I feel that the engine is finally complete and stable enough to share with everyone. Now before you go and download it, you should know that the engine itself is still a work in progress. There are a LOT of scripts and objects which is to be expected from a more complicated game such as SF, and as such it’s easy to get lost. Especially since I don’t have everything fully organized right now.
The other thing you should note is that I don’t have any sort of tutorial for the engine just yet. I’ll make a few tutorial videos down the line once I have everything organized, but for now, I’ve included the entirety of Chapter 1 of my game so that anyone who wanted to poke around and try to figure out how everything works can do so.
The project requires GameMaker Studio in order to load everything, but even if you don’t have it installed you can poke around the script files in the scripts directory. There’s a lot of things in there, such as:
All of the cutscenes from the most recent demo
AI scripts (including the different behaviours, such as moving to a location or following a target)
Interactive features like the church and shop
Battle status effects, item usage and more!
It’s well worth looking over, and if you have Game Maker Studio you’ll be able to make your own Shining style games!
If you have a copy of GameMaker 8.1 (or GameMaker Studio) and some spare time, The Legend of Syro could use your help!
I have a beta build available of the engine for anyone who has GameMaker 8.1 or GameMaker Studio. From what I hear, GameMaker Studio 2 comes with GameMaker Studio 1, so theoretically GMS2 users should be able to use it as well, but as I don’t have it myself, I can’t confirm that.
If you have access to GM 8.1 or GMS and want to take a look at the project file, shoot me a PM with your version of GameMaker and I’ll send you the link.
Be sure to let Chaoswizard98 know if you’re able to help out!
It’s always exciting to see new project updates from The Legend of Syro, and this one is a real treat! There’s a tonne of new features (see the changelog) and lots of polish.
This was a huge quality of life update and much of the core code has been changed. If I could get a few people to test it out, that would be great! As always, let me know if you find any bugs.
This update contains all of Chapter 1, a ‘Control Enemies’ cheat, the 6vs66 challenge map (Good luck! you’re going to need it!), and my Debug Test room which contains some new spells for you to mess with (Quake and Summon). Chapter 1 aside, all other features are accessed via the ‘Options’ portion of the main menu.
If you haven’t tried the game before, I highly recommend giving the demo a thorough playthrough. It’s extremely polished and has a great Shining Force feel to it. As always, be sure to leave some feedback in the forum too.
The last month or so have been spent on building the user interface and making it actually usable. Equipping weapons isn’t exactly a thrilling part of the Shining experience, but it’s an important one.
Right now Shining Online’s item screen looks something like this:
Even though it’s a simple screen there’s quite a lot going on.
The equipment and inventory items are entirely data driven (finally). That means the text, icons, backgrounds and slots aren’t hard-coded anywhere. The Silver Ring icon is ugly as sin, but I’m pretty happy with the others.
In the screenshot Cody is on his lonesome, but there are other characters in town that will join up and end up in that window. Character stats are available by moving right on the table, just like in other Shining Force games. Naturally it’s also data driven.
Even the window layout is defined in a file rather than in code. Coupled with some dev tools this makes it possible to tweak appearances and see updates in real-time.
The table at the bottom was extremely time-consuming and has given me a new appreciation for how browsers display HTML tables. The current table implementation supports headers, variable column widths, column alignments and smooth scrolling.
So far I’ve added the ability to equip and un-equip weapons and accessories. Dropping items shouldn’t take too long to add, but I’m expecting giving items to team mates to be a bigger job.