Game
NukeOTron Sucks Collection
10 years ago

Before Dragonian, I tried making an RPG.


Since SOL is associated with the collection, this article is associated with the NukeOTron Sucks Collection.

Before I made Dragonian, anything with ninjas, and even Super Starton, my first completed game, I wanted to make video games. My first project, the first game I ever tried to make, was Staff of Laria.

The history of this game dates back to my early teens, after having a strange dream that became the start of the tale, and the story started.
The original version was on the OHRRPGCE, the Original Hamster Republic RPG Creation Engine. It didn’t get far, but trust me, OHRRPGCE is a very useful RPG maker.
The story back then was shallow.

Later on, I discovered RPG Maker 2000. It was effective. The story is a bit more developed, but not much.

Anyway, since the problem with RPG makers is that you can’t make your own battle system. …which led to the GM version. Personally, my vision for that game was to use FMVs for battle animations. …well, it’s close enough. Also, I would’ve loved it if there were FMVs everywhere. If anything, I’d like it to look like those multi-disk epics that were popular in the ’90s.

Still, perhaps Staff of Laria has (or had) a following. It’s good to see what came before Dragonian. I really do want that game made someday, so communicate if you’re willing to back it up.

For your game-making pleasure, I have for you the original script, extra source code for any one with GM, and original concept drawings.
Just be aware, this isn’t for the faint of heart, or little little kids.

https://drive.google.com/file/d/0B4CjsB0TaO9zV0RtaF9KZUVmSGM/view?usp=sharing



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A step-by-step process for bigger sprites.

GM Studio 1 works like Windows XP's Paint, but with nicer features. As such, even a lefty like me can learn to draw right-handed with a Line tool.

The only thing harder than animating a set of wheels is making it handle like a set of wheels.

...and making an infinite floor without resorting to the official 3D engine.

All this work to get punched in the face.

Trying to do that Infinite Floor thing (technically, it's a trick of the camera), and I think it chugs.

Makes sense, since it's drawing on one surface over and over for each scanline, then putting that on another surface, which puts that on-screen.

Hmm...

First off, you can't rotate a background with draw_background_tiled. However, you can draw anything on a BIG surface, and a surface can be rotated and doubled up.

So, the infinite floor uses a surface, and now it's not chugging so hard. Look at the FPS.

Almost there...

There's gonna be a second driving section without walls later.

I'm getting closer to my goal here.

All these rock piles are gonna loop indefinitely for now. My goal is to make the road widen, tighten, and move side-to-side with the walls.

...and replace the grassy floor with something more fruitcake-like.

Here I am, still trying to push the limits. I'm pretty sure there's a shader for Mode 7 out there, but this is what I've been working with.

Also, because of limitations, red flashing floors generate force fields you can bump into.

This is the driving sequence in action.

I don't have any original music for that part, and I can imagine that passing-through-flags sound getting annoying after a while.

Like I said before, draw_background_tiled_ext() can't do rotation. ...but if I'm not rotating, I can use it without consequence for an infinite floor.

I'm gonna work on a system for the road to constantly spawn objects as I move forward in a sequence.