RPG comp game progress: Demo! 2 chapters!

Posted by Yaru on July 4, 2012, 8:16 a.m.

Yeah, the title should tell you the most important bits. Shattered World: Beneath A Stone Sky's first SECOND demo is ready to play!

Features 2 chapter, ½ of which is the tutorial part (the first 3 stages of the Greatwall Academy). There's over 300 items and 29 playable classes (including the main protagonists' unique classes) so there's a lot more under the hood of this engine than you may think from the first glance.

Link to demo: https://www.box.com/s/2c7d160e460fc418e222

Mirror: http://sandbox.yoyogames.com/games/201511-shattered-world---beneath-a-stone-sky

Screenshots:

Comments

Juju 12 years, 4 months ago

Please don't bump so aggressively. New limit - one bump per day.

Yaru 12 years, 4 months ago

Oh. Okay, after taking your feedback to heart I've discovered the Edit button. And the +1 button, too. Pretty subtle.

Will behave in the future.

death 12 years, 4 months ago

that looks sexy. mind blowingly good graphics actually. looks like a good 16-bit rpg, something you could see on the Sega Genesis. I'll be back to comment with feedback of the gameplay . . .

pounce4evur 12 years, 4 months ago

Oh man! Yeah this looks really good. I just stopped in to comment, but I'll definitely try this out later.

Yaru 12 years, 4 months ago

Glad to hear!

Update: Started to add in tech skills (aka non-spell Specials). Greatly reduced some previously impossible stages' difficulty. Don't think I'm gonna reach my original goal of content but I'm gonna throw in as much as I can.

Also, I've made so much sprites Game Maker has trouble with the internal drawing surfaces (the main game canvas and the two room change ones). I actually ended up with the game refusing to update the screen at all once. Anyone knows the most memory efficient way to lay up graphics in general? All characters are 784x64 four image sprites (that are actually sprite sheets) but do you think I'd be better off going making separate subimages for all of the images?

Glen 12 years, 4 months ago

First picture, top left tree. Optical illusion. Depth issue. And is it by design choice that you keep a block of dirt missing from the left side? Other than that, great level design.

JID 12 years, 4 months ago

This looks really nice, I can't wait to play these games for the comp some of these are turning out really well

Rob 12 years, 4 months ago

Looking good.

Is it bad if I thought the bows were giant erections at first?

Rolf_Soldaat 12 years, 4 months ago

I get this error whenever an enemy tries to cast a healing spell:

"___________________________________________

ERROR in

action number 1

of Alarm Event for alarm 2

for object obj_griddraw:

In script ai__check_actions:

In script action_healing_hitbox_get_score:

Error in code at line 28:

scr += 1

^

at position 22: Unknown variable scr"

Also, it would be nice to be able to switch characters into a stance where they don't make counters.

That way you wouldn't keep losing your spellcasters/archers to unwanted counter-counters.

Yaru 12 years, 3 months ago

UPDATE!

- Fixed the enemy healing glitch.

- Fixed like 5000 other small stuff (see changelog for details)

- Added Tech Skills (non-spell spells) and more stages.

Also submitted the comp entry version to Toast just a few minutes ago. Updated the above download link to lead to the comp entry version, too, so you can get a sneak peek on it.

Estimated game play time: 5~6 hours, grinding and Game over time (aka lost progress) included.