Jegar's Turnbased madness group! See First Page

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Jegar
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Jegar's Turnbased madness group! See First Page

Postby Jegar » Sat Mar 31, 2012 12:38 pm

Jegar here,
So I have been looking over some of my older code and games, one such is Fallout Sleeping Dragon, Fallout/Half Life Rogue-like, and My stuff updated from that, Starbound, and Evening. All of these games have something in common; Turn-based combat.

I am thinking about reviving all these projects, and getting some short, but sweet demos out. Most of these game projects have working betas and had hit only 1 or two problems the last time I left them.

For some info for all of you I shall list the games, and a short information section:
1. The new Rogue-001 Mod I am working on (Fallout/ Half Life Rogue-like codebase)
-This is basically the priority for me in this group, I recently at time of writing: Roughly 2 Am, finishing up making the code a lot smaller and cooler, and with the advent of a new custom script that lets me scan for an Actor instead of just haphazardly get on, I can make the movement, and combat code smoother.
-I am thinking of making this game as a fan game for Fallout or Half Life rather than just using the sprites for tech testing, otherwise I have some settings in mind.
Basic1.JPG

Basic2.JPG

Basic3.JPG

2.Fallout Sleeping Dragon
-Yet another tech game, that at this point has the least priority and is the least finished, I basicly said to myself "What if Fallout was Pokemon"
Basic4.JPG

Basic5.JPG

3. Lastly there is Starbound and Evening, two more tests in the turnbased experiment
-Both of these games are my attempt to make one: A game with a generated story and an non-combat centric RPG, and two: A open sci-fi turn based RPG with a mass effect homage style system.
Basic8.JPG

Basic6.JPG

Basic7.JPG



-So that's really all I have for now. Any questions or comments are welcome
Last edited by Jegar on Fri Nov 30, 2012 4:34 am, edited 8 times in total.
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Aleff Correa
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Re: Jegar's Yet to be named Rougelike

Postby Aleff Correa » Sat Mar 31, 2012 1:24 pm

Rouge or Rogue?

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Jegar
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Re: Jegar's Yet to be named Roguelike

Postby Jegar » Sat Mar 31, 2012 1:41 pm

My mistake, I apologize, Roguelike.
And here is anotehr shot
Develo[.JPG
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Tomeh999
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Re: Jegar's Yet to be named Roguelike

Postby Tomeh999 » Sat Mar 31, 2012 2:40 pm

Lookin' pretty good, but I can't keep up with all your projects :P
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miroki123
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Re: Jegar's Yet to be named Roguelike

Postby miroki123 » Sun Apr 01, 2012 10:29 am

That isn't exactly what I'd call a map generator. That's a random box placer. :P
Just kidding. If you manage to put all that into a very custom game, it will be a first.
If you haven't tried out yet, check out my full game Voyage for Vengeance.
If you did but you're stuck, don't worry, there's a walkthrough available!

For those about to rock, we salute you.
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Jegar
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Re: Jegar's Yet to be named Roguelike

Postby Jegar » Sun Apr 01, 2012 10:44 am

Well, by map generator I mean I laid out the foundation for randomly generated maps, The one in the screen shot is the demo room, I hand made. The testing stuff would hopefully have less of a boxy look.
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Not Me
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Re: Jegar's Yet to be named Roguelike

Postby Not Me » Sun Apr 01, 2012 1:15 pm

I saw Roguelike and I had to look at this. It looks epic! :D
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The above image is totally not a link to my website.
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Fireleaf
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Re: Jegar's Yet to be named Roguelike

Postby Fireleaf » Mon Apr 02, 2012 12:49 am

I don't think I have enough info on it to be interested in influencing where it goes and all that. Is it like a turn-based thing?
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

Shmallow World (tentative progress)
Shmalloween (2010)
Attack-or-Treat
Gongo Warrior

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Jegar
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Re: Jegar's Yet to be named Roguelike

Postby Jegar » Tue Apr 24, 2012 8:26 pm

Want a Demo Fireleaf? I can whip one up so you can see for yourself since it would be kinda odd to explain.

Another tile swap, still don't know what type of path I want to take this on yet.
Fallout-Take.JPG

If any of you have any opinions, I really want to make a rougelike, but I may go wastelandish if provocated
More sample shots
Dialouge Sample1.JPG

Dialouge Sample2.JPG

Oersample.JPG
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tuliron
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Re: Fallout Rouge (Tech Demo Out)

Postby tuliron » Mon Jun 04, 2012 12:25 am

First off, I love Rogue-Likes, so this game is an epic win.
I hope this matures into a full-fledged game one day :)

a little note: In the tech demo, the Leveling is a little unbalanced.

