Game
NukeOTron Sucks Collection
11 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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Oh, no. They're stuck. I'M stuck. The only thing that could be doing this within reason should be collision physics.

Pretty sure the GM Studio 1 build doesn't do this, but the current Game Maker build does.

Oh, no, not again.

At least it's just the player character, but still...

EDIT: It's just her collision box being different for the Hurt frames. Easy to fix. Her sprites all have different collision boxes to keep her ability to duck.

The HTML5 version was actually running buttery-smooth.

...and then it locked up on THIS screen for no apparent reason. 4th level. Even the music continued to play when I switched windows on this screen.

There may be limits to HTML5 I don't understand yet.

Since certain elements of GM Studio 1, including ye olde "score" and "lives" variables, were deprecated in later versions, I reworked the score system while making them global.Score and global.Lives instead.

Now getting a million points can be done.

Yes, according to Game Maker, there IS a difference between randomise() and randomize(). randomize() gets you zero, guaranteed, with HTML5.

I would blame it on them, but I can adjust.

Can you tell what needs to be fixed on this screen?

...and if you noticed, is it worth fixing?

Importing again.

It may say there are 20 warnings, but 18 are about "__cam" and two are about "array_length_1d", related to ye olde depth system.

...well, I don't know if I should be worried about either at the moment.

Okay, I'm testing out the HTML5 version again.

The crash is consistent with the one level, and one enemy spawning around that location: this guy.

Time to figure out why...

EDIT: I suspected the Magnet Crusher, but it's likely this guy.

How it started vs. How it's going.

The character-puppet thing ended up being the basis for the boss designs instead of the Robot Maid herself.

I could salvage it, but I'd think adding a mode where bosses fight each other is a bit too extra.

Playing around with the title is only the start of a title sequence.