Showing posts with label making games. Show all posts
Showing posts with label making games. Show all posts

Tuesday, February 6, 2018

Puckamon new demo, first FYS:AHS demo release, 8-bit graphics set update

Wow, I haven't updated this thing in over a year? Whoops! Well, I have been kinda busy with various things, ranging from getting a new job (technically I'm on "new job #3" since my last post here... though I'm also still working at "new job #1," preparing to get my hours cut back a bit) to various game-making projects to moving into a new apartment (which will be happening again in the not-too-distant future) and of course that whole "I have a girlfriend now" thing, which still seems like a pretty new thing to me even though we've been together 7 months now (I guess this being the first time I've ever had any luck with that sort of thing will do that. XD)

Anyway... what's happened in the world of stuff relevant to this blog since my last post here? Well, in chronological order...

  1.  Puckamon got a new demo release right in time for Christmas of 2016.  This new version adds Hammerspace City and Icepick Town to the ranks of the hammer-themed town names already featured in the game, and of course there's two new gyms to go with them.  There's also several new route and dungeon-ish areas in the vicinity of the new places, some new Puckamon to catch, and the first of many Gym Leader rematches (with the game's weakest Gym Leader, that Pikachu-obsessed creep Brandon who lives in Lumpen Town.)
  2. Fnrrf Ygm Schnish: Alleghany Hell School is now available to download and play.  There's some bugs in the version that's currently available, but yep, you read that right -- after spending so many years in development hell (this game's been in production on and off since 2008!) FYS:AHS has finally been unleashed upon the OHRRPGCE game lists.  The game is not complete yet, but it does cover a significant chunk of the story, from the power outage that starts the whole thing off all the way up to the discovery of Mr. Higgins' secret mad scientist lab underneath the school.
  3. My 8-Bit Graphics Set has been expanded.  Some notable new additions -- a bunch of new weapons (nearly double what was included originally) and hero sprites (more than double the original amount!), a decent chunk of new enemies (there are now 150 total!), and a good pile of new attack animations (bringing their total to an odd but impressive 127.)  If you've already got a game going with the old version, don't worry -- all the newly added sprites are also available for individual download on the OHRRPGCE Wiki's Free Sprites and Free Animations pages.
And what's next? Well, first up is probably a bugfix-plus-some-added-stuff update to FYS:AHS -- there's a nasty bug that lets you sequence-break into the outside areas and see some cutscenes involving a character you won't even have until you can get outside the school legitimately, so getting a version of the game out there with that hole plugged soon is a priority.  I've also gone through and added a bunch of extra details to the maps, ranging from stuff as insignificant as scuff marks and cracks on some of the floor tiles all the way up to a couple of new rooms and more student NPCs inside the rooms that were already there.  I also went ahead and added in two optional bosses (one of which was planned way in advance, the other I got the idea for sometime later along based on what was originally just a random joke detail in one of the maps), one of which has its own dungeon area beneath the sewers... and also, one non-optional boss leading into the next part of the game's main plot.  I'll probably add at least two more rooms to the school before I upload the new version, but aside from that, finishing the second optional boss's scene and adding in one more NPC so that the comic-book-trading sidequest can be completed are all that's left to do.

I'm also going to be making a new game using my 8-bit graphics as a base.  So far that's mostly just in the planning stages, but once the FYS:AHS bugfix demo is out there I'll be focusing mostly on that so things should start moving along a good bit quicker.

Tuesday, June 28, 2016

Coming soon...

Not exactly a game, but I've been working on an OHRRPGCE project for the past couple months or so and it's getting pretty far along now so I figured I'd go ahead and post something about it on here.  Basically, what it's going to be when it's done is a set of graphics (8-bit NES style) that will be free for anyone to use in making their own games.

This basically started when one of the people who works on the OHRRPGCE commented that an old set of graphics I made back around 2007 was the most-complete set of graphics anyone had submitted to the OHRRPGCE wiki for free use up to that point (with the exception of Vikings of Midgard I assume; I guess Vikings is a bit different since the graphics are all free to use but they were originally for a game rather than just being graphics that anyone can use.)  I've always looked at those graphics as being painfully incomplete, so I guess the idea that the half-finished state they were in is actually somehow the most anyone's done up until now motivated me to actually make a complete set.  I started off with walkabout graphics using a similar style to the ones in that old bunch of graphics (a few NPC sprites even are slightly-modified versions of those older ones), then moved on to making everything else -- enemies, attack graphics, maptiles, and so on.

