Beta Zero Chronicle

Discussion in 'Work in Progress' started by EvanSki, Apr 17, 2018.

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  1. EvanSki

    EvanSki King of Raccoons

    Joined:
    Apr 17, 2018
    Posts:
    575
    spr_title.png
    I want to bring back the Idea that games are meant to be enjoyed and are for fun.
    No lootboxes, No DLC thats actually the rest of the game, No pay to win
    just a fun waste you time enjoyment experience.
    I appreciate any feedback and Ideas.

    Development Road Map
    1. Yes


    About the game
    Screen_0.png

    Zero Chronicle is 2D Action Adventure RPG
    Your a long forgotten hero that has died, but an evil Wizard named Zero has resurrected you to steal your soul.
    So your epic quest is to stop Zero and get your soul back but Zero has blocked off the Castle with a magic barrier and in order to break that barrier you need 4 magic Amulets all belonging to other town Leaders.
    Each town is Unique and offers a different experience and part of the lore of the world.
    Each Amulet has a different power which you can use to affect your weapons and skills.
    Getting the Amulets wont be easy though as each Town Leader will require you to do a task for them in order to prove yourself.

    Development Status
    https://bit.ly/2BYq6NO

    Development Videos
    http://www.youtube.com/etm654

    playlist: https://www.youtube.com/playlist?list=PLO_LtkQHJbiGJRt6LTBIPf9r7-vluoAnb




    Current Features


    Lore (so far)
    Thousands of Moons ago,
    The Land of Orbis was and still is made up of 4 Towns, Nomen Civitatis, Glacies (put more here when made)
    each town there own tribes and laws but each town is united together under a crown. Whoever wore the crown was determined to rule all 5 towns.
    In the town of Nomen lived 2 Wizards, Rasmodius and Zero, they were brothers. Ras particed white magic, pure and good. Zero practiced dark and horrible magic. Ras had tried to get his brother to turn good but failed. Zero was power hungry and one sunrise killed king Cyrex. Zero absorbed his soul and became corrupted by this energy and his soul became dark. He became king and ruled with an iron fist.
    Ras tried to save his brother again but feared he was far to gone. so he came up with a spell to end his brother. The spell would need a physical object to project its power so the amulet of magic was created to do this task. The price of casting the spell was his own life. So on the dawn of the summer cycle Raz entered the castle,Zero had been waiting for this day to come. Zero attacked his brother fueling the amulet with magic energy. The amulet cast the spell destroying both Ras and Zero.
    Zero soul was shattered and weak, it latched on to his brothers soul to survive but it would not keep it alive forever, it needed some kind of strong will to stay alive, so Zero stole the soul of a long forgotten hero (the player) thus combining the hero's soul into the mix. The power of the new soul mixture was so great it revived all three of them. Determined to rule Zero put up a force field around the castle, but Ras was one step ahead. When he died he has the amulet of magic be broken down into 4 different amulets and to be safe guarded by the Town leaders. One amulet is not powerful enough on its own, but all 4 combined would be powerful enough to absorb any spell and with that absorbed power cast any spell the wearer wanted.
    This is Ras's only chance to stop his brother, with the help of the hero he can bring an end to his brother and save the Land of Orbis. (if you read all of that, Thank you!) :)
     
    Last edited: Jun 15, 2019
    Glyph and Bentley like this.
  2. EvanSki

    EvanSki King of Raccoons

    Joined:
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    Posts:
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    Locky Locky! Ive added Locked doors, and a lockpick minigame to Zero Chron!, Im also going to start comminting on my post because Idk maybe that will send notifis better?




