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Tales of Ancamnia 0.1b released (Win32 & Linux)

Started by tentoid Dec 20, 2004 at 2:28 PM 23 replies 6.3k views
Original Post
tentoid
tentoid
Listen up, people! I've just put out a new version of Tales of Ancamnia, my RPG project. You can download a win32 binary and the source code from the project's sourceforge page. You can view some screenshots here. The source code (under GPL) is available so you can build it from source if you wish (tested under Debian GNU/Linux). The source is an awful mess, but if you feel like torturing yourself you can take a look at it [wink]. You need scons to build the game on Linux. You may have to make some modifications to the SConstruct file if the game won't compile at first. It shouldn't be too hard. I would really appreciate some feedback on all parts of the game. I would also like to know how long approximately it took you to finish the game/some quest (if you even manage to play that far). That's all for now :)
tentoid
tentoid
No comments? 40 views and no response, come on! [smile] Anything? Is the game boring? Crappy UI? Too hard? Nothing?
PinguinDude
PinguinDude
Meh it's that I don't like these style of games :) Give me some snes final fantasy and I'm happy ;) But anything but that it looks fine :)
http://sourceforge.net/projects/pingux/ <-- you know you wanna see my 2D Engine which supports DirectX and OpenGL or insert your renderer here :)
evolutional
evolutional
Downloading now - I'll see if the source will compile :)
davidx9
davidx9
I'm using the same tile set in one of my projects...
No bombs, No guns, just an army of game creators...
tentoid
tentoid
Quote:
Original post by davidx9
I'm using the same tile set in one of my projects...


Heh, yeah, I've seen other games which use the same tiles. I can't really draw myself so I had to resort to public domain tilesets. What's your projects if I may ask?
choffstein
choffstein
Well, the project looks great. I have yet to download it, but I am happy to see an independent project that has gotten so far! Well done!
tentoid
tentoid
Quote:
Original post by visage
Well, the project looks great. I have yet to download it, but I am happy to see an independent project that has gotten so far! Well done!


Thanks! It's nice to hear feedback (keeps me motivated). If you have time to actually test it I would love to hear some more feedback.
davidx9
davidx9
Quote:

Heh, yeah, I've seen other games which use the same tiles. I can't really draw myself so I had to resort to public domain tilesets. What's your projects if I may ask?


Something a little similar, I'm using the textures on 3D elements though. I first got those tiles in 1999!! I still use them today!
No bombs, No guns, just an army of game creators...
tentoid
tentoid
Quote:
Original post by davidx9
Something a little similar, I'm using the textures on 3D elements though. I first got those tiles in 1999!! I still use them today!


Cool :) The tiles are quite good and there are *a lot* of them too. Very useful for non-artists like me. And they give that nice retrolook to the game ;)
Bombario
Bombario
There's no sound, and that was a big turn-off for me. Of course, being a musician and an audio designer for game, I guess that's one of the first things I look for.
"Somebody should make a game about pirating video games. That would be interesting."~Chandler
tentoid
tentoid
Quote:
Original post by Bombario
There's no sound, and that was a big turn-off for me. Of course, being a musician and an audio designer for game, I guess that's one of the first things I look for.


I am also into music (I wouldn't go as far as call myself as a musician) but usually I turn off atleast the music from games..

And I would add sound and music to my project if I just had some! This is an open source project so if someone wants to do sounds and music to the game, it would be nice. Maybe in future versions..
tentoid
tentoid
Sorry to bump this but I was wondering if anyone has any comments? I see that there have been some downloads (30, yay!) but there haven't been many comments in particulary on the game itself (story, UI, gameplay..)

I've put the game on hold for a while because I'm not sure whether I should continue it and I don't really know what I should improve on (except add more maps, items and story).

So, post here, PM me, e-mail me or what ever.
ostamo1
ostamo1
it would be nice if you created a character and it saves that character after you are done making them


sprites where you look left or right would be nice

in game instructions or a small tutorial(like a short tutorial explianing all the controls and such) would be nice

it looks nice just needs some polish---keep it up man
tentoid
tentoid
Quote:
Original post by ostamo1
it would be nice if you created a character and it saves that character after you are done making them

Umm, the character is created when a new game is started and saved when the current game is saved (F2, to load F3 - these are listed in the readme.txt). You can only have one character in the game.

Quote:

sprites where you look left or right would be nice

Well, I could just flip the graphics.. I'll have to think about it. My engine isn't flexible enough yet to accomplish that ;)

Quote:

in game instructions or a small tutorial(like a short tutorial explianing all the controls and such) would be nice


The readme.txt has all the controls listed. I don't think the game is yet complicated enough so it would need a tutorial but perhaps in future versions.

Quote:

it looks nice just needs some polish---keep it up man


Thanks!
wyrzy
wyrzy
I thought the user interface was well done and responsive too. I don't really like those type of games, but my brother does and he is enjoining it now.