Currently, I'm finished with enemy sprites (there are 120 total -- 40 small, 56 medium, and 24 large), attack animations (90 of these), and weapon sprites (30.)  I also have 90 walkabout sprites... but as I just realized the other day, that doesn't include any vehicles like boats or airships or anything, so I'll probably add a few more of those before I'm done.  I also have 16 completely finished maptile sets; there will probably be 20 of those in total before I count them as done.  Right now the only thing that needs a lot more work before it'll be done are the hero sprites (I have standing and attacking poses for 16 "character class" type things, but need to finish them up) and battle backdrops (there's only 3 of those so far, all carried over from my older incomplete set of graphics.)

Here's some of the enemy sprites:


And here's some screenshots showing off some of the maptiles (and a few walkabout sprites, in some cases.)

Finally there's world map tiles! A lot of them based on the ones from
the much older set of graphics, actually, though some completely new.
This temple/ruins tileset is the most recent one I made.
(Now without the glitchy-looking random chunk in the lower-left corner!)

And the standard grassy town was the first set I finished, of course.

Followed shortly afterward by a desert town (not pictured) and then
this snowy town tileset.  Lots of NPC sprites in this one, too.

Pub/bar kind of place, with pirates and old people and werewolves!. XD

Cave, complete with random ogre and random-er treasure chest.

Castle tileset.  I think I reused the pillars from The K'hyurbhi Lands since I liked
how they turned out so much but I doubt I'll ever do more with that game.

There's even tiles for the standard "inside some huge critter" dungeon.

More world map stuff.  Forests, lake, swamps, bridges, castle, etc...

And here's some desert-y maptiles.

And finally the standard "inside house" set, with random farm family.

Tuesday, August 11, 2015

Looking back: an old, unfinished Zelda Classic project

While visiting my mom's house these past couple days for my sister Julia's birthday, I stumbled across something a bit unexpected -- a working version of my unfinished Zelda Classic project from sometime in the Dabney years, around 2007ish I'm guessing though I'm not 100% sure on the exact timeframe involved.  For a long time I figured that project was pretty much "lost" due to a weird error related to the subscreen, which prevented me from finishing it back then... but then I found out that apparently, the file is still openable in ZC version 2.10, it's only newer versions that get an error message while opening it and refuse to go any further.

This old ZC quest was actually the inspiration for the more-recent ZC tileset that I made, and then the project I'm currently working on using said tileset.  Which is basically a remake of this old one, but with a lot of stuff changed around and just generally improved.

So I poked around with it a bit, playing through as much as I could (it was maybe around half finished when I stopped working on it) and fixing a couple of horrible bugs that I had somehow missed before -- like if you tried to continue from one area of the map, you'd end up stuck in a tree and unable to move.  Here's some screenshots (old version above, new version below) comparing places from the old version to their equivalent areas in the one I'm working on now.

Not quite an exact-equivalent screenshot, but it does show part of the town area in both versions of the game (and makes it pretty obvious that the new version's house tiles were based on the old version's house tiles), so it works.

Apparently the town area of the map had a name in the old version -- "Wumpton."  I didn't remember that at all, and in the new version the town doesn't have any name specified.  Wumpton is kind of a silly-sounding name anyway, so I probably won't put it in the current version of the game.  The old version actually had three towns -- Wumpton in the central foresty area, a town in the snowy northern area named Skemo (in the new version there's a single house and a shed that you can bomb your way into up there, but not an entire town), and a town on the western island called Mureen.  Yeah, the Mureen Swamp was on its own separate landmass back then rather than just taking up the lower-left corner of the map.  The old version had a bigger overworld in general, with the northlands and the Mureen Swamp area both having their own maps (and I had planned an eastern desert ruins type area to have its own map also, though I never actually got that area done... or even started. XD)

 
Both new and old versions have a castle, with a king who sends you on your quest.  Except in the old version, you couldn't actually get to the castle before completing Level 1 (which was, thankfully, directly north of the town where you start... so it wasn't hard to find), while in the new version it's the first place you have to go since  you get the sword there and you can't leave town without getting a sword.

