I am Currently Working on a 2D Platform RPG game using Ruby and Gosu.
The Current Working Title for the Game is "Arthur's Adventures".
The Arthur's Adventures will have a mix of game play from games such as Wonderboy 2 and 3 , Super Ghouls and Ghost , Castlevania: Symphony of the Night Breath of Fire and Final Fantasy 6
I am currently looking for people will the help with the production
if you can do any of the following please reply
Beta Test the Game Draw Sprites ,Tiles or Backgrounds Design Levels Design Story Ruby Programming Scripting
I would like to create a mini dev team
Anyone wanting to help design "Arthur's Adventures" or if you just want to be a beta tester for "Arthur's Adventures" please email me at shinobichef@gmail.com
With the Subject "Arthur's Adventures"
Below are some screenshots to show what the game looks like at the current stage of development, you can watch a video of gameplay at http://www.youtube.com/watch?v=xQd5wkLJlMU
Keyboard controls Left arrow key - moves left Right arrow key - moves right Make Selection/Pause - Spacebar Up arrow key - jumps D key - Shoots Daggers(in battles) Enter/Return (center of keyboard) or Z - Use Item Page Up or Q - Move to the next item in your inventory Page Down or A - Move the previous item in your inventory
Gamepad Contols Left on direction pad - moves left Right on direction pad - moves right Make Selection/Pause - Start button X(playstation pad layout) will make you jump O(playstation pad layout) will make you shoot daggers
square or triangle will make you use the currently selected item L1 and R1 are used to cycle though your items
I can do ruby programming, beta testing, and possibly level and story design; my time, however, is somewhat limited, so I'd be most likely able to contribute usefully as a tester who could, after finding a bug, contribute a patch.
I have enough projects of my own that I probably shouldn't expect to pick up someone else's, but you've got me intrigued. The games you've listed as inspirations are well-loved by me (and many others, of course).
Incidentally, for art resources, you might check out the stuff at lostgarden.com . There's a lot of really high quality stuff there, and although it isn't necessarily intended for a platformer, I imagine some of it could be adapted to one, with some effort.
> what project/s are you working on at the moment?
None of my projects are online at the moment, but, I'm wrapping up a Gosu-based game, planning another game in my head (probably won't work on this one for quite a while, though), and I've got an FFI-based wrapper library on the back-burner.
> thanks for the art resources link > I will check it out :) > > do you have any sprites or tiles that could be used?
Just want to make it clear, lostgarden.com is not my website, just a useful one I happened to find. There's not a lot you would use as sprites there (though there is a little). What they have quite a lot of is really excellent tile-based art to build backgrounds out of.
Personally I like the idea of "collecting" exp from a recently slain monster than automatically gaining it. That's just me. You could even go further with it and make the exp have bouncy physics so the exp may bounce of the sides of the platform and be even harder to get.
I would never use it for something as simple as bouncing. Bouncing is easy: Just give your coins two variables for horizontal and vertical velocity and let the Exps be affected by gravity (similar to the player itself, just add 1 to vy per frame). For the bouncing, just set vy=-vy when you hit something vertically, and vx=-vx when you hit something horizontally.
You can also multiply it the vy/vx by a constant less than 1 each time it hits the floor/wall. This will dampen the bounce until it eventually hits zero and the shield rests on the ground just to make things look lifelike. If you don't do this, the objects will bounce unceasingly reaching the same peak height with each rebound.
It's just a suggestion, though. I don't know which you would prefer.
The level probably needs *some* more direction than it has now, but, I think one shouldn't underestimate the fun to be had exploring, trying to figure out where to go. It's a balancing act. You need to have just enough hints that the player doesn't get frustrated and give up, but not so many hints that everything is easy and obvious. (Actually, having too many hints isn't as big of a problem as not having enough, but some of my favorite games of all time manage to hit a sweet spot where they have *just* enough hints to help you out when you're completely lost).
The Levels in Arthur's Adventures will be quite big,there will be a guided path with arrow signs etc, though there will also be many hidden areas that contain special items such as New ability's such as Wall Jump,New Weapons,Armour's, Spells etc
Since Arthur's Adventures will be an Adventure game you will be able to go back to any area you have previously been too, instead of progressing though the levels like in Games such as Wonder Boy 1 and 2,Super Ghouls and Ghosts.Arthur's Adventures Levels will have Exploration as it is a Platform RPG
Now instead checking against a Gosu button constant, you would check against this Hash. You have to make this Hash accesible by the classes who need it.
Ah, monthly releases are a good schedule (it's what I try to do with Gosu ;)). Works almost unmodified on Mac btw, I just had to use the .ogg file twice because .mid is not supported there.
By scrolling over the source before hitting the run button, I'd say you should start to merge all the items into a single object list so you can shorten it down a bit, see the RMagick example game for my common approach, but there may be others. And then I think you should put a few wise old men NPCs around that tell the player what to do :)
well i got as far as the title screen and menu. it looked really professional and the music was nice too (though you did make the error of using 'to' instead of 'too' in your back story ;)). However, the game crashed my linux system when I selected to start. i only just managed to recover my system without having to do a reboot. I'll give it another go when i boot to windows. so far looks good though! (apart from the crashing).
Maybe you could record a live action video and put it on youtube?