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For Equestria Gaming

EDIT:

Okay, I need to put a bit more explanation here. I was in contact with EQG about this for awhile, but it appears some information was forgotten. First thing you need to know is that I'm the Project Leader and current Lead Programmer, and the rest of our team consists of Punky Pie [link], who made the sprites, and [link] , who made the music in the first real dungeon. We have been trying to find a more competent programmer to replace me for sometime, and part of this post was originally supposed to be asking for assistance to expand our team. Anyway, besides programmers we are also looking for level designers and testers at the moment. I really don't know much about game development at all, the only reason I'm lead is because I was the one who came up with the idea and I had enough experience in Flash to pullout something and collect a few other people. If you are interested in joining the team send an email to me at roboiguana (@) gmail.com .

Anyway, you can look at more of the developmental history of this game by looking through my gallery and my scrapbook, and this video explains some more stuff about the game. [link] Please read the description of it too. Also, this doc explains a lot [link] and it was supposed to be featured in a Lyra's list, but I don't think it was.

I will try to reply to all the comments.

EDIT 2:

Controls:
Arrows: Move
Z: Melee Attack
X: Cast spell/select spell
C: Action (read sign, open door, levitate pot, ect.)
Space: Charge Magic
P: Pause
I: Inventory
S: Save (hold down until "saved OK" appears)
Q: Suicide
-Up and Down change save file in home menu
M: open Map
K and L: cycle pause menus
Add a Comment:
 
:iconshadestar24:
Shadestar24 Featured By Owner Apr 20, 2013
Um...How do I start playing? ._.
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:iconkingdomhearts358:
Kingdomhearts358 Featured By Owner Apr 22, 2013
Idk....:confused:
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:iconganondox:
Ganondox Featured By Owner Apr 30, 2013  Hobbyist General Artist
Press a key, either V, X, or C.
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:iconganondox:
Ganondox Featured By Owner Apr 20, 2013  Hobbyist General Artist
Press a key, either V, X, or C.
Reply
:iconshadestar24:
Shadestar24 Featured By Owner Apr 21, 2013
Ah. Thanks~
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:iconganondox:
Ganondox Featured By Owner Apr 21, 2013  Hobbyist General Artist
You're welcome.
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:iconcreamandcheese1:
Creamandcheese1 Featured By Owner Mar 1, 2013  Hobbyist Digital Artist
...
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:iconganondox:
Ganondox Featured By Owner Mar 1, 2013  Hobbyist General Artist
...
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:iconcreamandcheese1:
Creamandcheese1 Featured By Owner Mar 17, 2013  Hobbyist Digital Artist
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:iconganondox:
Ganondox Featured By Owner Mar 17, 2013  Hobbyist General Artist
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:iconcreamandcheese1:
Creamandcheese1 Featured By Owner Mar 17, 2013  Hobbyist Digital Artist
...
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:iconganondox:
Ganondox Featured By Owner Mar 18, 2013  Hobbyist General Artist
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:iconcreamandcheese1:
Creamandcheese1 Featured By Owner Mar 19, 2013  Hobbyist Digital Artist
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:iconganondox:
Ganondox Featured By Owner Mar 19, 2013  Hobbyist General Artist
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(1 Reply)
:iconcapybarakirby:
CapybaraKirby Featured By Owner Feb 23, 2013
Pretty fun, although the collision detection is a bit jerky.

Just a glitch I found:
I killed the Timberwolf but he hit me just as I killed it and I was knocked back into the previous map before I could pick up the spellbook. When I went back into the room, the wolf was gone, as was the spellbook, making it impossible to progress.
Reply
:iconganondox:
Ganondox Featured By Owner Feb 24, 2013  Hobbyist General Artist
Which dungeon was this?
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:iconsavercat:
SaverCat Featured By Owner Feb 23, 2013
how do you get spells?
Reply
:iconganondox:
Ganondox Featured By Owner Feb 24, 2013  Hobbyist General Artist
If you already have them, but they aren't selected, press I. If you lack any spells, kill the miniboss, which is a timberwolf, and you will find the spell soon enough. In dungeon 0 it's in a chest, in dungeon 1 it's in a tablet, press c in front of either one.
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:iconsavercat:
SaverCat Featured By Owner Feb 24, 2013
i died when i fought the timber wolf at the same time and then i had to try again and i NEVER saw a spell book
Reply
:iconganondox:
Ganondox Featured By Owner Feb 24, 2013  Hobbyist General Artist
Well there isn't any spell books, in dungeon 0 there is a chest in the same room, in dungeon 1 there is a stone tablet in the next room.
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:iconvathelokai:
Vathelokai Featured By Owner Feb 20, 2013
I love it, and can't wait to see the next updates.