    Screen_1.png
     
    Last edited: Sep 10, 2018
  3. EvanSki

    EvanSki King of Raccoons

    Joined:
    Apr 17, 2018
    Posts:
    575
    By the request of @Bentley the code for the lock pick


    ps: I give full rights and any legal stuff for anyone to use this code in there own projects, as long as im credited and given a link to the project ^W^
    Code:
    //Obj_door collision with obj_activate event:
    
    if (canactivate==1)
    {
    //is it locked?
    if (locked==true)
    {
        //how locked?
        locklevel = locked_skill;
      
        //find level locked and then do this
        switch(locklevel)
        {
            //not locked?
            case 0:
            locked=false;
            break;
            //easy
            case 1:
            //medium
            case 2:
            //hard
            case 3:
            if (global.itemlockpick != 0)
            {
                if instance_exists(obj_activate2)
                {
                    instance_destroy(obj_activate2);
                }
                if !instance_exists(obj_picklock)
                {
                    instance_create(x,y,obj_picklock);
                }
            } else {
                if !instance_exists(obj_player_TB_nolockpick)
                {
                    instance_create(obj_player.x,obj_player.y,obj_player_TB_nolockpick);
                 }
                 if instance_exists(obj_activate2)
                {
                    instance_destroy(obj_activate2);
                }
            }
            break;
            //needs key
            case 4:
            //find out if player has key
            if !audio_is_playing(snd_door_locked)
            {
                audio_play_sound(snd_door_locked,1,0);
            }
            instance_destroy(other);
            break;
        } 
    
    
    } else {
    
    
    if (closed=true)
    {
    instance_destroy(other);
    if !audio_is_playing(snd_door_open)
    {
        audio_play_sound(snd_door_open,1,0);
    }
    opening=1;
    closing=0;
    image_speed=0.2;
    canactivate=0;
    }
    
    if (closed=false)
    {
    instance_destroy(other);
    if !audio_is_playing(snd_door_close)
    {
        audio_play_sound(snd_door_close,1,0);
    }
    closing=1;
    opening=0;
    image_speed=-0.2;
    canactivate=0;
    }
    
    
    }
    }

    Code:
    //Obj_picklock Create event
    
    pick_image_angle = 90;
    draw=1;
    level = 0;
    sweetspot = 0;
    playsound=1;
    spotmax=1;
    spotmin= -1;
    image_angle=90;
    pick_subimg=0;
    reset=0;
    if !instance_exists(obj_playerlockcontroll)
    {
        instance_create(x,y,obj_playerlockcontroll);
    }
    
    door = instance_nearest(x,y,obj_NL_woodendoor);
    player = instance_nearest(x,y,obj_player);
    lockplayer = instance_nearest(x,y, obj_playerlockcontroll);
    
    instance_deactivate_all(true);
    instance_activate_object(door);
    instance_activate_object(player);
    instance_activate_object(lockplayer);
    instance_activate_object(obj_screenshot);
    lockstrength = door.locklevel;
    level = lockstrength;
    
    switch (level)
    {
        case 1:
        sweetspot = irandom(90);
        spotmax= 7;
        spotmin = -7;
        break;
        case 2:
        sweetspot = irandom(180);
        spotmax = 5;
        spotmax = -5;
        case 3:
        sweetspot = irandom(360);
        spotmax = 3;
        spotmin = -3;
    }
    Code:
    //Obj_picklock Step event
    
    //Quit
    if keyboard_check(vk_escape)
    {
        instance_destroy();
    }
    
    //image_angle max and min
    if image_angle > 90
    {
    image_angle = 90;
    }
    if image_angle < 0
    {
    image_angle = 0;
    }
    
    //Reset if not pressing stuff
    if !keyboard_check(ord('D')) && !keyboard_check(ord('A')) && (image_angle<90) && !(reset = 2)
    {
    image_angle=image_angle+90/8;
    }
    
    //Turn lock
    if keyboard_check(ord('D')) ^^ keyboard_check(ord('A'))
    {
        if !(image_angle <= 0) && !(pick_subimg = 1)&& !(reset = 2)
        {
            image_angle=(image_angle-3);
        }
    }
    
    //Woah Noises!
    if keyboard_check(ord('D')) ^^ keyboard_check(ord('A')) && (image_angle<90) && !(image_angle <= 0)
    {
      if !audio_is_playing(snd_lockturn)
        {
            audio_play_sound(snd_lockturn,0,0);
        }
    }
    
