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Flame the Dragon (Demo released!), Not the one from "Spyro: A Hero's Tale"
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 Post subject: Flame the Dragon (Demo released!)
PostPosted: Sun Dec 19, 2010 11:44 am 
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DEMO HERE:
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http://www.mediafire.com/?e9y6e99m3g8ke6d
And as of right now, this project is on hold. Not canned, but delayed. I've spent well over a year on it and I've got new game ideas in mind. Enjoy!
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NOTE1: the rooms you see me playing in are the DEBUG ROOMS which is why there are invisible grounds that I appear to be walking on
NOTE2: NO Body has previously brought it to my attention how much this game barrows from the Zelda games. Though this is a (sorta) fangame of the Zelda series, it is also in need of being more original.

Topic brought back from the old MFGG
smbmaster99 wrote:
Hey, it's me. It's been a very long time since I posted a game on MFGG, and that one was Super Difficult Mario Bros, a super mega hard Mario game XP

A long while after I made that particular game, I decided I was gonna learn more GM and make an epic game (I made another game besides this current one, which I'd say only at least 26 other people know about, but I removed it from YYG). I learned lots from the game that I removed and am currently working on my personal favorite game to date, Flame the Dragon, my third game, after making a few examples and 2 non-serious joke games

This is the game that I always went on about in my topics for help in GM XP

The sprites used for the main characters (and a TON of NPC's) were edited off of NO Body's sprites, WITH HIS APPROVAL; don't do anything to his sprites without him giving his approval first. And, the characters you see (Flame and Crystal) are MY characters, and are not free to use

A majority of the enemy sprites were custom made by No Body the Dragon

this game was inspired by the Zelda series, and thus, there will be lotsa Zelda stuff in this game, from enemies, to exploration. I've had this game in mind for about 2 years, and finally started working on it about 2 months ago. I built this game off of the MKFDev source, but I assure you, almost everything you'll see in these videos were coded from scratch by myself, or they were heavily edited to do what I felt they should.

If y'all got questions, ask them.

some stuff in these videos are out of date
Spoiler:

NEW(er) video (note that this video was a tad rushed and there are glitches visible)
[youtube]xESkciMG1Xs[/youtube]
Newest stuff:

Spoiler:


Please note that the Mario NMEs you see are going to be very small in number, as I am trying to make the game more original. I'm going to try avoiding adding more Mario NMEs unless I feel I need to.


Last edited by smbmaster99 on Mon Jan 02, 2012 2:47 pm, edited 4 times in total.
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 Post subject: Re: Flame the Dragon
PostPosted: Sun Dec 19, 2010 3:27 pm 
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I really love that sun effect, it was one of my favorite things from the n64 zeldas.

I like this project a lot. I can't wait until it's finished.

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 Post subject: Re: Flame the Dragon
PostPosted: Sun Dec 19, 2010 6:18 pm 
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Looking real good so far to me. Looks like a gameplay mashup of Mario, Link and Metaknight, which is in no way a bad thing.

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 Post subject: Re: Flame the Dragon
PostPosted: Tue Dec 21, 2010 4:06 pm 
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Thanks ^( ^

What a beautiful sunny day :biggrin:
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Wait, why's it getting dark?
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:blank: it's raining
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:huh:
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(this picture of the lightning was a little smaller than it usually is)
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:soveryhappy:
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I'm still working out some things with it, but it works awesome-ly otherwise

the lightning originated from GM Cave Effects Engine 3

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 Post subject: Re: Flame the Dragon
PostPosted: Tue Dec 21, 2010 11:39 pm 
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Solid improvement. I'm really linking the change in weather.

 
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 Post subject: Re: Flame the Dragon
PostPosted: Sat Dec 25, 2010 12:39 am 
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Changes in weather always adds more life to something :biggrin:

Fixed an ANNOYING glitch with the NPC dialogue system XP

Names are shown properly depending on the character your playing as, and the picture of the person speaking also shows the char you play as:
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(I have this added in for when I add Flame and Crystal-swapping during gameplay :biggrin:

Throw stuff at NPCs and they may not like it too much =P

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Some may call him "hero", but that doesn't mean his teenager side has left him :laugh:

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 Post subject: Re: Flame the Dragon
PostPosted: Wed Dec 29, 2010 7:36 pm 
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Back from my little Christmas break :biggrin:
more qwertyuiop with the dialogue engine fixed, as well as adding a gizmo that allows the player to swap between Flame and Crystal during gameply :soveryhappy:
ImageImageImage :biggrin:
and then back to Flame:
ImageImage


The reason Flame jumped foward so much is cuz I was actually testing the dialogue again by changing from Crystal to Flame and vice-versa to ensure that the glitch with displaying their names was fixed 100%

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 Post subject: Re: Flame the Dragon
PostPosted: Fri Dec 31, 2010 12:55 am 
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I've been working on the world map so you can't get lost; how's this?
Spoiler:

I might update it some later

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 Post subject: Re: Flame the Dragon
PostPosted: Sat Jan 01, 2011 7:12 pm 
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I love the look of this so far! Everything looks really good!
But - on the world map, the ice area looks out of place; and, I presume you be aware of this already, but there seems to be a severe lack scenery on the map.

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 Post subject: Re: Flame the Dragon
PostPosted: Sat Jan 01, 2011 8:42 pm 
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Speculum wrote:
I love the look of this so far! Everything looks really good!
But - on the world map, the ice area looks out of place; and, I presume you be aware of this already, but there seems to be a severe lack scenery on the map.


