Saturday, 5 March 2016

Basic Stats Screen

Started with the jumping ability and the basic stats screen. Debating which stats to include as I need to decide early so as not to rewrite everything. Also thinking about whether to include RPG Maker graphics. I think everyone knows I'm making this with RPG Maker and it's hard to change everything to look like the original. May this should be a mashup? I think this stat message could look quite cool.
 I think you can see the problem here with using RMV sprites. They look VERY cartoony compared to the real life painting style of QFG. If I did this the game would certainly not feel like the original, but maybe if I did it tastefully it could take on a character of it's own?

Moderation is the key, the advantage of doing this is that I then have the very practical RPGish sprites to add to my game, and I can easily use them as events, or I could just hunt thru all the old Sierra games for my map objects. Undecided.

Cutting Down the Project Size

Today I cut a lot of unused maps, mostly ones from the original game I was making which I hoped to incorporate as a sub game, but I realized this would be a lot of mess without benefit, now I have my maps neatly arranged for a good work flow, and one more map screen.


Friday, 4 March 2016

Sneaking Through the Rainforest

Quest For Glory: Extended "Sneaking Through the Rain Forest"
I've been working on the rain and it's looking quite good, you can't see the cursor with this screenshot but I have a good system for changing between cursor icons, running and sneaking. You just push keyboard buttons, I think this is faster than the original.What do you think about the graphics? I am filtering the backgrounds but not the player as if I filter him I will get black lines around, but I actually really like the effect of only characters being sharp and clear pixels.

I'm still working on reducing the file size of the demo, I wouldn't recommend downloading the current one unless you are really interested. New much improved one on the way soon. 

Wednesday, 2 March 2016

Character Scaling


Found an amazing plugin that lets me scale the player or events by percentage. I think this may well be one of the last things from AGS that I didn't have. So happy about not needing to make custom images every time a character moves into the distance. 
http://forums.rpgmakerweb.com/index.php?/topic/52546-aramis-sprite-zoom/

Sneaking Sprites

Quest For Glory I Sneaking Sprites for RPG Maker MV
I have finished the sneaking sprites that work with Galv's three character plugins. Currently I'm trying the find a way to scale the character when he walks further from the camera, I was just replacing the sprites with smaller ones but this is cumbersome and looks amateurish. I certainly miss this feature from AGS as character scaling was built into the map editor, however I when I see the wealth of amazing plugins coming out for RMV every day I am glad I made the decision to switch.

Monday, 29 February 2016

Progress Update

This morning was spent on trying to make the enemies HP and damaged status remain the same in and out of fights. In the original you could take down a monster by using a combination of close combat and projectiles on the map screen. I'm finding some parts of RMV's core system are rather illogical. Such as you can only decrease or increase enemy HP by a variable, but can't just make it equal to one. The same is true for others setting player's item counts. This silly limitation means I have to make a mathematical formula workaround every time....and I hate maths....
While I'm mentioning the illogicalities of RMV I might add the enemies have no HP bar at all, how you could make an entire battle system while leaving out the ability for the player to know how much HP an enemy has is beyond me.

Sunday, 28 February 2016

Progress Log

Yesterday I was thinking about whether to include these scenes as walk-able areas.



The problem is the original game didn't include these scenes (except for one as the title), because there was an avalanche preventing the player from exiting Spielburg Valley. It was a great shame the 'Valley View' picture was never featured in the original game (although it's in the game's resources).

In the fan made Quest For Glory 4 1/2 the player could walk up through a snowy path to escape the valley. You went this way...

































The were then a bunch of snowy scenes to explore which the game maker made from splicing together different Sierra scenes, I thought this was extremely cool and incorporated it into my original AGS version.

I also played around with Paint.net using some tutorials and came up with this OKish post-avalanche version of the Valley View scene.


Spielburg Valley After Avalanche

But I'm not quite happy with it, I need more photo editing skills, perhaps I should move to using actual Photo Shop as well.

Today I spent a few hours trying to set up the Running, Looking, Hand and Mouth icons and make them work with my goblin, using the Mouse System EX plugin.

One of my expansion ideas is to give Intelligence points for every time the look at something of interest, and Speech points for trying to talk to people or even monsters. If the player has enough, they can even talk a goblin into being friends with them.