The name of the castle has also (...slightly) changed. XD

The king's sprite was a bit goofy in the old version, with a HUGE crown and a face that was obviously edited from the NES Zelda old man.  Rather than giving advice on where you might find some of the relics as in the new version, he gave you the letter which allowed you to buy bombs and the magic shield from one of his knights.  The castle itself was a lot bigger in the old version, with a knight running a store and a "test your strength" gauntlet of Darknut fights which, if I'm remembering right, led to either a heart piece or a buttload of money if you cleared it.  There were also storage rooms with money and heart/magic containers that you could access using the hammer and wand.  In the new version, all this has sort of melded together into the side-rooms of the castle which you eventually have to go through in order to gain access to Level 9, which require you to use all of the items you find in the previous dungeons to get through (arrows to hit an eyeball block target, ladder to get over some little pits of water, red candle to light torches, whistle to get rid of a Digdogger, boots to cross lava and get a key, wand to remove a weird block, hammer to pound some posts.)  There's still a couple of heart pieces hidden around in the castle, but the way of getting to them is a bit different now.

 
In both versions of the game, there's a snowy northern area.  In the old, it's a separate overworld map (and you start out climbing up there through some not-so-snowy mountains before reaching the snowy part)... in the new version, it's the upper-left corner of the map, though it's implied that that isn't the actual location of the area since you reach it by going through some mountain caves in the northeast.  Basically, the northlands of the new version are an unreachable mountainous region within the old game's northlands, and you skip over the "long way" of getting to them now.

In both games, you'll find one of the main dungeons up in the snowy area.  In the old version it's Level 2, the Mountain Orc's Fort, which I actually like more than the new version's Level 2 for the most part -- I don't plan on replacing the new one with something closer to the old one (they're too drastically different for that to be possible!), but I will probably mess around with the new version's Level 2 a bit before I make this thing publicly available.  In the old version, the Moblins were replaced by orcs; the old version's world was more of a completely different and unrelated world (with very few "regular" Zelda monsters carried over, mostly the invertebrates like Leevers and Octoroks and Moldorms) while the new version's is more like an alternate-universe Hyrule.  In the new version, Level 3 (the Frozen Forest Temple) is located here instead.  Shown above are the entrances of the two dungeons.


And going out of order a bit here, this is the end of Level 1 in both the old version and the new version, with Link holding up the Holy Relic box.  The old version had a teleporter in the relic rooms, I'm guessing because in some of them it might be possible to get stuck otherwise (or just to make it easier to get back out again if you, for some odd reason, went all the way through the dungeon over again?), while in the new version that's not the case.  The new version also has a consistent layout for the relic storage rooms, with the relic box sitting on a raised platform, two torches, and lots of statues around the outer edges.


And here's Level 3's entrance in the old quest, compared to the entrance of the Geru Fort in the new one (where I reused the "locked gate in front of dungeon" thing, albeit for an optional mini-dungeon where the spear is hidden rather than one of the main ones.)  Old-version Level 3 has more of a resemblance to new-version Level 1, considering the abundance of Rope snakes and traps and the green color scheme... they're even both located in the eastern part of the map, though old Level 3 is further south and a bit further east than new Level 1.

 
Last pair of screenshots for now -- showing the subscreens of both versions.  The new one, of course, looks a hell of a lot better... though you can probably tell that some of the sprites for items are pretty much exactly the same between the two versions.  This also shows a few differences -- the old version had torches rather than candles, the magic shield had a different design, and the rupees were replaced with coins (again, as the old version's world was completely unrelated to Hyrule rather than being an alternate-universe version of it.)

The old version had a weirdly huge gap between the two rows of the inventory, and the relics did not yet have their fancy background color octagon things like in the current version.  Exactly what some of the relics are has also changed -- the shiny sword shown in the old version screenshot is gone, replaced with the Rod of Mushesh (also a useable item!) in the new version.  Actually, I think that's the only one that actually changed -- the others just got new, better sprites (you can see this with the scroll.)  I think only the apple's sprite was carried over as-is, though it became a golden apple rather than a glowing version of a regular ol' red apple as in the old version.  The order you get them in has also changed -- old version had scroll, sword, apple, either stone or skull (I can't remember which was in Level 4 before), Burijeoo symbol, and then probably the stone/skull (whichever wasn't in level 4), crown, and holy grail.  I can't remember what levels 6, 7, and 8 were in the old version, though I know one of them was hidden in the graveyard (like new-version's Level 7) and one was basically Hell, complete with Satan as boss battle (replaced by new-version's Level 8.)  No clue what the one I'm completely forgetting would've been.