Anyways, I see alot of potential for this game. Keep up the awesome work Jegar

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C0c1
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Re: Fallout Rouge (Tech Demo Out)

Postby C0c1 » Thu Jun 14, 2012 2:44 pm

My only complaint from a visual standpoint is the HUD takes up quiet a bit of the screen you think it would be worth making the back a bit transparent you'd get more screen space to show off the custom graphics :D
I'm Back! :D

Add me on xbox dalek124

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Life As A Kid IIIIIIIIII 5%

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Jegar
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Re: Fallout Rouge (Tech Demo Out)

Postby Jegar » Tue Aug 07, 2012 5:11 pm

The reason why it takes up so much space is that the rooms will only ever be boxy due to the limitations on the map grid, If I can figure out how to get around it the Hud will probably be cut down.

UPDATE: Fallout Rouge Sacked. Fallout: The Sleeping Dragon now

Check front page for details.
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Not Me
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Re: Fallout: The Sleeping Dragon

Postby Not Me » Tue Aug 07, 2012 5:48 pm

:o I wuvz pokemen! :D
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Wonderland
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Re: Fallout: The Sleeping Dragon

Postby Wonderland » Thu Aug 09, 2012 5:20 am

Supermutant! I CHOOSE YOU!

Sleeping Dragon? :razz: Sounds very Fallouty. :lol:

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Jegar
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Re: Fallout: The Sleeping Dragon

Postby Jegar » Thu Aug 09, 2012 12:53 pm

Sleeping Dragon makes sense if you know some about WW2 and the general idea of America at the time. And how it relates to this story in the post fallout world.
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Wonderland
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Re: Fallout: The Sleeping Dragon

Postby Wonderland » Thu Aug 09, 2012 2:41 pm

Oh. xD All I pictured was a brotherhood of steel guy shooting at a dragon from Skyrim. :lol:

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metomunc
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Re: Fallout: The Sleeping Dragon

Postby metomunc » Sun Aug 12, 2012 11:30 pm

I'd kinda like to see a space station integrated into this somehow. Maybe that wouldn't fit though. Looks pretty promising so far.
Who should I really listen to?

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Jegar
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Re: Fallout: The Sleeping Dragon

Postby Jegar » Mon Aug 13, 2012 10:21 am

Heres another shot
Shot.JPG
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Tomeh999
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Re: Fallout: The Sleeping Dragon

Postby Tomeh999 » Mon Aug 13, 2012 10:26 am

Can citizen learn more than 4 moves?
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macrostrata
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Re: Fallout: The Sleeping Dragon

Postby macrostrata » Mon Aug 13, 2012 11:41 am

I like the way this is going probably will become one of my favorites. Particularly there's something about the consistency of the 'lackluster' graphics that just tickles my fancy, I don't mean to call it ugly but as far as original graphics are concerend this actually has the mood of the game set with it. Hope the dialogue and story would be on par with fallout games' though.

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Fireleaf
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Re: Fallout: The Sleeping Dragon

Postby Fireleaf » Tue Aug 14, 2012 4:02 pm

Turn-based? Wow! The battle setup looks almost identical to Pokemon minus the capturing option. Lookin' good. :)
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

Shmallow World (tentative progress)
Shmalloween (2010)
Attack-or-Treat
Gongo Warrior

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Jegar
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Re: Fallout: The Sleeping Dragon

Postby Jegar » Fri Nov 30, 2012 4:35 am

So I am a bit sidetracked working on my Platformer, this project isn't dead but it will be some time before I work on it again.

This also applies to Echo

NEWS:


Very Rough video, but it showcases the newer party system for an unrelated game, but it may be used in Fallout:TSD

UPDATE: SEE FIRST PAGE OR FOR SUMMARY
-I am reviving many new game projects and am using this thread for them
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evs
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Re: Jegar's Turnbased madness group! See First Page

Postby evs » Sun Jan 20, 2013 11:57 am

i like the look of the first one <you walk into a cafeteria> do you have much of a plan for scripting the turnbased aspect?

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Jegar
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Re: Jegar's Turnbased madness group! See First Page

Postby Jegar » Mon Jan 21, 2013 3:19 am

Right now it operates like this:

Walk into entity, -> enemy -> Attack them, they attack you, its a single action that does your turn and thiers, its faster, but allows less player input in the actual turn, the others give the player more action per turn, but less turns overall.
-> friend -> Talk
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evs
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Re: Jegar's Turnbased madness group! See First Page

Postby evs » Fri Apr 26, 2013 7:31 pm

oh yeah,, iv made a turn based script for my mecha game it goes something like:
player enters screen -
spawn random enemies-
pause game-pan camera round all enemies n map-
pan camera back to main-
unpause-
player1 turn <enable main disable all others for 4 seconds,, lock camera on player1>
enemy 1 turn <enable enemy1,, pan camera enemy 1 x/y,,lock camera on enemy1,, disable all others for 4 seconds>
member turn <pan camera member,, enable member1,, disable all others for 4 seconds,, change controlled member=member1,, lock camera member 1>
and so on and so on. edges of the map are locked during this strategy style combat and are unlocked upon death of all enemies


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