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Showing content with the highest reputation on 03/05/2017 in all areas

  1. Hey guys! First off, sorry for the lack of communication of late! We've all been super busy working on Life Forge these last few days to give you all the best experience we can! So, as you can probably discern from the title, we're going to have to delay our release until next Friday/Saturday. We simply could not finish all the new zones, features, art, and content we intend to release with in time. We sincerely apologize for this inconvenience and we hope we can appease you with these screenshots of some of the new content we'll be Launching with Again, we're very sorry for the delay, but we feel it is the best for everyone involved. More news on the new content and features soon!
    3 points
  2. BugSICK

    ResBak Online Source

    Big Credit to THOMAS for the engine and i added/modified features that i want in my game Resbak Online. There are lots of bugs that i fixed in Thomas engine, the first release in Prospekt (if my memory is right) but that was 4 years ago and i forgot what i did. lolz I think i should give credits to this people as well. - Eclipse - Skyward - CMFiend (yeroC) - Zetasis - Chief (for the logo) - Robin - i don't own the images, tilesets, icons etc. credits to the respective owners. Feature List: 1. Day and Night 2. Right click menu on player to enable trade, guild and party 3. Moving Panoramas 4. 3 Characters per account 5. Guild system 6. Quest system 7. Bank system 8. Woodcutting, mining, fishing, crafting and alchemy 9. Style slash that will display when player attacks. 10. RPG ace NPC conversation 11. Shout Entire game if you kill a BOSS monster 12. Wings 13. Projectile System and more.. ..... BUGS.... Sometimes its hard to let go what you have been working for years.. But failed to complete it.. and here is the..Source http://www.ascensiongamedev.com/resources/filehost/cd71343ff9aa7c3585d9fe2f843a7133.rar
    1 point
  3. Zetasis

    [WIP] Life Forge

    Life forge is an ORPG designed to be what you make of it. The story is simple, you are found unconscious along a shore line by an elderly man who leads you to his home for shelter. There, the player soon realizes they have no memories, of course and the world in Life Forge is all new to them. From here, the players life is whatever they make it. A Life Forge, if you will. In the world of Life Forge there is lots to do and be a part of. Players can become great and powerful heroes or, if they wish, villains and take part in quests, explore dungeons and have PvP battles in arenas. If a player decides they don't want to run around and take part in adventurous deeds then they won't have to. In Life Forge crafting is available as well, so If a player wishes then they can harvest all sorts of goods to create a variety of items. All of which they can either use for themselves or sell to other players. Guild and Player housing are also planned features for the game, giving players another little slice of variety and choices which will make their game play unique. Website and Forums: www.lifeforgerpg.com Please visit the site for more frequent updates and to see whats going on through out the community! Features: Mount System Use mounts to travel faster! Different mounts will travel at different speeds and there will be several to choose from. Character Creation Choose your characters gender and their hair style. We plan to add new races as well. Death and Revive system When your character dies, you will have 60 seconds to either wait and be revived by another player or respawn back at your last check point. *Note: You can press "V" to respawn anytime within that 60 seconds. Crafting Use materials to craft items by using recipes! Crafted items will generally be better then what you would find at a shop. Mostly Custom Graphics You wont find any RPG Maker graphics here! Stamina and Weight system Items have weight and your character has stamina. The more weight you're carrying the less stamina you will have which will cause your character to move slower. Stamina can be raised through strength and endurance. Boss Framework Each boss is created to be unique for a more enjoyable boss battle. Custom programming for each boss is put into the game, so expect a challenge! Threat System Your character will gain threat when in battle! Be prepared, enemies will attack the fighter with the most threat first. And, there are taunt skills to increase your threat even more, for those who feel bold anyways. Quests with Quest log and tracker Keep track of your quest progress and pin the ones most important! By clicking on the quest while in to quest log, the quest(s) will pinned to the game screen for easy tracking! Talent System There are three different skill trees to apply talent points too, giving players the chance to make their character a unique and fun experience. And of course we have all the basic needs of an ORPG... Guilds Dungeons Projectile Weapons Blinding Spells Invisibility Spells Spell Casting and Projectile Enemies Paperdolled Items Zelda-Like Puzzle Systems Many other fun features! Images: ~Life Forge dev team: @SkywardRiver Lead Developer and Programming, @Zetasis Lead Developer and Graphics, @BeNjO Programmer and @Kibbelz Programmer and Developer
    1 point
  4. Stx

    [WIP] Life Forge

    Looks beautiful. Is that a new tier armour set?
    1 point
  5. WereAlpaca

    "Painted" maps

    You've given very logical and well aimed responses to everyone, good stuff Konig! I'm enthusiastic to see what you produce. This thread seems to have an oddly pessimistic feel, but I know this can be done well - I'd also like to share some useful thoughts! First of all, I would highly recommend putting together a base tileset to work from. When you can tile in portions of the map, you can really expand on that visual by parallaxing over it and you gain a lot of FPS. This combining of techniques is the perfect balance, especially when your work load feels so overwhelming. There are many inspiring examples online. Secondly, using a tileset as a base will solve the players feeling unnatural or misaligned, as you can tell from this thread, that will be a problem you will run into later. You can export full resolution and properly scaled images of the maps - straight from the editor - might need open source to export with specificity. Third of all, having a base tileset allows your map makers/programmers to have something to use and test with. Having a "base" mapper who goes through and only maps out using the base tileset could greatly lower the load on the artist as well! Lastly, make all of your fringe details use an efficient amount of tiles. Sometimes when you're taking the parallaxing approach, the over the character details stop needing to line up to grids - then you start having excessive fringe tiles being rendered. Put simple: make sure your fringe layers fit in a grid logically. To wrap this all up, keep your artistic integrity, and break rules when you need to! Cheers.
    1 point
  6. KonigDerZerfall

    "Painted" maps

    Of course. Any advice I can implement currently or start to implement a little before source release, I'm doing.
    1 point
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