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Messages - This Side Backwards

1
Original sprites from the DS game "From the Abyss". http://www.spriters-resource.com/ds/fromtheabyss/
Slightly altered for use in BABS, hadn't finished converting them all, but I'm sure you'll be able to find some nice weapon sprites to use with them. Gave up on my project that used these, hope someone can find the time to finish a project with them...

*Note: To get good movement effects, choose the attack command in the combo editor first, then movement right after. It will initiate the attack right away, and the character will lunge forwards during the attack.

I HIGHLY SUGGEST YOU DOWNLOAD THE SPRITES IN THIS ZIP FILE TO AVOID THE SMALL IMPERFECTIONS THAT IMAGESHACK HAD CAUSED

Idle and Moving
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You must have idle poses active for this sprite if you want it to look proper.



Sword
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Charge sprites (those on the left) should be used with these, if only for a few frames to add reality to the swings.
   
    Swing 1

Suggested Weapon Type: Sword
Suggested Range: 1.5
Suggested Movement: None

    Swing 2

Suggested weapon type: Spear
Suggested Range: 1.5
Suggested Movement: 1 Step Forwards

    Swing 3

Suggested weapon type: Spear
Suggested Range: 3
Suggested Movement: 3 Steps Forwards


Spear (Incomplete)
Spoiler: ShowHide

I hadn't yet added weapon sprites to these, but you can find a multitude of spear sprites here.

    Swing 1

Suggested weapon type: Spear
Suggested Range: Weapon Sprite Dependent
Suggested Movement: 2 Steps Forwards


    Swing 2

Suggested weapon type: Sword
Suggested Range: Weapon Sprite Dependent
Suggested Movement: 1 Step Forwards

    Swing 3

Suggested weapon type: Spear
Suggested Range: Weapon Sprite Dependent
Suggested Movement: 1 Step Forwards



Bow (Incomplete)
Spoiler: ShowHide


I hadn't yet added a bow sprite to this. Search some resource sites for one you think'll work well.

Suggested weapon type: Bow
Suggested Range: Up to you!
Suggested Movement: None


Spellcasting
Spoiler: ShowHide

There are two charge sprites you can use, it'll still work out well without them. The charge sprites can even be modified to be the casting poses. It's up to you!




Anyways, hope you enjoy them, if ever you use them in your project, post a link here, I'd like to see the results!
This Side Backwards
2
RMXP Script Database / Re: [XP] Blizz-ABS
September 26, 2010, 09:06:53 pm
That's alright, I'm looking forwards to the next version then!

Thanks for keeping BABS alive winkio!
3
New Projects / Re: [XP] Eternal Grace
September 26, 2010, 08:52:45 pm
I didn't have problems with the tutorial... A quick few things to fix though, there are many times where small message codes (such as to change the colour of the text) aren't quite fully spelled out and end up showing in the text. Also, I find the game can be a teeny bit laggy, but nothing game braking at all. The hexacards minigame is well implemented (almost slightly reminiscent of pokemon) and plays well. I haven't had the chance to play to far into the demo yet though, I'll give more of opinion then. Up till now though, it seems to be a pretty solid game! Great job!
4
RMXP Script Database / Re: [XP] Blizz-ABS
September 26, 2010, 07:50:35 pm
Is there any quick edit I could make in the meantime?
5
RMXP Script Database / Re: [XP] Blizz-ABS
September 26, 2010, 02:34:54 am
This next question may be a tough one...

Is there any way BABS can be edited so that sprites for skills (_skl) are centered on the battler the same way _wpn sprites are?
My character's sprite extends futher than the normal bottom, but a centered sprite would allow for much more space on all sides...
6
Projects / Games / Re: [RMXP] BUGGED: A Simple Puzzle Game
September 24, 2010, 10:45:37 pm
Found all those problems and fixed em'...

Guess I was getting anxious to get a demo out nearing the end and made a few dumb mistakes...