Have you considered migrating to html5/canvas/javascript? better platform in my opinion.

Also, looking for helpers?
Reply
:iconganondox:
Ganondox Featured By Owner Feb 20, 2013  Hobbyist General Artist
Yes, I am looking for helpers. I can code in Java as well and I think I used a much less powerful engine in HTML for a few games, but otherwise AS2 is all I can do. The development of the game might still be early enough to port it to another platform, I want it to be in the very least one that can be embedded online.
Reply
:iconwaypointbravo:
WaypointBravo Featured By Owner Feb 21, 2013
You might want to consider Unity if you can get access to it. The language is similar, but it's got a lot less hidden overhead. Like, it'll run just about any given app faster than Flash would.

It probably would've supplanted Flash by now if their OS support wasn't complete crap.
Reply
:iconganondox:
Ganondox Featured By Owner Feb 21, 2013  Hobbyist General Artist
I downloaded Unity on another computer of mine, but I never figured out how to use it. I still get letters from them. I should probably get around to doing that.
Reply
:iconlaughinglyric:
LaughingLyric Featured By Owner Feb 19, 2013
I haven't had any problems with lag. In fact, the game ran quite smoothly for me. However, the complete lack of any explanation of the controls and mechanics left me disoriented and confused at first. Also, many of the enemies are almost (sometimes always) impossible to hit without getting hit yourself (ex. Timberwolf miniboss, Plant things). The music sounded alright, but was too repetitive.
Reply
:iconganondox:
Ganondox Featured By Owner Feb 19, 2013  Hobbyist General Artist
The controls are now up.
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:iconsavercat:
SaverCat Featured By Owner Feb 19, 2013
sooooooooooooooooooo laggy
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:iconsavercat:
SaverCat Featured By Owner Feb 19, 2013
yay! new mlp game!
Reply
:iconwaypointbravo:
WaypointBravo Featured By Owner Feb 18, 2013
This is really, REALLY laggy, even for Flash. There are several ways this could be happening -- though for as little as is going on here it at least narrows things down -- and without knowing your code or level of proficiency I'm not sure what you do and don't know so all I can do is guess some of the usual offenders.

1) For pixel art, set the stage to low quality.

2) Uncached bitmaps. If you don't cache a bitmap, it has to be loaded every single frame and that bogs things down considerably. This goes like a billion-tuple for backgrounds. This tutorial goes over it: [link]

3) Using vector objects (svg) for pixel art. I don't think you're doing it, but I've seen it happen and I'm gonna leave it on the table in case. Pixel art should never be vector objects.

4) Using MovieClips for objects that don't change. If it's not using a timeline, make it a Sprite -- otherwise it's calling a whole lot of timeline overhead.

5) A big, contiguous background map that isn't blitted properly. Blitting lets you store a whole lot of graphical data in one big object that only needs to be loaded and cached once -- like a character spritesheet or a really big map -- and then only draw the relevant chunks in runtime. This is why well-optimized games chug regardless of how big their map is, and why badly-optimized ones bog down the moment the camera moves. So unless a MovieClip is using keyframe tweening in its animation, you might want to make them Sprites anyway. [link]
Reply
:iconganondox:
Ganondox Featured By Owner Feb 19, 2013  Hobbyist General Artist
Okay, thanks you the tips. Just so you know, my knowledge of Flash is pretty much based entirely of off reading Flash Game Programming For Dummies and looking stuff up on Google whenever I have a problem, though my experience with game design and coding extends beyond Flash. My work on this game is undoubtedly pretty shoddy.

