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Reply to topic GDR Forum Index -> Game Developer's Refuge -> Development Log - 2D Sidescrolling RPG
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MoonGames
Newbie

Joined: 29 May 2010
Posts: 2

PostPosted: Sat May 29, 2010 8:09 am    Post subject: Development Log - 2D Sidescrolling RPG Reply with quote

Hi everyone, I just signed up. I'm somewhat new to game development. I just finished my first game for Android phones called Super Snake and am starting a new project for Android. It's a 2D Sidescrolling RPG that will be episodic in nature. Once you purchase the game you'll get regular content updates with new quests, and towns to visit. Items will be procedurally generated (think Borderlands style) allowing for huge combinations of items. Eventually I hope to have an online Arena where players can duel each other.

I have a basic sidescrolling engine working and part of the GUI. The next thing I'm going to work on is adding enemies the player can fight. Mostly I've been working on the graphics lately (I'm not much of an artist). Here's a screenshot in-game so far.

Image

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Sirocco
Moderator

Joined: 19 Aug 2005
Posts: 9330
Location: Not Finland
PostPosted: Sat May 29, 2010 8:52 am    Post subject: Reply with quote

Welcome to the board. Don't forget to drop by the introductions thread and tell us a little bit about yourself.

After a few posts you'll be able to post images inline instead of just links.

As for your project, it sounds pretty ambitious. A lot of us have been there and have achieved varying levels of success in that area. So feel free to ask questions all you want, post your thoughts, etc.
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Bean
Admin

Joined: 20 Aug 2005
Posts: 3763

PostPosted: Sat May 29, 2010 10:24 am    Post subject: Reply with quote

More Android developers are always a good thing :)
Welcome!

-Bean
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MoonGames
Newbie

Joined: 29 May 2010
Posts: 2

PostPosted: Wed Jun 02, 2010 9:49 am    Post subject: Reply with quote

Thanks for the welcome :)

I've been working on tools to make the maps now. I'm torn between starting the engine over in OpenGL (faster, but harder to work across different android versions) and just paring down the graphics to run on my system using Canvas and allowing users to set the graphic levels based on their acceptable level of lag in-game. Using timer based movement, the gameplay should remain the same... I assume, I haven't actually implemented it yet.

I got an enemy in the map running around, but have since started the switch to 32x32 tiles instead of 16x16, so I haven't fixed the engine yet. My map editor is written in darkbasic and quickly allows me to edit maps, and uses the same game logic as my Android game engine, so essentially I can draw a map, drop in a player, and play through it and see how it plays on the phone as well.

Here's a screenshot of the map editor:

Image

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sonrisu
Moderator

Joined: 31 Aug 2005
Posts: 4955
Location: Silicon Valley!
PostPosted: Wed Jun 02, 2010 10:11 am    Post subject: Reply with quote

Welcome! Another sidescroller? Alright!

How is the combat going to work? Also, I'm curious why you jumped to 32x32 pixel tiles on a platform that has such a tiny screen? How big are the player characters going to be?
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syn9ne
Contributor

Joined: 09 Jan 2010
Posts: 303

PostPosted: Thu Jun 03, 2010 5:31 pm    Post subject: Reply with quote

i didnt realize this was canvas... sweet! i really should do my steampunk rpg in canvas so that more people can play it.
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