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  #1  
01-22-2005, 11:25 PM
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Oddworld RPG (Game, not forum)

I am intending on making an Oddworld RPG with the newly released RPGMAKER 3.0 . Does anyone have any ideas or characters that they would like to be included? (Not as core characters, like random NPCs)
I'm thinking Munchs Exodus or Oddoworld: Explore Mudos (As your choice of Munch or Abe). I will be basing it on the Oddworld Mudos map in the Art book...

Remeber, planning stages... It may be some time before a demo is running and playable (the demo will most likely be just rupture farms, for a test.). And if you intend on submitting character ideas, pictures or drawings would be welcome...
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  #2  
01-22-2005, 11:34 PM
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Sounds like a good idea. Where do you get RPGMAKER 3.0? Maybe mudokon slaves doing their jobs or sligs goofing off in the Rupture Farms area? You could also do Monsaic Lines, with the guardians and priests giving us a look into more of the mudokon culture.
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Last edited by The Marching Mudokon; 01-22-2005 at 11:41 PM..
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  #3  
01-22-2005, 11:48 PM
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Go to www.toolkitzone.com to download the RPGMAKER3.0 . Doing just Rupture farms will be for the demo, which I anticipate will be released in a couple of weeks, (2-3)depending on the design and tile making process.
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  #4  
01-22-2005, 11:57 PM
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Wow, that's quick software! Either that or you are just going to spend a lot of time on it.
The only things I've used for making game sort of things have been "The Games Factory (Trial Version)", "The Games Maker(Unregistered Version)", and Dev-Cpp (C++ compiler).
Anyway, I think this is a good idea, as long as it's legal. I don't have any suggestions as of yet, but I'm sure I'll think of something in future.
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  #5  
01-23-2005, 12:06 AM
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Yes, I intend to work on it. For rather long periods of time. Its legal, as long as I dont make you pay to use my game, which I wont. Or say I created the characters and content.

Hey! I used to use The Games Factory! For like, 6 years!
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  #6  
01-23-2005, 12:42 AM
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Thanks Super Munch, can't wait for the demo.
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  #7  
01-23-2005, 02:59 AM
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Hi !
There is a site with so much ressources (sorry it's a french site :S) : http://rpgmakerxp.free.fr/
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  #8  
01-23-2005, 07:51 AM
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Cool!
My friend is also trying to make a game in this program, but I accidentally deleted his project.

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  #9  
01-23-2005, 12:49 PM
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Was he annoyed?
:
I used to use The Games Factory! For like, 6 years!
Did you get the registered version? I had to use the free version, so it ran out. I think I got it about two years ago, then when it ran out I started learning C++, and part way through learning that I found the Games Maker, as I didn't know how to make games in C++ yet.
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  #10  
01-23-2005, 06:23 PM
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Thank you, munchou. I shall look into that...

I bought the registered version, Gretin. for six years C++ is a real bastard to learn though, aint it?

Update time!:
The games working title is 'Oddworld: Chronicles', and you do not play as Abe or Munch. You play as a Gabbit or Mudokon, named by yours truly.

Munch tiles finished... First batch was better, but for some reason wont open...


Am now working on rupture farms.... Loosely based on Rupture farms, that is. I am taking screens from AO on PC then modifiying thems... I may take screen grabs from MO on GBA and modify them, since that will be a lot less vexing task.

More updates soon!
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  #11  
01-23-2005, 06:40 PM
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That's pretty good, Super Munch. I was actually going to ask you what you were doing for graphics (and how RPGTOOLKIT handled graphics). Where did you get the munch view picture from? (Just curious) I see you have the windows positioned just right so you can see the name of what music you've got playing.
And, yes, C++ is a bit hard to learn, but I've had practice at more simple scripting and such, so it wasn't as hard as it would have been if I'd done it from scratch. I now know how to make a 2d game (without DirectX), but it takes a bit of doing to get it working right.
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  #12  
01-23-2005, 06:52 PM
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:
That's pretty good, Super Munch. I was actually going to ask you what you were doing for graphics (and how RPGTOOLKIT handled graphics).
Thanks. The RpgToolkit's graphic editor is exactly like The Games factory one, coincedentally. You can also import .bmp files, among other file types.

:
Where did you get the munch view picture from? (Just curious)
www.depthsofoddoworld.com , I think. probably not, but I get alot of stuff from there.

:
I see you have the windows positioned just right so you can see the name of what music you've got playing.
Dayum right

:
And, yes, C++ is a bit hard to learn, but I've had practice at more simple scripting and such, so it wasn't as hard as it would have been if I'd done it from scratch. I now know how to make a 2d game (without DirectX), but it takes a bit of doing to get it working right.
I'm horrible at C++. I can hardly get anything on the screen. I'm better at Darkbasic, because at least I can make third/first person games.
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  #13  
01-25-2005, 01:11 PM
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Sorry for the double post, but another minor update!

