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underground4550

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A member registered Mar 12, 2024 · View creator page →

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I refactored my code a lot. I have many files now. I pointlessly made a custom console for debugging but you can’t use certain things on mobile like auto backing up on refresh and checking the file path on errors. In other news I managed to make the fighting 2v2 which is making me think I could do 6v6 maybe. What if I make a skill tree for every monster so you can easily decide what moves to have in battle… and maybe increase available skills to 6. It’s so boring 1v1 with 4 moves. 

fyi dont use the breeder its a small bug but i fixed it in my current code. ill upload later.

so i made it dual screen like an nds. more mobile friendly. 

i uploaded the new version on https://tmarshall.x10.mx/mygame6/
i changed a lot of stuff compared to the old version. next i think i want to try balancing the game more. battles can be too difficult early on but if i add more moves like scratch, growl ect then the enemy will have a higher chance of using one of those moves instead of attack every time. so will be easier to win early on. i dont want to copy pokemon too much but i was thnking of adding leer or something. i need to come up with new moves that arent attacking moves that i can use. anyways if anyone is reading this let me know what you think! 

Ive gotten better at coding. i am using my scenes to keep track of all the pages and stuff. I added more moves and some have special effects like hypnosis, confusion, paralyze ect. when you catch a monster it lets you name the monster and then it show the details. i made a teacher where it lets you teach any move to any monster. its not restricted yet but i should limit the moves it can teach. when you talk to the monster it shows the affection level and lets you interact with it. also added a monster breeder. say you catch a monster it has 4 moves already learned and you wont be able to get a move that it learned on a lower level because its already been replaced. so if you breed a monster then you will get a low level of a specific monster so you can get the moves it learns on the lower levels. when you interact with the monster you can also feed it berries. there are specific berries for each type of monster. eg poison, electric. added an animation for the experience bar. also i made the pokedex (enclyclepdia?) look nicer. i think thats it. i haven't uploaded the changes yet im just trying to polish the game a bit. but if someone is interested then let me know! i am going to try to upload the new screenshots. i think thats all i added. i think i should add accuracy to the monsters because i have sand attack. it will influence the dodge mechanic instead of it just being random. not sure how i will do the math for that but im sure chatgpt will help. i also need to add poison cure berry.. and i dont have a key for my items i need to rework that so the name isnt the key and i can have names with capitals and spaces so it looks nicer. maybe i should make it so you need cut to cut down a tree instead of an axe? with the new moves i added i need to make sure its balanced better i think. i also added more dialogue messages like when a monster gets burned. but i was thinking it should have a dialogue after every attack but it just covers the pokemon when the dialogue is there so i am not sure what to do there. i would have to rearange the UI but i cant find a UI I like. i was thinking of cleaning up my code a bit now that i have things working well. it would be cool to have more animations for my atacks but its hard to find free stuff online and i dont have an animation artist. i need to move away from pokemon and pokedex and pokeballs and make it unique to my game... because of copywright. 

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i noticed that for the trex and panda. and maybe others that the order for the direction the sprites are facing are different. normally its down up left right in vertical collumns but its in horizontal rows for the trex and panda. it might be like that for other monsters but those are the ones i noticed.  i was able to rearrange.


fixed the burn and poison mechanics. fixed the pokeball catch rate. also fixed the levelup so the wild pokemon dont learn more than 4 moves. added a cancel button so you dont need to learn a new move. 

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redid the attack logic code. figured out you can do promises in the code, basically instead of doing oncomplete of tweens you can do await and async. basically how it works is the code has to finish executing before it goes to the next line so you can have a tween that does an animation and it won't overlap with the next tween so you can control the order that all the animations and code gets executed and it doens't overlap. makes the code a lot cleaner.

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been improving the code and fixed a few bugs. added a UI for the monster party and the items. havent uploaded the code yet though i want to make sure i find all the bugs. still havent uploaded the dodge and crit, poison, burn cut and the 10 elemental moves and also a few new pokemon. still trying to polish the game and find all the bugs... sometimes the burn gets triggered twice. my attack code is a nightmare. when i implemented speed i had to keep track of who was attacking first based on the speed. its pretty confusing, been thinking of doing a different aproach for managing the attack sequence. maybe an attack queue? sometimes i have double attacks or tripple attacks and then having it burn at the end of the turn or poison, i need to somehow do it in a certain order i think. chatgpt has a word limit but perplexity doesnt but it has a limit to how many times you can upload text to it per day. but i was thinking of seeing if it can come up with some way of having an attack queue. like an array of attacks and it plays it in a sequence. would make my attacking logic pretty fancy. 

