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Up Topic Gosu / Gosu Showcase / Arthur's Adventures(Working Title)(Platform RPG)
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- By Shinobi Chef Date 2009-05-11 01:52 Edited 2009-10-20 15:11
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

Current Version is 0.5 ,Please download the zip file and try out the current version of Arthur's Adventures
The Current version can be downloaded @ http://dl.getdropbox.com/u/1331768/Arthur%27sAdventuresV0.5.zip

#New Changes
-9 Enemys to fight

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

Thanks
Shinobi Chef
- By philomory Date 2009-05-11 15:10
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.
- By Shinobi Chef Date 2009-05-12 01:49
Hey

Thanks for the reply

Beta testing would be great and help fixing bugs found and maybe design a level or two

what project/s are you working on at the moment?

yeh the games that im using for inspiration are great games

thanks for the art resources link
I will check it out :)

do you have any sprites or tiles that could be used?

Talk soon
Shinobi Chef
- By philomory Date 2009-05-12 04:52

> Hey
> Thanks for the reply


No problem.

> 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.

> Talk soon
> Shinobi Chef


- Adam
- By Maverick Date 2009-06-09 02:53
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.
- By Shinobi Chef Date 2009-06-09 03:22 Edited 2009-06-09 03:27
yeh will make them bounce ,would look better and they would be a little harder to get which would make the game more fun and challaging

I will try and use chipmunk for the physics to make them bounce,how hard is Chipmunk to use with gosu?
- By jlnr (dev) Date 2009-06-09 07:28
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.
- By phelps.db Date 2009-06-09 17:44
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.
- By Shinobi Chef Date 2009-06-11 02:52 Edited 2009-07-10 16:13
Thanks for the help guys,much appreciated!
- By philomory Date 2009-06-11 14:23
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).

(Edit: spelling)
- By Shinobi Chef Date 2009-06-14 13:21 Edited 2009-06-18 15:29
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
- By Maverick Date 2009-06-20 00:26
Assuming your buttons are laid out Playstation Styled:

L1/2 -> cycle through item
R1/2 -> cycle through magic

Triangle -> Use item
Circle -> Use magic

This would be very organized, but will it hinder game play?
- By Shinobi Chef Date 2009-06-28 11:51 Edited 2009-07-07 02:23
or I could allow the user to set it how they want,though how is this done in code?is there an easy way?

comments anyone?
- By benko Date 2009-06-28 18:44

> or I could allow the user to set it how they want,though how is this done in code?is there an easy way?


keys = {:left => Gosu::KbLeft, :right => Gosu::KbRight, :up => Gosu::KbUp, :down => Gosu::KbDown}

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.
- By Shinobi Chef Date 2009-06-29 16:46
Thanks Benko :)

Much appreciated!
- By Maverick Date 2009-07-01 23:23
I think you're next focus should be using your attacks.
- By Shinobi Chef Date 2009-07-12 14:00 Edited 2009-07-13 07:51
I will probably make a mac version when Ive added/done a few more things such as

#weapons and magics you can use
#enemy's you can fight and kill
#equip-able Boots
#equip-able Armours

I will have hopefully added all the above in V0.013(September's Beta) or V0.014(October's Beta)

I have added the source code for V0.011
it should run on mac with only a few small changes
- By jlnr (dev) Date 2009-07-12 14:56
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 :)
- By Shinobi Chef Date 2009-07-12 23:42
Thanks for testing out the latest version

Also thanks for the tips ;)
Will have a look at the RMagick example game

how come .mid is not supported on mac?are there any plans to add it?

I wanted to have the option of ogg and mid sound ,and have the player choose which one they would like,as mid has that old school sound to it

Yeh will put a few NPC's into the game soon ,some that tell the player what to do,some that are shops and maybe a few others too.
- By Shinobi Chef Date 2009-08-09 14:59 Edited 2009-08-17 04:06
Thanks for your option :)
- By jblovloss Date 2009-08-09 17:20
Honestly i prefer the bricks =)
- By lobo_tuerto Date 2009-08-10 13:23
Yeah, me too. :)
- By Shinobi Chef Date 2009-08-17 00:51
Im changing the version numbering and release times between betas

the time between releases will now be 2 weeks
I will now be working on the game a lot more than before