And... that's all for now.  I'll be posting more on this later, though -- I took over 100 screenshots of the old version, these are just the ones I had a new-version equivalent to compare them to!

Thursday, January 22, 2015

Fnrrf Ygm Schnish: Alleghany Hell School

...okay, so it turned out the blob game mentioned in the previous post didn't hold my attention as long as I thought it would (though I do still have ideas for that one bouncing around and do still plan on making it eventually.)  Instead, in the past couple days I've gotten back into working on Fnrrf Ygm Schnish: Alleghany Hell School, which is a game I've been (very slowly) working on since all the way back in 2008.

Though, in a way, it actually goes back to 2003.  Here's the full history...

Like I said just a second ago, FYS:AHS's origins can be traced back to 2003, when I was just starting my senior year of high school.  I'd been fiddling with the OHRRPGCE since its earliest versions (back in 1998) and had gotten a bit of practice with it, and after several fairly awful games that got finished (and several better ones that didn't) I had another idea for a game.  This one was to take place in my high school to start out with and then branch out to other areas (which turned out to be a big part of why it never got done--making the scale  too big didn't work very well, and the story ended up being pretty slapped-together and nonsensical.)  I did a bunch of graphics for the game, but never got more than a single school hallway into an actually-playable state.  I also made the mistake of letting people sign up to be playable characters in the game... of course, most of the people who signed up weren't people that really grabbed my attention in the "I could make a character based on them" way (it's hard to describe exactly what way that is, but some people just stand out to me in weird ways and ideas for characters based on them come to mind much more readily), so these sign-up characters ended up just being... the person they were based on, but with a sword! Or some other random weapon.  The characters I actually wanted to put in the game were still there (many of them based on actual people too), but there were a bunch of "extras" based on those who signed up, which made the whole thing kind of feel slapped-together in yet another way.  Anyway... I did a lot of planning for this game but not a lot of actual game-making, and it ended up never getting beyond the point of "one hallway with a Drunken Kangaroo boss randomly hanging out near some stairs" completion.  You could get one party member (picking from three available in the classroom you started in), but only one of them ever had any special abilities defined so when testing the game I always picked her.  Yeah... not a lot of this actually got done.  It DID, however, give me some of the concepts I used in later games--the Freaky Fungus enemies that showed up early on (based on an actual fungus I found a few times) reappear in FYS:AHS with a much bigger role, and FYS:AHS (like the 2003 Fnrrf Ygm Schnish game) starts out with the school experiencing one of its many sudden power outages.

The Australian science teacher tellin' it like it is.
Only two of the playable characters from 2003 FYS are still playable characters in FYS:AHS, and one of them doesn't stick around in your team for the entire game (though I won't post any spoilers as to why, or which character I'm referring to here.)  The others, however, still appear in the game as NPCs (or, in one case, a recurring NPC earlier on and a boss battle later.)  The power outage plot ends up being resolved very differently than the original version--rather than a demonic "Servant of Spongebob" (...yeah, I had Spongebob in the game as the "Lord of Moronism," or basically a guy who has power over stupidity and tries to spread it across the world as much as possible) tampering with the school's electrical systems in order to supercharge its own power, the power outage in the new game was a result of faulty wiring being chewed through (though I won't spoil how this is discovered or how it's fixed, of course.)

