Date Archive: 2016

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A new Shining Force fan game

chris1234p has been hard at work building a new Shining Force fan game, and although it’s early days there has been some really good progress. Below is the latest update video from earlier this month:

As you can see there’s plenty going on already! Be sure to check out the rest of the update videos from the SFC topic for more info on how things are progressing.


Read more: New fangame

Project Update – July 19th, 2016

It seems like every project update usually contains a bunch of notes about boring engine internals. So here’s a screenshot of Demo 5’s first battle instead.

Some of the graphics are still placeholders, but it’s slowly starting to look like a game. And it wouldn’t be the same game without a bushman to ruin your day.

One thing I really wanted to improve on from previous demos was how the battlefield affects movement. There are already some slow and defensive paths, as well as some aggressive but risky ones.

Internally there have been some big improvements made. Basic character inventory and magic screens are up and running, although they’re rather ugly and will be getting a redesign at some point.

I also spent some time building tools to help with development. Seeing as I spent so much time trying to make everything data-driven, it seemed silly to have to restart the game to load new changes. With that in mind, I built three tools:

  • blamit – Listens for changes to a directory, and when a change occurs will execute one or more build targets. This is used to listen for changes to the various data folders, and then to re-pack everything and copy it to the project directory.
  • listener – Starts a server and listens for changes to a directory, and sends a message to every connected client when a change is made. The main game connects to this server during startup and will reload resources when a message is sent. If an interface screen is showing (such as the character summary screen) it will reload its definition file and redraw itself. This makes it much quicker to tweak screen layouts.
  • slime-server – This is built into the engine as a service. When running, slime clients can connect to the game and run script commands. This makes it easier to spawn entities or move them around without recompiling or reloading things.

Even though they took a while to develop, they’ve made development go a little quicker. But more importantly, they’ve made some of the boring parts much more pleasant to create.

New demo available

The Official Legend of Syro Pre-Alpha demo is now available! It’s Windows only, but should work on any machine with Windows XP and above.

Well, the pre-alpha demo for ‘The Legend of Syro’ is finally complete. As most of you probably already know, I’ve been working on a standalone Shining style game using gamemaker. Although the main game still has a long way to go yet, I finally have enough of the engine coded to be able to provide you with a standalone pre-alpha demo.

This demo has it’s own very lighthearted story, 2 battles, cutscenes, and pretty much everything else that you would expect to be in a shining game. Consider it a 2-3 hour long ‘Thank You’ game to everyone who has supported me here on SFC.

Even at this early stage the game has plenty of features and is very polished. Make sure you pop over to Shining Force Central and leave some feedback!

Download: The Legend of Syro Pre-Alpha demo

New updates to the project are posted to SFC pretty frequently. You can also view the project page here at The Shining Source.


Source: Shining Force Central – The Legend of Syro: Official Pre-Alpha Demo!

The Legend of Syro – Battle cutscene preview

LegendOfSyroLogo2

Chaos wizard98 has posted some more videos for their project, The Legend of Syro. The video below shows the new battle cutscenes in action. I think you’ll agree that they look fantastic!

The battle cut-scenes now support any frame limit as well as whatever animation speed you want to give it. This way you can really animate every aspect of the cutscene at the speed you want. I also fixed an issue caused by button spam and added 2 scripts which take care of drawing the right character and animation for the battle cutscene. Crit and Block scripts have also been added.

Be sure to drop by the topic at SFC and give some feedback.

Read more: Shining Force Central – The Legend of Syro (Fan Game)

Project Update – February 3rd, 2016

The last couple of months have been a bit quiet on the development front, but this year I really want to release the elusive Demo 5. There’s still a lot of pieces that need to fall into place, but every hour spent on the project brings it a little bit closer to release. At least that’s the theory.

The biggest feature I’ve been working on lately has been the status menu framework. It’s one of those things that seemed simple on paper but ended up taking far too long.

Screen stacking was definitely the biggest sticking point. Players need to be able to navigate to new menu screens, but also need to return to the previous screen in the state they left it. Sprinkle in some interactive panels and transition animations and things start to get complex. It’s undergone two rewrites since I started, but I’m satisfied with how it works now.

At the moment the team list and character details screen are implemented, but I’m planning to have the rest finished soon™ so I can move onto something more enjoyable.

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