current release schedual is

0.2-Aug 20th
0.3-Sep 6th
0.4-Sep 20th
0.5-Oct 6th
0.6-Oct 20th
0.7-Nov 6th
0.8-Nov 20th
0.9-Dec 6th
1.0-Dec 20th
- By Shinobi Chef Date 2009-08-20 13:09
Arthur's Adventures V0.2 is now released!
- By ippa Date 2009-08-20 14:27
The URL in your first post 404s. Is the game in a playable state (from a end-user-gamer standpoint)? I would love to play some =).
- By lobo_tuerto Date 2009-08-20 14:30
Or better yet, you should set up a repository... authomatic updates for everyone everytime! :D
- By ippa Date 2009-08-20 16:57
mm, github ftw.
- By Shinobi Chef Date 2009-08-21 01:21 Edited 2009-08-21 03:52
Thanks for letting me know about the 404
its fixed now :)

Arthur's Adventures V0.2 is somewhat playable
you can travel around and collect stuff but there is no enemy to fight or wizards to talk to yet

Will add a few wizards to talk to in the next week ready for the next release V0.3 on the 6th of September
- By Shinobi Chef Date 2009-08-23 02:15
Ive added Red Wizard's to Arthur's Adventures

You can buy items from the Red Wizards
- By Dahrkael Date 2009-08-24 15:29
what are greater in the game, dungeons or exteriors?

the title must be similar to the scenarios.
- By Shinobi Chef Date 2009-08-24 15:40
Exteriors

I guess v7,8,9,10 would best reflect what the game is about
- By benko Date 2009-08-24 19:27
I like 7 the most, but make sure you have the right/permission to use artwork you didn't create 100% yourself.
- By patrickespake Date 2009-08-27 12:24
This game run very slow in my machine. Why?

--
Ubuntu 8.10
Kernel Linux 2.6.27-7
Gnome 2.24.1

Dual Core Intel Pentium 4 3GHZ
Memory 1GB

Ruby 1.8.7 (2008-08-11 patchlevel 72) [i486-linux]
gosu (0.7.14)
- By Shinobi Chef Date 2009-08-27 12:50
No sure

What GFX card to you have?

Do you have Windows Xp/Vista or Mac OSX installed on that machine also?
- By patrickespake Date 2009-08-27 13:46
My GFX is GeForce4 MX 4000 64MB.
In Windows XP the game run normal, very fast, but in Linux run very slow.

The performance the Ruby in Linux is very poor.
- By ? Date 2009-08-27 14:06
In Windows XP the game run with 30 FPS.
In Linux Ubuntu 8.10 the game run with 2 FPS! :(
- By Shinobi Chef Date 2009-08-27 14:10
The Game is meant to run at 60 fps
I think your gfx card is the main problem that it is not running at 60 fps
- By banister Date 2009-08-27 14:10
patrickspake, do other gosu games run fine in linux? or is it just arthur's adventures that's having speed issues?
- By patrickespake Date 2009-08-27 14:24
banister,

I try "Rock Paper Grenade by michael.keenan" (http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?tid=78) have the same problem.
- By banister Date 2009-08-27 14:37
I would say you need to get the correct drivers for your video card in linux :)
- By patrickespake Date 2009-08-27 14:39
Shinobi Chef,

I tested my gfx card apparently is working well.
- By patrickespake Date 2009-08-27 14:40
banister,

The drivers are already configured.
- By Shinobi Chef Date 2009-08-30 15:14
V0.3 of Arthur's will run a lot faster(on older computers) ,I have made a few changes to how the game works

you should beable to get around 50-60 fps with V0.3

I will release V0.3 on the 6th of September
- By Shinobi Chef Date 2009-09-06 08:02
Arthur's Adventures V0.3 is now released
Download it from the links at the top of the page :)
- By banister Date 2009-09-06 11:53
hehe 80 megabytes, still downloading... ;)
- By Shinobi Chef Date 2009-09-06 12:08
Thanks

Please let me know what u think of it
- By banister Date 2009-09-06 12:24
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?
- By Shinobi Chef Date 2009-09-06 13:34
Thanks for testing and thanks for the typo correction

It should work fine under windows or mac os x

I did make a video of gameplay though it skips alot of frames and looks quite bad
- By Shinobi Chef Date 2009-09-20 15:00
Arthur's Adventures V0.4 is now released
- By Shinobi Chef Date 2009-10-20 15:12
Arthur's Adventures V0.5 is now released
Up Topic Gosu / Gosu Showcase / Arthur's Adventures(Working Title)(Platform RPG)
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