    //Turn pick
    if keyboard_check(vk_right) && !keyboard_check(ord('D')) && !keyboard_check(ord('A'))&& !(pick_subimg = 1)&& !(reset = 2)
    {
        if (pick_image_angle < 0){pick_image_angle=360}
        pick_image_angle=(pick_image_angle-1);
    }
    if keyboard_check(vk_left) && !keyboard_check(ord('D')) && !keyboard_check(ord('A'))&& !(pick_subimg = 1)&& !(reset = 2)
    {
        if (pick_image_angle > 360){pick_image_angle=0}
        pick_image_angle=(pick_image_angle+1);
    }
    
    if !(pick_image_angle = sweetspot)
    {
        playsound=1;
    }
    
    lockClick = choose(snd_lockClick_1,snd_lockClick_2);
    
    if (pick_image_angle = sweetspot)
    {
        if !audio_is_playing(lockClick) && playsound=1
        {
            audio_play_sound(lockClick,1,0);
            playsound=0;
        }
    }
    
    
    
    //Unlock
    
    //is the lock turned?
    if (image_angle <= 0)
    {
        //Pick is in the sweetspot
        if (pick_image_angle = sweetspot)
        {
            //Unlock door
            if !audio_is_playing(snd_lock_Unlock)
            {
                audio_play_sound(snd_lock_Unlock,50,0);
            }
            door.locked_skill=0;
            door.locked=false;
            if !instance_exists(obj_activate2){instance_create(door.x,door.y,obj_activate2)};
            instance_destroy();
        } else {
            //Pick is not in the sweetspot
            spot = (pick_image_angle - sweetspot);
            if (spot < spotmax) && (spot > spotmin)
            {
                sweetspot = pick_image_angle;
                image_angle = 0;
            } else {
                //break lock pick
                pick_subimg = 1;
                //play break sound
                if !audio_is_playing(snd_lock_breakpick) && !(reset = 2)
                    {
                        audio_play_sound(snd_lock_breakpick,50,0);
                    }
                //reset lock
                if (reset=0)
                {
                    global.itemlockpick = (global.itemlockpick - 1);
                    alarm[0]= room_speed*1;
                    reset=2;
                }
          
            }
        }
    }
    

    Code:
    //Obj_picklock Draw Event
    
    if (draw=1)
    {
    
    draw_set_alpha(0.99);
    draw_set_color(c_black);
    draw_rectangle(0,0,room_width,room_height,0);
    draw_set_alpha(1);
    draw_sprite_ext(spr_lock,0,view_wview[view_current]/2,view_hview[view_current]/2,2,2,image_angle,c_white,1);
    draw_sprite_ext(spr_lockpick,pick_subimg,view_wview[view_current]/2,view_hview[view_current]/2,2,2,pick_image_angle,c_white,1);
    draw_set_color(c_white);
    draw_set_font(fnt_coderscrux);
    draw_text(view_wview[view_current]/2,((view_hview[view_current]/2)+200),"Lockpicks: "+string(global.itemlockpick));
    
    if (global.lockdebug = true)
    {
    draw_text(x,y+200, image_angle)
    draw_set_color(c_green);
    draw_text(x,y+300, sweetspot)
    }
    
    
    
    }
    
    //fix everything
    draw_set_halign(fa_left);
    draw_set_valign(fa_top);
    draw_set_alpha(1);
    draw_set_font(-1);
    draw_set_color(c_black);
    Code:
    //Obj_picklock Alarm[0] Event
    
    if (global.itemlockpick = 0)
    {
         if !instance_exists(obj_player_TB_nolockpick)
                {
                    instance_create(obj_player.x,obj_player.y,obj_player_TB_nolockpick);
                 }
        instance_destroy(self);
    } else {
    
    pick_subimg = 0;
    pick_image_angle = 90;
    image_angle = 90;
    reset=0;
    
    }

    Code:
    //Obj_picklock Destroy event
    
    if instance_exists(obj_playerlockcontroll)
    {
        instance_destroy(obj_playerlockcontroll);
    }
    instance_activate_all();
     
    Last edited: Jun 17, 2018
    Bentley likes this.
  4. Bentley

    Bentley Member

    Joined:
    Jun 18, 2017
    Posts:
    789
    @Evan Malinowski That was nice of you, thanks for posting. I'll check it out.