Don't you worry none about that :D
Been working on the map actually :laugh:
Spoiler:

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 Post subject: Re: Flame the Dragon
PostPosted: Sat Jan 01, 2011 9:06 pm 
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World map feels a little edited from ALTTP graphics though.

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 Post subject: Re: Flame the Dragon
PostPosted: Sat Jan 01, 2011 9:52 pm 
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Kritter wrote:
World map feels a little edited from ALTTP graphics though.

that's cuz the tileset is from LttP :laugh:

The design of the map I can guarantee though, is completely from scratch

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 Post subject: Re: Flame the Dragon
PostPosted: Thu Jan 06, 2011 8:16 pm 
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grappling hook ^( ^ while it doesn't use groovy rope-physics such as swinging on it, it still does it's job:
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Oh noez how will Crystal ever get over that D:
I reckon she'll be using this here:
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The way to use the grappling hook's a bit different, hence the little instructions under the inventory box
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A little circle appears to show where the grappling hook will go once thrown
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I forgot to change her sprites on the picture to the right when I took it XP
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:soveryhappy:

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 Post subject: Re: Flame the Dragon
PostPosted: Sun Jan 09, 2011 6:47 pm 
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got a tad lazy XP
but here's how Flame uses the grappling hook :soveryhappy:
(this one's a little off; I need to fix the way the hook looks in this image, since it's supposed to still be on the enemy)
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after the hook latches onto an enemy, they are very temporarily stunned, and the ctrl key appears over Flame's head
if your too slow, the enemy becomes unstunned and the grappling hook returns to you, but if you hit it fast enough,
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the key will pop and disappear, then this will happen:
ImageImage
Flame heaves back on the string, and the enemy is sent flying, bouncing madly all over the screen; this deals death to enemies that are affected by it.

the only enemies that can be destroyed by it are: Skalemites, Garashites, Lansaians, Stalfos, Lizalfos, Goriyas, other small enemies, and the small knight enemies.

NOTE: using the grappling hook in this way can be risky though. Even if the enemy doesn't see you yet, it takes a little time to press 'z' and then aim the cursor over your target, hit the mouse button, then hit 'z' again without the enemy or another one from getting to you and attacking, so use it wisely.

BTW, the grappling hook glitch on the NME has been fixed.

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 Post subject: Re: Flame the Dragon
PostPosted: Thu Jan 13, 2011 10:10 am 
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got the last 2 items made :superfreakingawesomeface:

the first one is shurikens, which will be used as items to clear obstacles such as DIRT and people who don't fear ninjas
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By holding down Z, you can "charge" the effect of this item. Release Z after you see this:
Imagefor this:Image
You can also throw diagonally and vertically:
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(Crystal can also use the Shurikens)

And the hourglass:
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It can freeze enemies in their tracks, but costs a good deal of magic. Use it when surrounded by attackers for the most effective side of it:
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a bunch of clocks (like from Paper Mario 64 that fade in and fade out, with some rotation and grow effects added)

Once they're frozen, you can either leave or fight, but they won't be statues for long! XP
(Crystal can use this move as well :awesome: )

This move will also have it's uses outside of combat

Just to let everyone know, the space between the hourglass and the empty bottles is another empty bottle which can be purchased at the store

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 Post subject: Re: Flame the Dragon
PostPosted: Mon Jan 17, 2011 4:07 pm 
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been kinda lazy lol
sorry for the wait, but here it is XP
[youtube]aTS6aLgMG3c[/youtube]
Just thought I'd show these effects

I need to stop being lazy D8

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 Post subject: Re: Flame the Dragon
PostPosted: Sat Jan 22, 2011 5:46 pm 
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I'm not dead =P and neither is this project :soveryhappy:

I've just been thinking of some bosses for the game and decided to go ahead and code some:
People that love metal slug games will recognize these dudes:
ImageImage

It fires lasers, bullets, bombs, it's a tough boss! It shows up later in the game though, so don't worry about excessive deaths and little health =P

ImageImage

this one was tricky, but I managed to get him to work ^( ^

it gives off toxic fumes, spits putrid bouncing bubbles, explosive acid droplets (small explosions), spores, and spiked bouncing eggs(?)

this one's an earlier boss, but it's weaker than the wall-crawler

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 Post subject: Re: Flame the Dragon
PostPosted: Sun Jan 23, 2011 7:59 am 
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This looks really cool! I am also really impressed with the sunshine effect. Hope we can try it soon, good luck with it!

 
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 Post subject: Re: Flame the Dragon
PostPosted: Thu Jan 27, 2011 11:30 pm 
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Note that despite the FPS in the lower right corner says 27, it was just like that when first I entered the room, and jumped back to perfect 60 in less than a millisecond

:soveryhappy:
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I was originally gonna show a screenshot of the windows at sunset to show that they show the sun's setting, but I'll get to that later =P

BTW torches aren't the only lighting methods Minerians use =P they use electricity, but some places use torches cuz they feel like it :laugh:

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 Post subject: Re: Flame the Dragon
PostPosted: Tue Feb 01, 2011 8:14 am 
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Been working on the opening cutscene and I'm running into all sorts of jabber >< the biggest clink being I need a castle for the King and Queen, but I just so happen to have found one =P however it's in need of editing to look more original, so I'm working on that now.

I also finally came up with a good enough thingy to represent the Kingdom of Mineria :soveryhappy:
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the sword as far as I know, was made by NO Body. The Z and V stand for Zargon and Vairis, the King and Queen

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