1. I'll look up how to do that.

2. This is probably a big problem here as I don't think I did any such thing, I'll look into that.

3. I don't think that's a problem here, but I'll check.

4. I didn't even know sprite objects existed until I already made quite a bit of stuff based around movieclip sprites. I'm not sure how hard it would be to switch from movieclips to sprites.

5. The background consists of a separate movieclip for each tile.
Reply
:iconwaypointbravo:
WaypointBravo Featured By Owner Feb 19, 2013
No problem -- we all have to start somewhere, and college classes don't really bother to teach Actionscript (of course that's because it's kind of a terrible platform for performance that still exists entirely because of the momentum of having cornered the market beforehand BUT I DIGRESS AND NO I'M NOT BITTER WHY DO YOU ASK >_>).

A map made entirely of tiled MovieClips could potentially explain a LOT. I suspect that if you convert and cache even just the background and stationary objects you'll see a dramatic performance boost. Those things eat CPU like rabid parasprites.

You shouldn't have to do much to do it. MovieClip directly extends Sprite, and pretty much all of the extension is keyframe and tweening functionality -- everything else comes from the rather long trail of inherited classes below it. Unless an object is actually using the timeline you should just be able to replace the word in the relevant classes with minimal cleanup elsewhere.

Here's the API page for MovieClip. If you use any of the functions or properties listed here you need to find workarounds to convert them:

[link]

Naturally, converting stuff to spritesheeted and blitted draws is a considerably more complex but rewarding step, kind of like learning to use nunchuks, because you have to dig into drawing the object manually instead of just letting Sprites do their thing automatically. If you ever decide to try it, I'd suggest the following priorities in learning how to use it:

1) Drawing only the onscreen portion of a contiguous, scrolling map -- obviously not applicable in this project, but it's the easiest one to wrap your head around and typically the biggest resource hog for future reference.

2) Instead of loading a tiled map as separate images, load just the tileset, then when drawing the tiles, blit the relevant tile from it (for scrolling tiled maps, you want to draw one tile beyond the current screen limit for obvious reasons).

3) Blitting a spritesheeted character with one continuous and repeating animation cycle. This is a good reference: [link]

4) Spritesheets with multiple animations contained and discerned between with internal bookkeeping.
Reply
:iconganondox:
Ganondox Featured By Owner Mar 25, 2013  Hobbyist General Artist
Okay, I've been looking through stuff, and it's become quite apparent that I do not have the time (it doesn't help that my available time as diminished since then) or experience to work programming for a project of the size of this one, at least not alone. I think so far I've just been digging myself into a hole through inefficient code which will only get worse if I continue. I'm primarily a writer, not a programmer. We've been trying to find another programmer(s) for awhile now, but we've had no such luck so far. Any advice?
Reply
:iconwaypointbravo:
WaypointBravo Featured By Owner Mar 25, 2013
Your best bet would be to hit the Lyra's Lists on Equestria Gaming. Not many are looking for writers (most of them need artists), but you can always leave one looking for a programmer.
Reply
:iconganondox:
Ganondox Featured By Owner Mar 25, 2013  Hobbyist General Artist
I'm the writer for my own game, we have an artist, a writer (me), a musician, and a temporary programmer (me). I've tried submitting a GDD a few times, but for some reason it's never gone through, and I have been told the doc looks good. I'll keep trying...
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:iconwaypointbravo:
WaypointBravo Featured By Owner Feb 19, 2013
A word of warning, animated characters might be using the timeline, so hold off on converting them.
Reply
:iconclexyoshi:
ClexYoshi Featured By Owner Feb 18, 2013
I can appreciate that you've put some effort into this and I realize that this is in Beta, but the level of polish here is frankly non-existent.

Namely, there's an extreme problem with input lag, especially in movement and the rather jittery and slow swing on Twilight's sword. it's ever so slight, but it stands out. unlike in Startropics, this input lag can't be used to better manipulate yourself upon the grid because this game doesn't have a grid, so there's frankly no excuse for this delay between when you start holding and let go of a key and twilight's response.