Thanks for playing and for pointing them out!
7
RMXP Script Database / Re: [XP] Blizz-ABS
September 21, 2010, 06:46:07 pm
I'm currently working on a game using the combo system, I have to say, it's working out really well. Just one question, is it possible to integrate a second weapon into the combo? An example would be if the player currently has a sword equipped, doing the normal swing, is there a way to have the character use another weapon that could be configured to use, say, a spear attack pattern (straight forwards) so that the combo would essentially be a swing, then a stab? (Just as an example). I've fiddled with switches and common events, it works, but is just long to set up for multiple weapons and characters. I'm fine if it isn't currently possible, I was just wondering if I was missing something in the combo menu...
Thanks for the great work on BABS so far though winkio!
8
Projects / Games / Re: [COMPLETED] KALEIDOFLY
September 20, 2010, 06:42:36 pm
I hate having to bump, but I could I please have this project moved to the "Projects/Games" folder as it is a completed game?
:: Thanks Blizz!
9
New Projects / Re: [XP] Eternal Grace
September 17, 2010, 09:15:33 pm
All right! Been looking forwards to this demo! Trying now and will give my opinion.
10
Projects / Games / Re: [RMXP] BUGGED: A Simple Puzzle Game
September 09, 2010, 01:33:46 am
I added a gameplay gif to gif you a better idea about how the game works. It's short and plays faster than the actual game though...

Also fixed a minor bug on a certain enemy.
11
Projects / Games / Re: [COMPLETED] KALEIDOFLY
September 09, 2010, 01:31:14 am
Added a quick gameplay gif to give you a better idea of how it works, it may play faster than the actual game does though.

Also re-fixed the saving and double checked this time. Thanks for all the awesome comments so far!
12
Projects / Games / Re: [RMXP] KALEIDOFLY
September 08, 2010, 01:04:26 am
Finished the game!

Added all three new levels: Rectangles, Triangles and Lines (which I must say is really tough).
Fixed an 8 way sprite bug on the WASD control scheme.
Fixed saving and blossoms appearing in unobtainable places after loading a game.

The current download link is only temporary until mediafire gets back up and running. Done!

Enjoy!
Oh, and does this now qualify to be moved into the normal projects folder?
13
Projects / Games / [COMPLETED] KALEIDOFLY
September 07, 2010, 01:20:32 am





KALEIDOFLY [COMPLETED!]









    KALEIDOFLY is a simple game where the player moves a fly around the screen to collect blossoms in an attempt to fill the power gauge. Each blossom has it's own varying value as well as movement patterns. The player must also maneuver around moving obstacles in order to survive. These obstacles come in multiple colours, each moving at a different speed. The player, however, is not alone as there are smaller flies that act as scapegoats. Every time the player is damaged, a smaller fly dies until there are no more, in which case, the player loses.

    The game consists of four levels, each containing five stages. Each set of stages is be centered around a certain shape which makes up both the background and the moving obstacles. Each of these sets gets progressively harder and can only be unlocked after the completion of other simpler ones.





    As the fly, your main goal is to fill the power gauge on the right side of the screen (see screenshots). To do this, you must collect blossoms which come in different forms:

   

    Green: These blossoms do not move but have the smallest value.
    Pink: These blossoms move in a random fashion and have a moderate value.
    Purple: These blossoms move away from the player and have the highest value.
    Small Fly: These small flies move in a random fashion. Picking them up will add an extra fly to your group essentially adding a life. There can, however, be no more than three. You can differentiate these flies from those that are already yours by the fact that they change colour slightly as they move. Collecting small flies will not fill the power gauge.

   

    Yellow Obstacles: These are the slowest obstacles, however, they are also the hardest to see. Watch out as they may sneak up on you!
    Pink Obstacles: These are moderately quickly moving obstacles, but are easier to see.
    Blue Obstacles: These are fast moving obstacles, beware as they can easily cut you off your path.

    Be aware of the darkness of each shape, some may be hiding behind another, causing double or more damage if they hit you!

    Small Flies: Small flies will join you if you collect them from the field. They will follow you around and even aid you by stunning obstacles if they feel that they are in peril. You will lose a fly for every time you get hit by an obstacle so watch out! Small flies themselves, however, cannot be damaged by moving obstacles.





    Movement: Arrow Keys OR W,A,S,D
    Select: Space OR Enter
    Cancel: C or Esc
    Save: P (Only in the main menu)





    Main Menu
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    Ellipses
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    Rectangles
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    Triangles
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    Lines
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    Gameplay Gif
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    KALEIDOFLY: http://www.mediafire.com/?qwwzxyvfzkq818u





    Design and Graphics: THIS SIDE BACKWARDS (Me!) thissidebackwards.cz.cc
    Blizz ABS and Z-HUD: Blizzard http://forum.chaos-project.com/index.php?action=profile;u=1
    Music: Kevin Macloed incompetech.com
14
Thanks guys!
It still causes problems with BABS but that's OK.

