Try “Fred The Fly”

Posted by dolgion on Wednesday May 11, 2011 Under Flashpunk, My Games

I made a game! It’s a simple 2 Player game, where one player uses the mouse to control a fly flap, trying to catch the other player who controls the fly with the keyboard. The goal of the fly is to catch the bread crumbs flying around. For Fred to win, he must eat 5 bread crumbs, and can use a special power, a 2 second slow-motion to escape otherwise inevitable death-by-flyflap. Press X to use it.

Give it a try and tell me what you think! Read More

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Reflecting on the FP-JRPG engine and what’s next?

Posted by dolgion on Thursday May 5, 2011 Under Flashpunk

Hi. So I’ve started learning Flashpunk back in August 2010, and immediately fell in love with it. It’s simple (compared to some other ways of game development), it’s Flash (so it can be played in the browser – platform independency FTW!) and there’s a great little community for it too. I’ve always dreamed of this ultimate RPG, where there would be vast lands to explore, thousands of fun things to do, and a real dynamic in the world that no RPG has ever had. Like many starting game developers, I immediately set out to work on that game. No time to lose! But alas, it is a long and windy road, and for all the motivation I have, it’s a real piece of work almost all the time. But I’m not writing this to complain. I forgot where I heard it, but this really hit home with me: “Making the game you really want to make is not a sprint, it’s a marathon” – I’m paraphrasing here as I don’t remember the exact words. Often I hear people say that when starting out, you should forget about that dream game you always wanted to make – at least until you have more experience.

Now, I’ve started writing this engine because ideally I want to use it to create that dream RPG of mine. If it turns out that it isn’t possible or too impractical in the long run, at least I’ll have learned enough so that I can make a new and better one. I’ve learned a ton of things, and it’s been a great experience. It’s not finished, and I intend to take it as far as I can. So where are we now? We have

  1. A tile-based world composed of multiple maps with indoors and outdoor areas
  2. Player character  movement with animations and stats
  3. NPCs that can walk around using A* Pathfinding
  4. Multiple-choice dialog with NPCs
  5. An inventory, items, treasure chests
  6. Enemies and turn-based combat

I find it hard to continue writing the engine without making sure that the features that are already there are robust. So I decided that at this point, I have enough features to actually start making a little RPG. I’m sure that in a real project, many of the problems with this engine will become more apparent to me, so that I can in turn improve on the engine.

I will not open-source this first game, but anything I learn from making it that can benefit the engine itself will get there, and the engine is open source. I’m going to write about the game itself, design-wise but also technical things and maybe, if I am confident enough, about a possible story. A little dev diary, innit cute?

In any case, it’s going to be a small, simple little RPG. I will try to put it in the 30min – 1h length of game play. If anybody has an interest in helping me out with art, that would be very appreciated. Sadly, I cannot pay for any work done, so it would all be voluntary work. If I am content with how the game turns out, I’ll put it up on a portal site, or maybe I’ll look into FlashGameLicense. Revenue there would be shared with collaborators, though the exact percentages are at this stage of course impossible to state. If you have any thoughts, suggestions or anything to say at all, the comments section is right down there. Okay then, see you!

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FlashPunk Tutorial 13: To Battle! – Part 3

Posted by dolgion on Thursday May 5, 2011 Under Flashpunk

Welkom terug! (that was dutch). Source code with assets HERE and a playable demo HERE. Read More

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FlashPunk Tutorial 12: To Battle! – Part 2

Posted by dolgion on Tuesday May 3, 2011 Under Flashpunk

Welcome back to the second part of the turn-based combat tutorial. Here, I will delve deeper into the inner workings of the PlayerBattle.as class. Before starting off though, let me point you as usual to the download link for the full source code with assets here, as well as the playable demo here. Read More

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FlashPunk Tutorial 11: To Battle! – Part 1

Posted by dolgion on Tuesday Apr 19, 2011 Under Flashpunk

Hi again! After more than a month since the last tutorial, I’m back with some new stuff. As announced, I have been working on making a turn-based combat system. It’s generally a lot like the type of combat you’d see in the older Final Fantasy games. There’s a bunch of things in the code that will be improved on, but for now it’s good enough. You can get the full source code with assets here, and give it a try here. Read More

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The Combat Mode is almost done!

Posted by dolgion on Thursday Mar 10, 2011 Under Flashpunk

So I’ve been working and working on this thing for the last 2, 3 weeks or so. Still haven’t gotten around to putting a background image for the battle screen. The code is horribly, horribly messy and has still tons of hard-code in it. I’ll need to spend another week or so revising and refactoring it. Once that’s done, I will make tutorials for the combat mode (which will take multiple posts) and some of the more specific things like spells. But you can check the functionality out already: Read More

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Try the Combat Screen (Work In Progress!)

Posted by dolgion on Tuesday Mar 1, 2011 Under Flashpunk

Hello! As I’ve been working on the combat code for the JRPG Engine, I thought why not let people actually play around a little bit? So here you go. It’s very very early phase, there isn’t even a background for the combat screen, and the enemies don’t do anything. The link to play is here.

But it’s embedded here: Read More

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Combat Mode is coming to Town!

Posted by dolgion on Friday Feb 25, 2011 Under Flashpunk

Hehe, just a quick heads-up on what I’m working on right now. Cheers

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FlashPunk Tutorial 10: The Inventory UI – Part 2

Posted by dolgion on Friday Feb 18, 2011 Under Flashpunk

Hey and good to have you back! In part 2 of the inventory ui tutorial, I’m going to be explaining cursor movement, equipping armor and weapons and also consumption of potions. As usual, the demo can be played here and the full source code including the assets can be gotten here. So without further ado, let’s continue the tutorial! Read More

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FlashPunk Tutorial 09: The Inventory UI – Part 1

Posted by dolgion on Wednesday Feb 16, 2011 Under Flashpunk

Hello and welcome back once again as we delve deeper into the inner machinations of the FlashPunk JRPG Engine! Today’s topic is as annouced the implementation of the player’s inventory screen, which was a pain in the ass to code to be honest. I’ll explain in detail how the inventory screen works, how equipment modifies the player’s stats and also an explanation on how the first basic types of effect of consumables were coded. Blah blah blah full source code as blah is available blah here, and blah blah also play the latest build here. Read More

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