More importantly, not being able to perform an attack during after-hit invulnerability also is crippling, especially when it's so easy to haphazardly dumb into a foe when the intent of your brash assault was to strike them with Twilight's Sword.

The collision is spastic and the sound design on the overall ranges from grating 2 second loops to outright laughable fart noise music.

That being said, you already have some solid sprite work here and the concept is appealing enough; god knows I actually did a 3D Dot Game Heroes playthrough as Twilight Sparkle, so I'm excited for what you can do if you manage to fix your engine and and work out these very real issues.
Reply
:iconganondox:
Ganondox Featured By Owner Feb 19, 2013  Hobbyist General Artist
Hello, project head and current lead programmer here.

If the game is running at full speed the attack should happen 1/30 of a second after the button was pressed. I think what's happening is the game itself is lagging, and I need to figure out how to fix that. I just assumed it was only lagging on my computer because my processor is apparently made of rocks and goes about as fast as a rock. Also, the attack algorithm hasn't quite been finalized yet, if you look at the older demos which can be found in my scrapbook you will seen an older attack algorithm. Anyway, right now while I found lag when the game was loading, I don't see any input lag, I just see the sword behaving very stupidly because I can't make a good sword motion.

The reason why you can't attack while invincible is because if you could you could just brute force your way through the bosses, at least with the older algorithm, and that's bad. I'll probably allow attacking while invincible once I get the attack algorithm (which involves enemy invincibility) finalized.

With the sounds, the 2 second loops and fart noises are just for Dungeon 0 and they were just place holders, dungeon 0 will not appear in the final game. The actual music can be seen in Dungeon 1, at least the current versions for it.

I'm not sure if I'm even technically using an engine, the game's code is entirely mine and was written in AS2 both directly into Flash's timeline and in separate class files. That being said, the foundation definitely needs work, and I looking to find someone who has bit more experience to help work out the code in the game so it can reach it's potential.
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:iconwaypointbravo:
WaypointBravo Featured By Owner Feb 19, 2013
Something that should be noted is that there are two kinds of input lag. The usual "frame goes slower" kind isn't that big a deal because the rest of the game is going just as slowly.

The other kind is considerably more serious, and isn't necessarily related to performance. It's more of an input bottleneck, where a whole lot of inputs build up and then funnel through over time. This is sometimes caused by the keyboard spam effect from holding a key for more than a second or so, and is addressed here: [link]

Unfortunately, that may not be all there is to it. I suspect one of the Adobe updates in the past year or so broke something, because around then I saw it quite suddenly propagate into just about every other game on the usual Flash gaming sites, including some games I'd played previously that didn't exhibit it before. Case in point, just about every game in the Basement Collection on Steam has been retroactively rendered almost unplayable by this. I've yet to find exactly what causes this.
Reply
:iconwaypointbravo:
WaypointBravo Featured By Owner Feb 19, 2013
Actually, now that I think about it I think Adobe added an input buffer at some point, which would make things more convenient for their various office tools, but kinda breaks gaming. It would explain why inputs build up then flush over time.

If that's the case, the thing I linked should fix it. By changing the listener from firing on the KeyboardEvent, to firing on EnterFrame and only checking the current KeyboardEvent to set variables, you sidestep repeated inputs.
Reply
:iconganondox:
Ganondox Featured By Owner Feb 19, 2013  Hobbyist General Artist
The way I'm checking keyboard import now is by testing whether or not Key.isDown is true, which is executed through onEnterFrame.
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:iconwaypointbravo:
WaypointBravo Featured By Owner Feb 20, 2013
Whoa, okay. You appear to still using Actionscript 2, because Key.isDown doesn't exist in Actionscript 3 (it was a huge security flaw for some reason).

That could also explain a lot, because Adobe stopped supporting AS2 in like 2006 and all manner of erratic compatibility issues could have cropped up since.
Reply
:iconganondox:
Ganondox Featured By Owner Feb 20, 2013  Hobbyist General Artist
Yes, I am using AS2, that's what the book I read used, lol.
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