    I really like your art style. The second video looks good.

    Just a side note, you can use the stuff I say below or not:

    "instance_destroy(self)" is (I believe) unneeded. You can just type "instance_destroy()" and that will destroy the calling instance.

    You also didn't use "breaks" in your switch statement. That might be intentional, in which case, ignore what I'm saying.

    I also think this is unneeded, "if (something == true)". You can just type "if (something)". The same goes for checking if the condition is false: if (!something).

    Sorry if my advice wasn't helpful.
     
    Last edited: Jun 17, 2018
    EvanSki likes this.
  5. EvanSki

    EvanSki King of Raccoons

    Joined:
    Apr 17, 2018
    Posts:
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    Im not going to lie, some of that stuff is intentional and some of your advice isn't extremely helpful, but the if(something) is helpful and I appreciate the comment and advice anyway! : )
     
  6. Joe Ellis

    Joe Ellis Member

    Joined:
    Aug 30, 2016
    Posts:
    909
    There is something about this that I really like, the ideas of the shadows and the way the enemies work with them is really good and interesting, I also like the art style, even though its simple, are you planning to make more polished versions of the graphics in the final version?
     
    EvanSki likes this.
  7. EvanSki

    EvanSki King of Raccoons

    Joined:
    Apr 17, 2018
    Posts:
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    Ive been thinking about Hiring an Artist in the polishing steps of my game, but Idk I kinda like the art style how it is, it gives the game a certain feel and look, Thank you for your interest!
     
  8. EvanSki

    EvanSki King of Raccoons

    Joined:
    Apr 17, 2018
    Posts:
    575
    Hi people who are following this, This game is being put on hold for a while because:
    1. Life is getting in the way, such as Education and other life stuff
    2. Lack of interest / motivation (Dont worry this is a off and on experience)
    3. Im starting a new project I have bigger interest in
    I have no intentions of quiting or canceling Zero Chronicle, I will work on this again at a different point of time (hopefully soon)

    Edited 8/28/18 ; )

    : D
     
    Last edited: Sep 10, 2018
  9. woodsmoke

    woodsmoke Member

    Joined:
    Jun 21, 2016
    Posts:
    302
    I like the bat sprite alot. <3
    And I think you don't really need an artist. Rough art can be nice too.
     
    EvanSki likes this.
  10. EvanSki

    EvanSki King of Raccoons

    Joined:
    Apr 17, 2018
    Posts:
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    I've got the feeling back for working on this game, I've got new ideas for it and a great Artist Doing some sprites for me, Cant wait to show them off, Stay tuned :D
     
  11. EvanSki

    EvanSki King of Raccoons

    Joined:
    Apr 17, 2018
    Posts:
    575
    (Bump plz maybe) I'll be releasing info about an artiest That is working with me, As well as A prototype demo of the game some time this week, Idk when for sure but I'll manage to scrape it together!
     
  12. EvanSki

    EvanSki King of Raccoons

    Joined:
    Apr 17, 2018
    Posts:
    575
    HI, so Im really close to releasing a demo for you guys, Sorry for the delay life got mad at me
     
  13. EvanSki

    EvanSki King of Raccoons

    Joined:
    Apr 17, 2018
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    575
    boomerrang.gif
     
    mamacato likes this.
  14. Lucia

    Lucia Member

    Joined:
    Oct 12, 2018
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    65
    hahahahah
     
  15. EvanSki

    EvanSki King of Raccoons

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    I did that because I want to start a demo now rather then wait, Im still working on assets for the town and the crypt escape sequence but im no longer waiting until those are 100% done
     
  16. EvanSki

    EvanSki King of Raccoons

    Joined:
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    Today marks the start of the major core mechanic of my game being created.
     
    Glyph likes this.
  17. Edwin

    Edwin Member

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    Jul 15, 2018
    Posts:
    417
    I hope the graphics will be improved.
     
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