Anyway... onto the 2006 version.  After not getting far in 2003 FYS and eventually even deleting the game file altogether, I started on a new Fnrrf Ygm Schnish game in 2006.  This one, like the previous attempt (and the current game) started out in Alleghany High School.  Unlike the 2003 and 2008-to-present versions, it didn't start with a power outage but with a school dance... during which a couple students show up late and discover that all the other students have gone missing with no explanation.  This leads to an exploration of the school, and the character based on me briefly blacks out and has a journey through some bad places in his own mind where an evil duplicate of himself named "Edwin" is lurking.  After this, the two characters are reunited and go back outside, where they find a scary-looking dude in a Santa outfit calling himself "Blackbeard Santa."  He promises to "give the gift of Moronism" and then attacks.  If I had made anything beyond this battle, it would have been revealed that Blackbeard Santa was responsible for the disappearances, trapping all of the other kids inside his magical sack, and the dance proceeds as normal (the game would have faded out and skipped it, of course, but still.)  After that, things would have gone to a mostly incoherent story much like 2003 FYS but with a different plot that at least tried making sense this time.  Nothing past the point of Blackbeard Santa ever got done, though.  2006 FYS contributes a few things to the new game, too; some randomly-encountered enemies (like Possessed Mops and Roaches) have returned, as has Adam Nebozu and his awkward, random, golf-based fighting style, where he might unleash a powerful "Golfball Rain" upon whatever unfortunate critters he's facing or he might just hit a "Bogey" and end up smacking his allies (or himself!) with the ball instead.

Finally, in 2008 I started working on Fnrrf Ygm Schnish: Alleghany Hell School--and this one, I'm not going to give up on or cancel.  Finally I've got a storyline that both actually makes sense and keeps itself fairly contained rather than trying to sprawl out across the whole world; in FYS:AHS, almost the entire game takes place within the school and surrounding areas.  The "branching out" occurs when you go into secret dungeons and cave systems under the school, which lead you to some more unusual places.  In the case of one line of caves, you'll be able to reach the outside, but only one mountain wilderness area is accessible this way--the important stuff is going on back at school (or below it, or in the sky above it...), so you can't just wander off down the highway or anything!

FYS:AHS has gone through some changes since I first started.  In early versions, the graphics were too bright and almost had a "pastel" look to them... which was completely unintentional, and a result of the old, worn-out monitor I was making the game on (which made everything look darker and bluer than it actually was.)  This has since been fixed.  The game also had some kind of awful-looking walkabout graphics in its earliest stages, and lazy battle graphics which were just "extended" versions of those walkabout graphics.  The character portraits (which everyone has this time around, not just important characters!) were pretty crappy before, too, but I've remade them to more closely resemble those in my other game Okédoké! La Leyenda Mexicana.  Here's some comparisons...

Eddie battle sprites.  Above: new version.  Below: old crappy version.
Old version walkabouts. Look how crappy they are.
And here's the newer and better versions.
Mouths! Noses! And no more big goofy eyes! Yay!
Old portrait graphics.  Some of these are seriously ugly.
And here's some of the new portraits.
Older versions than what's currently in the game, but still better than the ones above!
Anyway... it feels like my work on FYS:AHS is finally picking up steam.  The school's maptiles are all set up so that I won't need to make many new ones to finish up the classrooms and such (only for actual new areas, like the secret lab under the school or the outside.)  Just last night I finished up an area that was left half-done the last time I really got any work done on this game, and I've also fiddled around with the Cafeteria Dungeon so as to make it easier to avoid running blindly into battles with Yuckow Foods that burst out of trash cans and boxes when you open them (and these are very difficult to beat at this point in the game... probably impossible if you don't equip some items to give your characters poison resistance... so preventing people from stumbling into them without saving first and then losing all of their progress is a good thing.  If they were warned, they can't whine as much. XD)

And now, some more screenshots of recent additions to the game! Those of you who know me on Facebook will probably have seen these already, but hey.

New addition: use bathrooms to restore your HP and EP.
Female party members will use the girls' bathroom, of course.
If you're above 50% HP, the message here sounds a lot less urgent.

Nebozu apparently doesn't know the blue-haired ninja.
Either that, or he's just being a jerk.
...okay, yeah, probably the second option.

Fartbean Enterprises is a name that comes up a lot in my games, as you may have noticed.
FYS:AHS and Okédoké take place in the same world, and both feature Fartbean technology.
Fartbean is someone's last name--the company has nothing to do with farts.  Or beans.

Thursday, January 1, 2015

First look at a new (but also, sort of old) OHRRPGCE project I'm working on

Our blobby heroes.

