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Project: Motherworld
Project Started: 29th June, 2008 Last Update: 31st October, 2011
Project Owner: Otter Project Members: CraigT
Project Type: RealTime Simulation and RPG Project Progress:
More Info: n/a Faves: 6

Hello World...
Posted 26th Nov 10, by Otter  
So after a who-knows-how-long-time of inactivity, I've finally decided it's time to get Motherworld back up and going. I've got several years(I've been making this game for at least two more years then the project page is old) and a lot of memories caught up in Motherworld, therfore, it doesn't deserve and abandoned fate.

The main reason my progress had haulted was because of inventory trouble. I tried getting other people to help me with it, which ended being a bad idea. This is in noway a fault of the other people, but purely mine because something as essential to a game as an inventory should be made by the creator. Afer my long break from Motherworld and clicking in general, I felt that sort of longing for Motherworld's atmosphere...and...I missed you guys ;_; So I got back at it, and decided to face the inventory problem head on by working on something wouldn't function without the inventory, the Store. And after some work, it all worked good.

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It's called a Drug Store to be traditional, on the original Earthbound you could buy baseball bats and food at the drugstore. You can buy the same stuff in Motherworld, plus furniture.
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Everyday the inventory changes. Every month, the item themes change. For November, there is the thanksgiving theme and the pirate theme.
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There is also special items on certain days, for example, on Talk Like A Pirate day in September there will be pirate items form November for sale.
Items go straight to inventory after buying them
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Well, I hope this marks a return to progress on Motherworld, now that the inventory is working, I beleive progress will go much faster

Party on TDCers
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Posted by Otter 26th November, 2010

Make sure you click on the extra wide pictures to expand them, that way you can read what Jeremy is saying.
 
Posted by ILIKESCIFI Games 26th November, 2010

Just a general post: awesome, and awesome and awesome and...guess what. I´m a Snes kid - forever!
 
Posted by Jon Lambert 26th November, 2010

Nice, but are you ever going to improve the hud?
 
Posted by Otter 26th November, 2010

Thanks guys!

Iamjot: Me too! I still have and play my old SNES, I consider it...The golden era of gaming!

Jon Lambert: Hmm... I'm not quite sure... By HUD, do you mean the HP and MP and stuff? Or the set up of the inventory? If you mean the HP and MP and stuff seen when you are standing outside the Drug Store, I'm not sure. I've been told before that the setup could look much more professional than it does, but I'm not sure how to improve it. All of the information in it is need except the status bar that displays your last action("The magic butterfly made you relax and healed your Pp!")

Do you have an idea on how to improve it though? Cause I can't think of a good idea that keeps all of the information.
 
Posted by UrbanMonk 28th November, 2010

I'd say you need some thumbnails for the items in the inventory, even if it's just a symbol that represents furniture, or something.

You could load the images externally and just name them after the items, so they're easier to load.
 
Posted by Jon Lambert 29th November, 2010

http://gumman.desertstorms.net/earthud1.png
http://gumman.desertstorms.net/earthud2.png
http://gumman.desertstorms.net/earthud3.png
http://gumman.desertstorms.net/earthud.mfa

All these designs have a rounded style, which you could easily change. The first picture shows all HUD elements on screen, with an Earthbound black/white style. The second picture shows the message and enemy elements hidden, and the PSI power element condensed (only shows the icon), with a semitransparent Earthbound black/white style. The third picture shows the PSI power grayed out (as the player has no PP), with a semitransparent black style.

The .mfa has the HUD I built. The only events in the Event Editor are demonstrations of the movements and other things I coded as behaviors for the individual HUD elements.
 
Posted by OMC 29th November, 2010

They need to be on top of menus or just pop in some way so that they don't blend so much with the background. Just use the boxes and font from the store's dialog!

Good to see you back on the project.
 
Posted by Otter 1st December, 2010

Those look great Jon! I espicially enjoy the first one, but I definitely see the advantages of the semi transparent ones though.

I think I'm going to make the message pop up when it gets a message, and then dissapear after so many seconds as to emphasize stuff that happens on it.

What do you guys think of having the HP and MP dissapear for so many seconds as well and then reappear when you get hit or use a healing item? Or would that be a bad idea on an RPG?
 
Posted by Jon Lambert 2nd December, 2010

http://www.jonhlambert.com/earthud2.mfa

I've updated this source with a new behavior for the HP/PP HUD element that makes them visible only if one or the other is less than maximum. That way, the player doesn't have to be bothered by them unless they have to, and will always be aware of how much longer they can fight.

The source already has the message pop-up and disappear behavior that you've specified. Once it is done typing out the message, it will last for as many frames as you set the alterable value Limit for. Then it will automatically set Flag 0 on, which will make it disappear. I've also made it so that you can toggle Flag 0 to make the name HUD element move in and out.

To install this code, just copy all the objects into your frame, position them as you would like, and then in your events, right click whichever objects are analogous to mine and choose to replace them with mine. This will take all their instances in your events and replace them with instances of my objects. Then remove the events or actions that do things that my code already does.
 


 



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