been fixing bugs... it was hard to get through doors figured i should fix that. also another bug i had the skill window save the last position but it was being moved when the camera moved as it was relative to the world coordinates and not the camera. phaser 3 sure is tricky sometimes. also noticed that the Rare bow wasnt showing the stats correctly.

thinking i should implement offhand and mainhand and make it so you can only use 1 weapon at a time. offhand will be for a shield. and then i should add a inventory slot for arrows as there are 2 kinds of arrows and make it so you can buy them separately. i should make a separate shop instead of having 4 basements... but i suck at building maps. 

so you can have a wand and a sheid? or should i put the scroll in the offhand. i need to add a cooldown for the wand tho its a bit overpowered.  

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yeah for some reason my image is stretched i think. i need to use the original.

for some reason i streched the image 1.5 in width and height. the original tileset was 8x8 pixels and i then i made it 12x12 pixels. so when i streched using the nearest pixel this time it looks like this:


has sharp pixels but the diagonals look a bit weird lol. not sure why image processing is so hard. i could change the tileset size to the original 8x8 but that would mess with my code a lot. and my interior houses use 12x12 too. not sure why the hell i decided to go with 12x12 pixels. i used python to resize. 

resized_img = img.resize((new_width, new_height), Image.NEAREST)
its just the pixels dont line up on the grid anymore is the problem when streched. you can tell when you open in paint and look at the pixels... 


think i found a solution, but i will have to change my interior stileset as well. if i double the resolution, so its 24x24 then the pixels line up. just i didnt do my code well when placing the images i should have did x*tilesize + tilesize/2 but i just entered in 12 and 6 instead of tilesize so im going to have to redo a lot of my code so i can change the tilesize easier. 

here is the image at double resolution and stretched 1.5:



i just realized its  supposed to be 12x12 and i stretched it 1.5 for some reason i dont know why and still made the game with the tileset streched... surprised it still worked. if i were to unstrech it then i'd have to replace all the tiles in my entire map because the values of the tiles wouldn't line up anymore. yikes.


https://discourse.mapeditor.org/t/trouble-understanding-set-up-of-mass-replace-t...


maybe this will help me

worked on the menu more and added a save function. made it so when you die you load your last save. right now you can save anytime, also redi the UI of the skilltree. made the hotkeys menu speciic. escape is the pause menu that you can access save. k is skills, t is stats, c is character, i is inventory. i think the next step is adding another area then maybe i'll be ready for another upload.

thats just the way i found it. i just tried searching for a higher resolution but i dont think there is one.



decided to add a ui to the inventory and character screen.

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oh so thats how you got the inner border and made the background a different color. i think there is a background color missing. i might be able to make a python script so i can have 2 borders. i looked through all the 9pathrect files and all the files in the theme1 folder. i cant find any files with that background color so i thought you made it in asperite or something. i haven't learned godot yet though.

i just realized the corner is a different resolution. i guess there is something in godot that is built in that lets you generate corners like this? i am going to play around with it and see if i can make my own 9patchrect with the image.

 



there now it can be used as a 9patchrect! i made the dimensions 54 pixels for each corner


been slowly building my ui


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first image without nearest filter


second image with the nearest filter

i tried using the line of code 

        this.textures.get('map').setFilter(Phaser.Textures.FilterMode.NEAREST); // Ensure pixel sharpness for this texture

not sure if this does the trick its kind of hard to tell in here the difference but it does make it a bit less blurry. im also using a zoom on the camera... maybe its just the resolution of my tilesets. 

i tried to set the pixelart to true in the game config and this is the result. 

not sure if i like it or not lol.



this is without the pixelart enabled:


the text looks more smooth and the characters have less rigid pixels. not sure what to do here what do you think?


im using a phaser 3 engine in javascript not sure if you're familiar with the engine. 


this is the tilesheet in using in tiled. i assume its just because my tilesheet isn't the best resolution?



if you have any advice let me know.

try opening the image in a new tab to get a better look...

i welcome any feedback. i think i should make it so when you die you lose your save file like in the original zelda. and maybe make save points? not sure. and probably make it so you don't start with max gear.  i need to have story and different areas im not good at doing that kind of stuff. still in testing / developement but im getting stuck with what to add, similarily to my pokemon style game. 

ok thanks, i used python to create a 9 patch rect image from your nine patch rect file and it works well. i'll have to create each image i want for my ui individually but i think this is the best way. i am using phaser 3 so it doesn't have 9 patch rect built into it. this is the panel but it doesn't look like the pause menu you have. it looks like you used a different 9patchrect image for the paused screen. i guess im trying to figure out how you made the inside border of the panel and the background. im guessing its something to do with asperite? 