You may have seen these guys before--I've posted them in a couple places, and if you know me in person you've probably seen me draw them at least once.  They're from an OHRRPGCE game that I've been tentatively calling "the blob game" ever since 2011 or so when I first starting the earliest work on it, but now for the first time it actually has a real title: "30 Plagues."

As the presence of a title suggests, it also has a storyline now.  It's pretty basic, but what I'm going for with this is not really a long story- or character-focused game (like Okédoké was) so there's nothing wrong with that at all.

Basically, the story goes that some time in the not-too-recent past an evil sorcerer named Valnabbath unleashed thirty powerful monsters upon the world (these are the "30 Plagues" the title mentions) and caused all kinds of random destruction, wiping out civilizations and basically scaring the crap out of everyone.

Here's a few of them (there are, of course, 30 in all... but I'm not going to post all of them here. XD)

"Death Machine" Droulodos

"Plague Carrier" Kolodor

"Sky Invader" Vuumfata

"Demon Judge" Waldohrer

And then one day, out of nowhere, Valnabbath just kind of vanished, leaving his monsters behind to wreak havoc without anyone directing them like he had done before.  Eventually things calmed down a bit--the Plagues settled into certain areas and didn't travel outside their territory much, and so people relocated to avoid the territories of the Plagues and rebuilt society.  Things were at least sort of peaceful, the occasional random monster attack notwithstanding.  Years pass, and eventually the 30 Plagues seem to be stirred up by something once again, showing up in populated areas to spread chaos more and more frequently.  This, of course, leads to various random heroes forming groups to head out and track down the monsters to fight them off.  Which is where the little blob guys from the picture above come in!  Here they are again so you don't have to scroll all the way back up:


As you can probably guess by their appearance, the blobs are set up like different RPG character classes.  They are (from left to right in the above picture, top row first)...

WARRIOR: Focused on physical combat.  Lots of HP, high attack and defense, but fairly slow and has no magic capacity.  Wields axes, equips shields and helmets.  Has a Defend command which temporarily provides a defensive boost (increasing raw defensive power mostly, but also slightly increasing the chance of dodging or blocking attacks entirely.)

ARCHER: Focused on physical combat... at a distance.  Less HP and raw strength than the Warrior, but faster and  better at dodging attacks.  Wields a bow and arrows, equips hats.  Has a set of "Sniper" abilities which allow multiple arrows shot in one turn, special arrows which do more damage against certain types of enemies, and other special effects along the same lines.  Equipping a better quiver allows you to use these techniques more often, though for purposes of making the Archer less annoying to play as you'll never run out of regular arrows entirely.

BANDIT: Not as good at fighting compared to the Warrior or Archer, but faster and with slightly better defense than the Archer.  Wields swords, equips bandannas.  Has a Steal command (which, obviously, lets you steal stuff from enemies) as well as Dodge, which sends your chances of dodging incoming attacks through the roof temporarily.  Equipping loot bags will made the Bandit more likely to succeed in stealing, or effect what you end up with when stealing (you'll either get more items or more money, depending on which bags you equip.)

WIZARD:  Focused on attacking with magic, to the exclusion of almost everything else.  Very low stats (aside from magical power, which is the highest of all the blobs.)  Wields a staff, equips hats.  In addition to using magic to attack (using fire, water, earth, wind, lightning, and more) the Wizard can also use a variety of spells that weaken enemies.  Equipping a magical symbol allows them to restore their MP once per battle, while equipping a magic book provides a degree of resistance to the type of magic the book teaches.

PRIEST: Focused on healing and defensive magic.  Very low stats, though slightly better in the area of defense than the Wizard (though balanced by lower magical power and speed.)  Wields a staff, equips hats.  The Priest's magic is a bit more varied than the Wizard's, with a variety of different healing spells, some defensive and strength-boosting ones, some that weaken or disable enemies, and even a few that attack enemies (though not quite as directly as the Wizard's spells, and often not as reliable.)  Like the Wizard, they can equip books and magical symbols which provide them with some extra options.

SUMMONER: Uses magic which summons other entities to fight for them.  Stats are a little better than the Wizard or Priest, but still not enough that they can fight very well without the aid of their summoned creatures.  Wields a staff, equips hats and beads.  Unlike the Wizard and Priest, a Summoner doesn't have the option of a MP-restoring item... but instead, they have a "Barrier" command which gives them a good chance of avoiding incoming magic attacks.