Update info:
First screen up and running, h00t! I'm like, one 15th of the way finishing this demo!

Abe model still being worked on, HIGH PRIORITY!

Slig halfway done... ARGH! Hard to get the colours right!

Help me, sweet Jesus! I need to find some tiles to base off...
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  #14  
01-28-2005, 03:48 PM
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Wow, triple post... Sorry for that.

Update: Mudokon is finished, as fan made as it looks... These characters are all temp graphics, will be improved before release of the game...


The first demo level is a basic one, just for testing...
It has also been confirmed: Playable characters will include: Mudokon, Gabbit, Slig, Glukkon. More to come.

Feel free to suggest any Oddworld characters yuo would like to be included... Or made up oddworld characters (as NPcs, as said previously)
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  #15  
01-28-2005, 04:40 PM
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You should get some glukkons in there! And maybe Clakkerz, or is that the wrong area?
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  #16  
01-28-2005, 04:44 PM
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No, the OWS areas will be accessable whence my completion of the game ( not out where I am). Clakkerz would be cool, I may start those early... At the moment, though, locations will be limited to AO, AE and MO locations. And Ma'Spa, I just looove that location!
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  #17  
01-28-2005, 04:47 PM
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Oh, m'kay.
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  #18  
01-28-2005, 05:08 PM
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Note: teh stranger locations will be in the game, just not for the moment, or until end of march. I just havent played the game, so go figure.
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  #19  
01-29-2005, 12:46 AM
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Lookin' good, Super Munch. Can't wait 'til the demo is out. Keep it up!
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  #20  
01-29-2005, 03:22 PM
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Small Update:
Character select up and running, though only Mudokon and Munch are selectable...

Only one song in the game, which is from Sligslingers ol' "Sounds and movies" request thread. Its called "crechurs music.wav", and its the slig music from AE I think. Anyways, its the only song. I suggest muting your computer while playing the demo for more than 30 seconds, its gets annoying REAL fast...

Proportions aren't EXACTLY right yet... XD Actually, gabbits are as tall as mudokons. Need to fix that (prolly will release demo with wrong proportions, though).
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  #21  
01-30-2005, 08:50 AM
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Nice work Super Munch! I'm looking forward to it.

Keep it up.
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  #22  
01-30-2005, 10:47 PM
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If anyone on these forums has any experience in the PRGtoolkit, or just basic painting editors at a 32 by 32 pixel basis,we need your assistonce! Post here if you are at all interested.


Just wondereing, should you have different starting locations depending on which character you choose? Just thinking, this most probably will not be in the demo.
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  #23  
02-14-2005, 12:14 AM
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Any updates on project:'Oddworld: Chronicles?' Just wondering, as it's been a while...
Anyway, I possibly might by able to help with image editing, I've used the Games Factory sprite editor, and I've used MS Paint and Paint Shop Pro editing pixel by pixel...
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  #24  
02-14-2005, 04:21 AM
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Is it going to be an MMORPG?
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  #25  
02-14-2005, 09:08 PM
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No, not even multiplayer. Just single player. Sorry bout the updates thing, there isnt really much to update about. Really, just the demo is going swell, yet long . Sorry of lack of updates, next will be when proportions are finalised, and perhaps a fully working level. Yes, all of them have at least one error Sigh, a coders worst enemy. Errors.
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  #26  
02-16-2005, 09:57 AM
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Life's a game till you start playin god and begin maikng one , then life is a bitch untill you start cheating and marry one.
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02-16-2005, 10:24 PM
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Sorry, what? Like, WHAT..? That was pretty random...


OK, peeps, have resorted to dump my RuptureFarms demo level. Its basically a grey square, its shit. I shall make some sort of Raisin entrance level, good 'n grassy...

(This will take less time, since I have quite alot of grass tiles )
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  #28  
02-17-2005, 12:49 AM
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Any more progress? What other creatures are you putting in the demo? And what creatures do you plan for the whole game?
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02-17-2005, 01:22 PM
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Cave painting's are the best mud deatail you can put I wanna see cave painting's
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  #30  
02-17-2005, 07:49 PM
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"Any more progress? What other creatures are you putting in the demo? And what creatures do you plan for the whole game?"

Yeah, sorry for lackness of coming on. The planned creatures (playable) are- Mudokon, Gabbit, Glukkon, Slig. Unplayable creatures- Uh, not much. Fleeches, Scrabs, Paramites. Only planned ones so far, some more may come up.

For Mudokons, as your quarma increases, your appearence will alter. You will become more Shaman like. Same goes for a Gabbit, you will go from Gabbiwog to fully fledged adult Gabbit. Glukkon- Chump through to glockstar. And for the sligs, you will have an option. If you have the coinage, you can upgrade yourself, to be crawling, with pants, or flying. Ok, degrading if you want to crawl.


And that was Super Munch's rant of juicyness-ness. Screens will appear as they develop, and Ill post a link to them this time, not on the main page, halting loading.
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