by the cloakroom and leave your cloak, the guy working there gives you a paper that says "Wardrobe 16". You enjoy the party and before you leave you go back to the cloakroom and deliver the paper, the guy gives your coat back.


In this example the wardrobe is the memory block, the coat is the memory content and the paper is the pointer.


There are several utilities for pointers, but in the general case they are useful to access memory from scopes other than the one it was created. The use and the scope is determined by where the memory is being stored (text segment, stack or heap), but I guess this would be a deeper discussion.