I'll more than likely use this on another smaller project then.
+ to all three of you for the help!

I'll mark as resolved.


15
I was wondering if someone could write a script much like Blizz's "Switch to Fullscreen" from TOA only have it make the game window smaller (320x240). Another way to put it would be the way you could change the screen size back in RM2K3. The tricky part would be having it be compatible with BABS.

I've already tried a few that I've found through google but none of them are compatible with BABS.
16
Definitely going to give it a try. I'll give feedback soon.

EDIT :: Ok, so it definitely seems as if a lot of work was put into it. I'm going to start with visuals though... I found the mapping to be rather plain and bland, I understand how difficult it must be though to have an open world-type feel to it without making large open spaces, but it just doesn't really work so well in a 2D rpg maker game (in my opinion). Battles are pretty much the bare basics of Blizz ABS, no sprite animations, but I see how much work that would be considering all the different characters and outfits. I would suggest at least having a swishing sound or some other indication that the player is attacking though. Good use of scripts on the other hand, though something is making the game rather laggy. I'm not so sure if the script where the camera slowly catches up to the character when he/she stops moving is necessary though. I noticed a minor bug where after saving and reloading, my character was no longer wearing clothes... They were still equipped but I had to take them off and re-equip to have them show (probably a bug in Blizz's Script). One of the major things that bugged me was the speed of the character. I found to be just too slow. It made traveling a hassle. Sprinting was well implemented, but the long recharge time once again bugged me. It's just one of those tiny things that made my enjoying of the game a little harder... One final note, there were certain parts that weren't so obvious, or just didn't make sense such as the entrance to a cave map being a tombstone...

I really like where you are going with this. I like the idea behind it and respect the fact that it will more than likely be a long endeavor to complete. Keep it up, and I'll try out the next release!
17
Resource Requests / Re: Sprite needed
May 09, 2010, 02:24:51 pm
Second one from the left.

Spoiler: ShowHide
18
Projects / Games / Re: [RMXP]Entropy
April 29, 2010, 06:50:44 pm
Definitely looks interesting, I was really wanting to try it, but for some reason, it freezes during the initial cutscene (at "a blur of carnage"). The screen fades and the player stops responding.

I'll be sure to take a look at it once this is fixed though!
19
Projects / Games / Re: [RMXP] BUGGED
April 25, 2010, 08:15:45 pm
Thanks winkio, that's generally what I prefer to do... It's easier to actually complete those kinds of games generally and so I don't get too exasperated... Thanks also wizered67 for the comment!
20



BUGGED Version 1





BUGGED is a simple puzzle game where the player has to make the entire board glow by stepping over the separate tiles. Walking over most tiles a second time will turn them off thus bringing you farther away from accomplishing your goal. In version 1, there are 5 stages, each with 10 levels for a total of 30 levels. After completion of a stage, the player is rewarded with a special bonus or play mode. The overall idea behind this game was to use as little menu interaction as possible. It is for that reason that the majority of the games' modes are accessed through the interaction of tiles.

The only script used was the font override from Blizz's Tons of Addons.

I'll add extra levels after completing another of my games. All 30 levels take around 1 hour total to complete.




::CONTROLS::
ARROWS = Movement and menu navigation
SPACE = Select
X = Cancel and open main menu
A = (When unlocked) Switch music
S = (When unlocked) Change bugs

::GOAL::
Walk over every tile to make them glow. Some tiles have special attributes attached to them that will either affect you or the tile. Be sure to use the earlier levels to figure out what those special attributes are. After all the tiles are glowing, enter the white portal to be transported to the next level.




Title Screen
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Stage Select
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Main Menu
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Gameplay
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Gameplay Gif
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http://www.mediafire.com/?jfabn2qxrrrl5sa
Be sure to install the font in the folder. It is required to play the game.




Graphics, Font, Development :: This Side Backwards :: thissidebackwards.cz.cc
Tons of Addons (Script) :: Blizzard :: http://forum.chaos-project.com/index.php
Music :: Kevin Macloed :: incompetech.com

And also, if I could get this moved to the completed projects folder, that would be greatly appreciated!
:: Thanks Aqua!