I would also recommend allowing users to change resolution sizes as I had a hard time seeing anything at 1024x768. It may be my eyes after hours of programming though. A Full Screen option would be nice btw.

For a 0.1b version, this is pretty good, but I would also recommend having sprites flip depending which way their looking. You could just make each sprite have 4 frames of animation. This way I could tell if a person if moving/looking down, up, left, right.

Nice Job :) so far.
tentoid
tentoid
Quote:
Original post by Anonymous Poster
Hello,

I like large sprites, and they are quite small at 800x600 (though it's probably because I ran it windowed on a 1600x1200 screen). The lack of music is quite a turn off for me. Other than that, the game's quite fun and very well done. I'd definitely keep working on it, as it's looking very promising.


Hi! Well, my game is pretty much tied to the 32x32 tile size (bad design) but hopefully you can run the game full screen if you wish (edit the Config.lua file). You can change the resolution also but it doesn't affect the sprite size at all, only the window size.

I didn't realize that so many people found music in a game so important. Adding support for music and sound effects probably wouldn't be too hard but alas I don't have any sound effects and music ready. And I'm not sure I could compose music for a computer game because I'm used to doing music with guitar and such..

Quote:

I made 2 slight modifications to the SConstruct file:
* replaced the following line:  env = Environment()  # Initialize the environment  with:  import os  env = Environment(ENV=os.environ)  # Initialize the environment* replaced the following lines:  import os  os.mkdir("saves")  with:  try:    os.mkdir("saves")  except OSError:    pass

The former is to make it distcc friendly (distcc needs the DISTCC_HOSTS env var), so that you can use... Well, distcc with scons -j. The latter is because the build will fail with an OSError exception if the "saves" directory already exists (happens if you interrupt the build and start over). It'd be cleaner to check if it does though, instead of just ignoring all the OSError exceptions that could be launched. I'm just lazy like that. :) I only tested the changes on a Debian GNU/Linux unstable machine (x86).

I can send you a patch if you prefer, but it just seemed useless for such small changes.


Thanks! I'll have to remember to update the scons file. I actually learned scons the day before (a lot easier than makefiles) I released the game. I'll add some error checking and apply your changes. (I added the [ code ] tags so the indentation is shown properly)

Quote:

Hope this helps.


It does! Thanks again :)




Quote:
Original post by wyrzy
I thought the user interface was well done and responsive too. I don't really like those type of games, but my brother does and he is enjoining it now.

I would also recommend allowing users to change resolution sizes as I had a hard time seeing anything at 1024x768. It may be my eyes after hours of programming though. A Full Screen option would be nice btw.


Actually you can change the resolution and run the game in full screen (see the reply to the Anonymous Poster). Unfortunately changing the resolution doesn't really help.. And the full screen option is a bit buggy atleast on my W2k box (but who uses Windows anyway? [wink]). I'll have to fix those issues in the next version.

Quote:

For a 0.1b version, this is pretty good, but I would also recommend having sprites flip depending which way their looking. You could just make each sprite have 4 frames of animation. This way I could tell if a person if moving/looking down, up, left, right.

Nice Job :) so far.


Actually I the game should be 0.2 or 0.3 but as I renamed the game ('rpg'=>'ancamnia') I decided to start the version number from 0.1 again (first proper release at sourceforge).

I could probably add a small line of code that would flip the sprite when walking to the right and to the left. I'm not sure how I could easily represent up/down. I'm not too fond of the idea to draw more sprites as most of the sprites aren't even made by me. But adding left/right flipping could work. I'll think about it.

Thanks for the feedback!
mrhollow
mrhollow
I almost missed this...

As for animation, I have to say (Based upon playing the earlier version) that more animation would be nice, but the story and playability are more important. If you feel you can get the game to a finished state with more animation, more power to you, if you feel you can't however, the game will still be very good and no less worthwhile. my two cents.

I'll let you know once I've had a chance to play the new version.

Cheers,
Aaron
tentoid
tentoid
Quote:
Original post by mrhollow
I almost missed this...

As for animation, I have to say (Based upon playing the earlier version) that more animation would be nice, but the story and playability are more important. If you feel you can get the game to a finished state with more animation, more power to you, if you feel you can't however, the game will still be very good and no less worthwhile. my two cents.


Yeah, well I am not sure if I even can finish the game without any animation at all.. (I am not good at graphics :) I haven't touched the game for a month or so but I guess I'll start working on it again pretty soon. It won't probably be as long as I planned because I'm growing a bit tired with the engine. And I should probably finish the storyline before starting to do maps and quests again.

Quote:

I'll let you know once I've had a chance to play the new version.

Cheers,
Aaron


Alrighty! It's always nice to get feedback! Your feedback has been very useful in the past :)

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