Frameland - oldschool 2D RPG

Monkey Archive Forums/Monkey Projects/Frameland - oldschool 2D RPG

Shinkiro1(Posted 2016) [#1]
So I have been working on this for the last 2 month full time, really glad I am using monkey to build it.

It's an RPG heavily inspired by the olds like Final Fantasy. You have a lot of the classical elements: a Worldmap, towns, dungeons, ...
The battle system is unique though, it focuses on counters. Even the enemies counter you!

Blog: http://frameland.at/blog/
(I sometime also post / will post in depth articles)

This is a screen from the editor:



Nobuyuki(Posted 2016) [#2]
hey, neat, an editor :3

I love the idea of all-Monkey toolchains for some reason. Super cool!


Shinkiro1(Posted 2016) [#3]
Yes, it's really neat, because I can press a button and I am inside the editor making changes (while the game is running).
When I save the file I overwrite both, the file in the data folder & in the build target itself. This way everything stays in sync.


Shinkiro1(Posted 2016) [#4]
Another word on the editor: For development I am targeting html5 and this means I can have native gui inside the game.


I can't stress how useful this has been. It saved me from implementing textboxes and comboxes with all the platform dependent extras (shortcuts, smooth scrolling, etc.)


MonkeyPlotter(Posted 2016) [#5]
Really interesting work, its impressive what can be achieved within HTML5 these days and Monkey ;)


Shinkiro1(Posted 2017) [#6]
Just a little update on the project.
On my last commit the project had 44444 lines of monkey code (what a nice number).

http://imgur.com/Q8Tb1Rw
http://imgur.com/iKmO0e1

I stripped the previously shown html5 dependency, the editor is now completely self reliant (pure monkey).
I still love coding in monkey, it just doesn't get in my way.
And I have no problem hitting that 60 Fps target (while having 50k particles up).

We are planning to release a demo mid April, which will be around 1 hour of playtime.


Pakz(Posted 2017) [#7]
Looks like it is turning into a game I would like to play!


Shinkiro1(Posted 2017) [#8]
Thanks :)

Btw, you can stay up to date by following me on twitter: https://twitter.com/frameland


Shinkiro1(Posted April) [#9]
Posted a little update on my blog: http://frameland.at/game-update-7/
Demo coming soon.




Shinkiro1(Posted April) [#10]
While I am working on the game, here is a screen of how the editor has progressed (compare with previous posts). And yep, that's MiniC.
http://imgur.com/a/fjKzi



Shinkiro1(Posted May) [#11]
Alright, so after a year in development the demo is finally here:

https://frameland.itch.io/a-binary-tale

Feedback is appreciated :)
Downloads are for Windows & Mac.
Playtime is 30 - 60 minutes.
---
Monkey Line Code Count: 56300

Also a big thank you to Goodlookinguy, who maintains the minic scripting language. The game is quite heavily scripted and not having to build my own solution saved me a lot of time.


Gerry Quinn(Posted June) [#12]
i downloaded the Windows version and extracted the files (the game .exe and OpenAl) to a folder. When I click on the .exe, it opens briefly and immediately closes again.

OS is Windows 10.

Any ideas? Monkey stuff generally runs without problems for me.


Xaron(Posted June) [#13]
Works fine on my Windows 7 system, but will try on a Windows 10 machine. Awesome game!


Shinkiro1(Posted June) [#14]
Thank you Xaron :)

@Gerry
I only tested it on a Windows 7 machine.
This is a glfw debug build, I couldn't get the release version to build,
as it caused a "memory access violation" (and then closes immediately, as you said).

I will try to investigate this. Also some people have reported no sound at all on windows ...

I have never released on Windows before, any tips on what to look out for?


Pakz(Posted June) [#15]
I like these kind of games. Very impressive what you have done here :)

I tried the demo. One bug I noticed in the first map is that I could walk through a tree.(center top map)

The thing that really bugged me was the wavy screen effect (the simulation error feature) It is to heavy for my taste. I really considered stopping to play because of this. Maybe make it less intensive? I am not sure if I would stand this heavy effect for a long time.

I was a little bit overwhelmed in the game also. I figured out how to heal already but I was not able to heal my dog in time before he died.(bring back to life?) Maybe the father could explain how to use healing and other important things in the beginning or so?

The graphics are nice. So is the sound.


Gerry Quinn(Posted June) [#16]
That sort of error in release but not debug is something that you get with C++. It usually happens because data is packed tighter in the release version, and a pointer or array accesses out of bounds data. In the debug version it just hits padding.

It shouldn't be happening in Monkey code, though. Can you build to other targets? Or is there some custom C++ stuff in there?


Shinkiro1(Posted June) [#17]
@Gerry Quinn
That makes sense.
Yes, I am using some custom c++ code, mostly just returning values.
Html5 in release (and debug) builds fine.
I opened a separate thread for this: http://www.monkey-x.com/Community/posts.php?topic=12931#127617

@Pakz
Thanks for the feedback :)
I will try to make it a bit clearer how to heal / maybe indicate when you are low on health.
As for the effect, it's interesting you say it's too much for you (some people told me they really liked that). But I can see that it might be too much for some. I might tune it a bit.


Xaron(Posted June) [#18]
Just want to say, works great on my Windows 10 laptop as well including sound. :)


Pakz(Posted June) [#19]
I played it again for a half an hour. This time the screen wavy effect was not there. I am confused as of why it was not? I started playing a new game. I did not download it again.

For the first time in tried looking for jrpg games in steam. I never thought of looking for this tag before.


Shinkiro1(Posted June) [#20]
Thanks again Xaron, good to hear that it works there.

Pakz, I will look into this, effect should still be there.
If you are looking for a good JRPG that has come out this year, check out Shadows of Adam.
I liked that a lot.


Pakz(Posted June) [#21]
I completed the demo. It took me around 3 hours!

I noticed that the last salesman bought several items for around 5000 a piece. I only had to sell a few to make a huge amount of profit. I had so much money for suplies that the last monster was no challenge at all :)

I liked discovering and leveling. At the bridge where the 3 cogwheels were I could stockpile a lot of health potions. I wish I had ventured towards this position earlier.
Having the save points restore the health of the players was also a nice thing.


Shinkiro1(Posted June) [#22]
Wow, 3 hours :)

With the salesman, that was an oversight. Next version will have this fixed. (save files will still work though)

I might upload a new version with several fixes/changes today, depends if I can find an error on windows.


Shinkiro1(Posted June) [#23]
Ok, so the updated demo is now live. Changes:

This new version fixes some bugs of the original demo, and adds some needed features.
There is also an OpenAL installer packaged with the game now (install if you don't have sound).

* You can now switch to fullscreen on startup
* Windows: Game should run a lot faster in general now
* Several performance tweaks to make the game run smoother
* You can close the game at any time now
* HP bar colors now indicate when you are low on health
* Savepoint now shows that you are healed when interacting
* Fixed heroes being able to be revived with healing items
* Credits links were not clickable in fullscreen
* various bugfixes and game tweaks

If you want to keep your old savestate, copy the ".monkeystate" file from the old game folder into this one.

Edit: Download here: https://frameland.itch.io/a-binary-tale


Pierrou(Posted June) [#24]
That new version runs fine. I loved the visual FX, the mysterious characters, we want to see and know more. Great job and fun game! [tested on a basic Win7 laptop]