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THIS PROJECT IS DISCONTINUED
Development moved to another engine
Download Last OSE Build: https://dl.dropbox.com/u/20216605/Relea … _Build.zip
Grab the sources and hopefully pick up or spin off this project worth 18 months of work. Just bear in mind that you should include our credits file and mention you reused assets from this project, pointing to that file for a complete list of people that made this mod possible. Even if you only use only one file from the project, all those people made it possible that we had time and will to work on other files.
meanwhile, enjoy the last demos published at:
http://shinobidensetsu.webs.com/downloads.htm
Including the new weekly alphas of the UDK port
To keep up with the latest news, you can subscribe to us on any of these:
http://www.facebook.com/ShinobiDensetsu
https://twitter.com/shinDensetsu
http://www.youtube.com/user/oxidmedia
Last edited by KZR (2012-08-09 12:37:53)
https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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Well done KZR, I can't wait to play the whole game.
If I knew then what I know now I'd tell you that the story's true. Cause whatever you do, it comes back to you. -Slaughter, Burning Bridges
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I like it, and I found Arekkuso and the dog... xD
... and eventually my obviously confused (and freaked out) lost character. I admit it, I laughed at the 'metal hedgehog' comment. Highlighting things, are we? Well, you have found a secret, my friend! The amethyst shard he mentions in another comment, and North Island in ANOTHER comment is part of the yet-unrevealed plotline of Mechanical Marathon! (Well, KZR knows, obviously) But it's a still quite a secret right now as to what the shards exactly are... which I will not reveal for a while (subliminal advertising? :-P). Also: yes, I may be sneakily hiding messages in some of my posts, what of it? xD
However, I have one complaint... 2000 exp for the first level gain? That's kind of high. Perhaps you should decrease this (or increase exp enemies give).
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Well done! This RPG/sidescroller is a proof that one can do many kinds of games with the engine. A lot of work has been put on this. Congratulations.
It could still be improved, though. Some layers in the background seem to be moving too fast (like the pink flowers trees), for example. and this:
http://img535.imageshack.us/i/s000.png/
Looking forward for new demos and there's the interesting rpg system too.
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Also, the title screen music seems oddly familiar...
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thank you for playing and reporting bugs this is going through more development, because unlike Somari, this is a serious mod.
Sirubasteppu err... SilverstepP... either you played a lot of hours to reach level 25 or you cheated and opened the editor
next release(s) will have more zones and enemies, will introduce magic, quests, shops & money, items, swords, bosses...
if you find any more bugs please let me know.
known bugs (being) fixed since 0.1:
[fixed] level up formula. lower levels require less xp to achieve, higher levels need a lot more
[fixed] sticky dog issue. the dog will not glue to you anymore
[fixed] damage received. now as you level up you become more resistant to damage
[fixed] background issues being solved
character animations being revised
making the "talk area" of an npc bigger
fix properties and placement of some bricks
the female makes a male sound upon death
[worked around] shooting the wrong direction sometimes
Last edited by KZR (2011-01-23 14:48:14)
https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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no bad!
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i love dogs of zone change 2!
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now this has been a streak... this new video demonstrates new features added recently
http://www.youtube.com/watch?v=345K28RhSe0
item drops - enemies have a chance to drop one or more items on kill
money - yeah, $ £ € ¥, MONEY. and a sneak peek of where the new shop will be.
consumables - restore HP/MP, and add certain effects to characters
and if you watch to the end you'll see...
A BOSS - he's not meant to be placed there because he fell off. second try was too easy :\
https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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This boss is very exciting! I was quite surprised when the monster got killed and all of a sudden the warrior came out of it to attack the player with his own hands. Nice job! I have put the video in the main page. Too bad it doesn't have any sound.
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main page? thanks
the video has sound, although it's very low but if you max the volume you should at least hear me groaning in the background when i get hit xD
edit: anyways, sound is out of sync and has terrible quality. its better off
Last edited by KZR (2011-01-15 20:57:11)
https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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Playtesting means new features, as usual
today we have:
Attacking with swords
deflecting attacks with swords
Area under construction - Stone mines
The dragon boss from previous video, this time in its proper arena.
The boss battle was cut it many parts. you don't need to watch a 10 min battle to see he made me into barbecue
ps: careful with the volume. this one has sound but it came out too loud :S sorry ppl
http://www.youtube.com/watch?v=hjKWA7j_UbE
Last edited by KZR (2011-01-17 06:10:29)
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A sword! Impressive.