fixed the rotation! a small feature that was really hard to fix lol.

thanks so much!

made a minecraft sandbox lol. 

its not perfect , rotating the map they don't stay lined up for some reason. 

if anyone is interested in the sourcecode i can upload... 

would it be possible to create animations for the monster facing all directions, you already have them facing right, and can acheive facing left by flipping horizontally, but i want to have them also facing up and down so i can have them follow my trainer in my pokemon style game.  i also have a zelda game and having them able to switch directions on the map is essential for what im trying to do. 

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i made a pokemon like game already but now im making a zelda like game... but was thinking it would be cool to have a sheild to block, and maybe something to represent mana for when casting spells... 
but love the asset pack ive been making games for fun and i feel like i have a lot of freedome of creativity especially using this pack.. 

love the pack though thanks for your hard work. 


im having trouble trying to implement the theme i dont get how you're supposed to stretch it where the border stays the same size and the center is stretched... how do you do it?

Im finding lots of bugs... not sure why. i need someone to fix them for me lol... the attack sequence seems to be messed up. 

NinjaAdventure updated their pack so im going to add the new monsters... 

i realized a few bugs, i havent touched this project in a while i kinda want to colab with someone. 

i realized i forgot to add the chest asset so that didnt load in the demo on the site. 

i think the capture sphere formula is broken seems to always catch. it's supposed to catch based on how much health is left and the level of the monsters.

not sure how to fix the blurryness, i think its because im using the zoom on the camera. not sure how to manage linear scaling or whatever. 

i need to get more ideas on what to add to the game... maybe figure out cutscenes and make it more story driven. im not sure. 


built this in a few months of solid work every day. 

adding dodge, critical, burn, poison, cut, 10 new elemental moves, 

there i uploaded the most recent version.

if there's more interest i will update my itch.io download and browser play. currently only the most recent version is on my x10 site. i got the dialogue box working with the touchpad controls (when you are on mobile you can see the gameboy buttons) just haven't added listeners Everywhere yet. i am trying to figure out what to add next.

ive been making a monster rpg using your assets. they have helped me a lot. you can see if you want. basically can catch each monster and it follows you. im still trying to figure out what i can add to my game. having more monsters would be cool.  or even having left right up down sprites for the animals would be cool too.  or having the boss have more animations. the attack animations were really useful too.  the link is here: https://underground4550.itch.io/monster-game-rpg

still having bugs with the dialoguebox... thought i fixed most of them but now getting strange results when adding keyboard controls. why is it so hard!

i need help wtih eliminating bugs. i am trying to add a turtorial and keyboard controls and im having lots of issues with the dialogue box ect

added a map  (m) and a difficulty setting
only accessible on my x10 site so far ... haven't uploaded here yet. :p

uploaded a new gameplay video to youtube. added items and trees. now its not so boring walking through the grass. you must beat the gym to be able to knock down trees. spacebar removes tree. spacebar opens chest. chest gives you a random item could even get a hyper potion or rare candy if you're lucky. 

i just uploaded the new game. it has gameplay to level 70~. doesn't take me long to level up i haven't made a 3rd town yet but on the way to the 3rd town there is a forest with a hut that lets you upgrade your pokemon. how the shrine works is if you collect an orb that matches the "following pokemon" type and you hit spacebar facing the shrine you can use the orb on the pokemon. it only takes effect if you use more than 3 times... then it will upgrade your special pokemon move. 

recently added more advanced battle logic i had to refactor the battle sequence so i can make it so one player attacks if the speed is faster than the other. the faster pokemon attacks first i mean... and each move has a speed so quick attack adds to the pokemon speed to determine which pokemon attacks first. its on my x10 site just want to get more content before uploading here. 

you can also play on my website if you don't want to wait for my new content to upload.
https://tmarshall.x10.mx/mygame2/index.html

been making improvements. will upload soon. so far i've reworked the moves so each pokemon has a special move and each pokemon has the moves tackle and quick attack. i haven't implemented speed yet. 
i also worked on the animations for quick attack and tackle, 
and recently just made it so the health bar slides when it updates, that was really difficult lol. but i'm learning so that's cool. 
next will have to be animating the experience bar i think, or adding another shop with a pc and or healing center not sure yet. 

oh and added pokemon, and changed the starter pokemon... now you have to pick from 3 starter pokemon. the dragon is kinda op.