NINJA: A combination Bandit and Wizard, basically.  Fast, with decent attacking power.  Wields a sword, equips headbands.  Can use some magic, including a few types nobody else can (mostly disabling/weakening types, with a few strengthening and direct attacking spells mixed in) and has a Dodge command, but doesn't have the ability to steal or to restore their MP mid-battle if they run out.

PIRATE:  A combination Bandit and Archer, with a few odd little bits mixed in.  Slower and sturdier than either of those two classes.  Wields swords, equips hats.  Has a pistol as a secondary weapon, which works similarly to a magic attack (but doesn't work very well on every enemy.)  Like the Wizard and Priest, a Pirate can equip an item (an ammo bag, in this case) that allows them to reload their pistol once mid-battle.  Equipping  better pistols is also a possibility.

PALADIN: A combination Warrior and Priest.  Less attacking power than a Warrior, less magical power than a Priest, and very slow... but with good HP and defenses.  Wields swords, equips shields and helmets.  Like the Ninja, they can use some magic (not as much as a Priest or Wizard) including a few spells that only they learn, but they don't have the ability to recharge their MP mid-battle and can't equip magic books like the magic-focused classes can.

CHEF: One of the oddballs.  Stats are decent overall (with HP being above-average and only speed being very low.)  Wields frying pans, and equips hats and aprons.  Rather than magic, Chefs fight using food, rapidly preparing various recipes in the middle of a fight in order to heal or strengthen their allies or even attack! Of course, you need the ingredients to do much of this...

BERSERKER: Another oddball.  High HP and attack power like a Warrior, and also a bit faster, but with weaker defenses.  Wields an axe, equips masks and capes.  Berserkers start out like faster but less-sturdy Warriors, but gain access to the ability to go into a rage and fight like a monster as you begin to defeat some of the 30 Plagues--a Berserker will eventually become able to imitate the abilities of 24 out of the 30.  The only downside to this is that when in a rage, you can't control what they're doing until they snap out of it...

BUFFOON: The joke class, pretty much.  Weak stats all around (though their HP and speed are above-average.)  Wields scepters, equips hats.  They can use a limited selection of magic, but unfortunately this isn't very reliable as their spells are chosen randomly at the beginning of the game... and when you try to get them to use magic, which spell you get is also random.  Their one real advantage is the ability to equip a flask of some strong alcoholic beverage, which can be used once per battle to fully restore both their HP and MP.

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Right now this one is definitely still in the "planning/setup/graphics" stage of things, but hopefully I'll have a shell of a demo set up soon so I can start testing out the battle system and see if things will work out the way I planned (or if I need to fiddle with stats and such again to get them working better, heh.)

Thursday, September 18, 2014

Complete Okédoké has been released to the public!

Yep--just like the title says, the complete 6-chapter version of Okédoké! La Leyenda Mexicana has been finished, packed up into a ZIP file, and uploaded so that all of you people can finally download and play the thing!

Slime Salad download page

Castle Paradox download page

These both have the exact same version of the game, by the way--I just have 'em both on here because the game is downloadable from two different places (in case one site goes down or something, I guess.)  Slime Salad is usually more reliable for fast downloading, but it also seems to be the target of hackers or the victim of weird website crashes more often (probably because it's just a more active site in general) so it may be down every once and a while.

And while you're waiting for Okédoké! to download (...you are downloading it, right?), here's some more screenshots that I don't think I've posted here yet:

Gravestones in El Pueblecito (and also Frogbucket) are now readable!
High in the mysterious Canadian mountains...

The second floor of the King's Castle now has NPCs.

New scene added to Chapter 1.  But where, and how...?

A new character who appears in an optional segment of Chapter 6.

A new hidden area in Chapter 2.  Wonder who lives here.

The Wizdum Guy, who gives vague advice about what to do next.

Yep... you can now trick the Alzheimer's priest into standing on the wrong side of his desk.

The Mayor of Beaverfoot's quiz has been drastically expanded.

The Scud Squeegee has gotten an upgrade.  Equip other XIII/Scud items to make it better.

And finally, the members of the Swarm can now be found hanging around after you've fought them all.