When I was playing 0.1 yesterday I noticed that, once you enter the graveyard and return to sakura woods, you'll start in a spot near the graveyard. However, if you die, you'll respawn in the far-right corner of the level, not near the graveyard. Why?
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that's because when you die you are returned to the spawn point defined in the level.
when you change areas you are placed by an object, not by the spawn point.
in future, with the addition of checkpoints, this won't happen
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that's because when you die you are returned to the spawn point defined in the level.
when you change areas you are placed by an object, not by the spawn point.
in future, with the addition of checkpoints, this won't happen
Can you fix that with simple scripting? Maybe you could store the spawn location in some global variable and, when the level starts, you teleport the player to the appropriate location, completely ignoring the spawn point defined in the level - even if the player dies (don't need the built-in checkpoints).
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Can you fix that with simple scripting? Maybe you could store the spawn location in some global variable and, when the level starts, you teleport the player to the appropriate location, completely ignoring the spawn point defined in the level - even if the player dies (don't need the built-in checkpoints)
that's what i meant. the default checkpoints are not good for this mod. and spawn locations are not used, except when you start IN the level (like from the level selection, for example).
I do have custom checkpoints planned, but in a game this small, they don't make much sense. Right now i have bigger fish to catch, the mighty Bugfish, for example
But yeah it's very much possible, since they use the same principles as the "door" objects that connect levels.
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ba-bump! top poste updated with a new version
Last edited by KZR (2011-01-18 02:12:55)
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I like the update, except that, GAAAHH!! THE PROPORTIONS ARE ALL WRONG
It's very nice. It's strange though, I can't leave the shop. btw, why does the projectile counter reset after changing the level? It would also be nice if, during the npc talks, you displayed the texts in black (because white is hard to read over that background)
looking forward for more.
ps: is this a damage of zero?
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It's strange though, I can't leave the shop
the door is located to the far left. i think i should make npc's and door areas solid, because the invisible door object has transparent pixels in the animation it shows in the editor, and some collisions are quite "picky".
btw, why does the projectile counter reset after changing the level?
because it is the ring counter, and it resets on each level load. in a future revision it will show its own variable so it carries over.
It would also be nice if, during the npc talks, you displayed the texts in black (because white is hard to read over that background)
thank you added to the bugfish list
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Bump! or Boom?
no. the americans are not nuking japan again, in case someone brings that up
btw, i'm very pleased to announce that The daily Click http://www.create-games.com is featuring this game in the front page. Open Surge Engine FTW
Last edited by KZR (2011-01-23 15:16:14)
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btw, i'm very pleased to announce that The daily Click http://www.create-games.com is featuring this game in the front page. Open Surge Engine FTW
I was an user of Multimedia Fusion for many years before I switched to C, and I'm positively surprised to see Shiobi Densetsu listed on The Daily Click. Congratulations!
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no, congratulations to you, for such an amazing engine
https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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bump!
added v0.1 H1, which is the last 0.1 release. estimate release of 0.2 is mid February. This is the most "full-game-like" version, despite lacking a final objective.
it is now a large sandbox where you can have fun for a while, but no way of finishing. 0.2 marks a change in that by adding quests. that's what 0.2 is about - adding objective-based gameplay, strategic use of gameplay elements such as consumable weapons, shops, powerups, items dropped, enemies, bosses, special missions, dynamic weather and day/night sequence (with added effects on gameplay), and reviews on the follower system (the dog is a follower).
https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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nice Mod! i like it very much
but text at the beginning is hard to read!
and I have find a bug, I got stuck by a house.
I had a screenshot, but the screenshots folder is gone
EDIT:
I have a screenshot:
this is the place where I was stuck.
Last edited by ssdw (2011-01-27 21:08:51)
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v0.2 is near. in the next 24 to 48 hours the top post is going to be updated with links and description for the new version.
I would also like to give special thanks to lunarrush and SilverstepP for their help and feedback. Also, thank you everyone who reported bugs.
It was supposed to be released today, but due to the massive amount of bugs found in the last test, i decided to fix them before the release.
After this, i plan to take a break from the project, and "return" to Open Surge, so i can use what i've learned to help making it even better. I think i am now able to script any kind of object, with or without guidelines, and can also adapt anything i've done so far, like the water, for example.
When it's up, i'd like to have as much feedback as possible, especially regarding what you people think that could be adapted to Open Surge, because that's what i'll be doing next.
see you in a couple of days
https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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