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Magus Magus : Fighting/Shmup Hybrid

Started by hima, February 01, 2009, 09:41:59 AM

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hima



© GPTouch




GAME INFO

Magus Magus is a multiplayer fighting video game with shooting video game
elements.
The game focuses more on long-range attack rather than a close combat like other
fighting games. The play controls are also greatly simplified in comparison to other
fighting games. The game area resembles an arena shooting game, which allow
player to roam around the area freely in all 8 directions.
The game also feature bullet hell elements from bullet hell/curtain fire shooting
games. This ranges from a barrage attack to a special move that turn a character
into a shooting game boss, with the player be able to control the attack pattern.
The game can be played with as many as 4 players at a time, make it suitable for a
light party game. However, the game mechanic is also designed to be deep
enough for hardcore gamers to enjoy.

SETTING

In the future, a super smart dust called 'Magia Dust' was invented. The devices
have an ability to control the natural world within their range, which resembles
something people in the past used to call 'magic'.
Over the time the art of fighting with Magia, a magic created from Magia Dust,
becomes the world's most popular sport called "Magus Battle".
The story starts with a rumor of a secret Magus Battle Tournament with a prize
being 'one wish will be granted' has been spread around the world. After all the
elimination rounds, only 8 Magus were able to go on to the next round, which will
be held on an island, far far away. The real tournament has just begun.




CHARACTERS




GAMEPLAY VIDEO
[youtube=425,350]2JC3mMN3QQs[/youtube]




GAME SYSTEM EXPLANATION
:: DOWNLOAD MANUAL HERE ::




I'm hoping to release the demo this month. :)

Revo

Holy crap. That is so damn awesome. You make such awesome games. I'm REALLY looking forward to a demo.

Zylos

Whoa. O_O


You are a god among the game makers here.




Kathryn

Holy shit.

You are too good for game makers, man.

modern algebra


tSwitch

Hima

I don't know where you keep getting these ideas, but DO NOT STOP.
seriously.


FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: Bandcamp | Twitter | Patreon

Arrow

Well damn. I didn't even know the program was capable of that shit. XD

Malson


tSwitch

#8
Quote from: Malson on February 28, 2009, 07:39:37 AM
Touhou-influenced, i presume?

Touhou isnt' the only series of bullet hell/bullet curtain games, and most of Hima's work has been that sort of game (well...3/4 games he's shown us thus far).  So it's possible, but not a guarantee.

edit: it looks like Bullet Hell Super Smash Bros.


FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: Bandcamp | Twitter | Patreon

hima

@Malson
It's many shooting games that influence this, because before I made my first shmup I was playing so many shmup to study the genre. Touhou series was one of them, but it doesn't limit to that though.

And just like NAMKCOR said, this is pretty much Bullet Hell Super Smash Bros.!

hima



I've decided to remake the game completely and turn it into somewhat 2.5d  ( 3d bg with 2d sprite )


The character sprites will be pre-rendered 3d , so that it's easier to animate XD



Also, this won't be made in Game Maker anymore but C++. I'll report this topic to be moved once I have more info on this C++ version :)

Grafikal

Very cool, man. Good luck! :D I can't wait!

Lazer Ki

Hi

tSwitch

that's pretty awesome man, good luck, I can't wait to see.


FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: Bandcamp | Twitter | Patreon

hima





Finally got most of the basic stuffs like the Game Maker version finished. The black tile on the left is a sample of unpassable tile ( though it doesn't block the bullet ).  GUI and most of the stuffs here still placeholder.

This is the furthest zoom out in the game, so it wouldn't get any smaller. But I'd like to know if the characters and bullets are too small. 


I wish I know how to export RM map to a readable file, so that I can just use Rmxp as a stage editor. *sigh*

Lazer Ki

 :tpg: ;8

...awesome I can't wait for this to come out.
Hi

hima

@Lazer Kirby
Thanks! I can't wait too :D




Got another character model done today. This is Kon Crete, a close combat oriented character.  Most of his attack has close to middle range, and most of his special moves will allow you to get close to your opponent quickly and safely.










strike

wow. hima seriously just wow. you should try developing an indie game on Xbox live arcade and make money off this stuff.



also  KON CRETE PULL UP YO' PANTS

Malson

Quote from: hima on September 26, 2009, 07:56:58 AM




I hope these are some of the larger bullets in the game. Even the smaller set are still several times larger than the characters.

hima

#19
Quote from: Strike Reyhi on October 01, 2009, 09:43:48 PM
wow. hima seriously just wow. you should try developing an indie game on Xbox live arcade and make money off this stuff.



also  KON CRETE PULL UP YO' PANTS

Thanks! I have to learn XNA and C# first though :( Probably after I'm done with this and my college projects and all I'll have time to learn C# and XNA X(.

Also lol at pants comment.  ;D

Quote from: Malson on October 02, 2009, 08:54:07 AM
I hope these are some of the larger bullets in the game. Even the smaller set are still several times larger than the characters.

I'm still experimenting with bullet and character size. I think the character looks ok now and I agree with you that the bullets are too large for a base size. Right now I'm using 16 x 16 size and it looks much better :)  ( though I still needs to test whether they're too small and too easy to dodge. )




As for the development progress, I've implemented a shield and dash system. Shielding and dashing will be your main defensive moves, since they are the easiest to perform.

You can create a shield by holding a D button. Your shield will prevent you from almost any attack with the expense of your magic point. If you run out of magic point while shielding, your shield will break, leaving you vulnerable for a short amount of time. Your magic point will not regenerate while your shield is on.

Dashing can be done by moving a D-pad in any direction while your shield is on. This will make you move really fast and allow you to go through almost any attack. The only downside is that your magic point will be constantly decrease while you're dashing. Making any attack while dashing will force you to stop dashing.




I'm also changing the game resolution to widescreen - 960 x 600. I just found a way to keep the game display ratio on any resolution so I don't have to worry about the game being stretched on 4:3 monitor anymore :D

tSwitch

hima that looks absolutely boss.
I can't wait to see some videos.


FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: Bandcamp | Twitter | Patreon

hima

Ok, here's the video!

[youtube=425,350]qA7EYMrzxwo[/youtube]

It isn't that exciting, mostly because I cannot control 4 characters at the same time and I haven't implemented an AI yet.




Also Piti just remake the Kon model all over and here's the finish product










This should be the last time that we're working with Kon. Next character : Eulgi - the ice queen :D

tSwitch

I hope the gameplay stays that smooth when the screen is full of bullets.
that looks pretty cool man.


FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: Bandcamp | Twitter | Patreon

hima

Quote from: ??????? on October 03, 2009, 12:54:17 PM
I hope the gameplay stays that smooth when the screen is full of bullets.
that looks pretty cool man.

I was worried about that too since the bullet pattern part isn't done in C++ but through a scripting language called AngelScript ( This is so that I can testplay and change the script easily without having to recompile ) At first I let each bullet call a script to update themselves, but that slow the game down a lot, making the game able to handle 800 bullets before the FPS drop, which defeat the whole purpose of moving this to C++. ( GM could only handle 700 )

Right now I let the player call the script once each frame , but passing all the bullets to script and now the game run fine even with 2000 bullets :D

hima

Considering the stage size and everything, we have decided to change the style of the model to be somewhat similar to Namco X Capcom.

Also, Piti got some animation done.



[youtube=425,350]CKu5tEjfuGo[/youtube]

And I feel like the process of prerender this into 2D is kind of tiring. Maybe I'll just go ahead and learn how to load 3d model properly. :crazy: