The Unknowns Saga vol 2: Monsters rising(update)

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firecat
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The Unknowns Saga vol 2: Monsters rising(update)

#1 Post by firecat »

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Ancient Monsters have started to reclaim their freedom from a life long prison. The only obstacle standing in there way is the Unknowns. Its up to the Unknowns to stop the Ancient monsters and free people from their control. This volume contains a new battle system, new characters and many endings.

Special thank you to ThankTheBear for english fix.

Another special thanks to 3 users at deviantart - bildkonst, Hofftitts and StanHoneyThief

download the game today (google chrome will not work on GameJolt)
http://gamejolt.com/games/rpg/the-unkno ... l-2/54599/

google chrome users download the game at amazon
http://www.amazon.com/dp/B00UW56PFM/ref ... dvb14TBKSH
Last edited by firecat on Sun Mar 22, 2015 10:02 pm, edited 1 time in total.
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special thanks to nantoka.main.jp and iichan_lolbot

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Karen
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Re: The Unknowns Saga vol 2: Monsters rising

#2 Post by Karen »

firecat can i use your battle script in my game? :oops:
Relaxing Visual Novel Creator
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firecat
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Posts: 540
Joined: Sat Oct 25, 2014 6:20 pm
Completed: The Unknowns Saga series
Projects: The Unknown Saga series
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Re: The Unknowns Saga vol 2: Monsters rising

#3 Post by firecat »

Karen wrote:firecat can i use your battle script in my game? :oops:
its not my either :lol: it belongs to Alex and this is the code, very simple to change names and numbers. when you need to add more characters you add an extra menu.

Code: Select all

screen battle_screen:
    vbox:
        xalign 0.01 yalign 0.05
        xminimum 250 xmaximum 250
        spacing 5
        
        for each_party_member in party_list:
            frame:
                size_group "party"
                vbox:
                    text "[each_party_member[name]]" size 22 xalign 0.5
                    null height 5
                    hbox:
                        bar:
                            xmaximum 130
                            value each_party_member["current_hp"]
                            range each_party_member["max_hp"]
                            left_gutter 0
                            right_gutter 0
                            thumb None
                            thumb_shadow None
                            
                        null width 5
                        
                        text "[each_party_member[current_hp]] / [each_party_member[max_hp]]" size 16
        frame:
            size_group "party"
            text "Potions left - [potions_left]"
                        
                        
    vbox:
        xalign 0.99 yalign 0.05
        xminimum 250 xmaximum 250
        spacing 5
        
        if enemies_list != []:
            for each_enemy_member in enemies_list:
                frame:
                    size_group "enemies"
                    vbox:
                        text "[each_enemy_member[name]]" size 22 xalign 0.5
                        null height 5
                        hbox:
                            bar:
                                xmaximum 130
                                value each_enemy_member["current_hp"]
                                range each_enemy_member["max_hp"]
                                left_gutter 0
                                right_gutter 0
                                thumb None
                                thumb_shadow None
                                
                            null width 5
                            
                            text "[each_enemy_member[current_hp]] / [each_enemy_member[max_hp]]" size 16
            
            

init python:
    def check_party(x):
        # this function will check if at least one of X party members is alive
        
        for member in x:
            if member["current_hp"] > 0:
                return "ok"
                
        return "lost"



label start:
    
    $ party_list =[{"name":"Me", "max_hp":50, "current_hp":50, "min_damage":3, "max_damage":5}]
    $ potions_left = 10
    
    $ enemies_list = []
    
    show screen battle_screen
    
    
    menu:
        "Who do you take with you?"
        
        "Friend 1":
            $ party_list.append ( {"name":"Friend 1", "max_hp":30, "current_hp":30, "min_damage":5, "max_damage":6} )
            
        "Friend 2":
            $ party_list.append ( {"name":"Friend 2", "max_hp":60, "current_hp":60, "min_damage":1, "max_damage":4} )
            
        "Noone... :(":
            pass
            
    
    # enemies party can be set manually or automatically like
    python:
        for i in range ( 0, renpy.random.randint(1,4) ):
            enemy_name = "Enemy %d" %i
            enemy_max_hp = renpy.random.randint(10,20)
            enemy_current_hp = enemy_max_hp
            enemy_min_damage = renpy.random.randint(1,3)
            enemy_max_damage = renpy.random.randint(4,6)
            
            enemies_list.append ( {"name":enemy_name, "max_hp":enemy_max_hp, "current_hp":enemy_current_hp, "min_damage":enemy_min_damage, "max_damage":enemy_max_damage} )
            
    
    "Let the battle begins!"
    
    # main battle loop
    label battle_loop:
        
        # at first let's check if player's party is ok
        if check_party(party_list) == "lost":
            jump lose
                
        
        # all the party members will do their actions one after another
        $ party_index = 0
        
        while party_index < len(party_list):
            
            $ current_player = party_list[party_index]
            
            # current player will act only if he still alive
            if current_player["current_hp"] > 0:
                
                # let's check if enemies party is ok
                if check_party(enemies_list) == "lost":
                    jump win
            
                "[current_player[name]], who do you want to attack?"
                
                #####
                # let the player choose the enemy to attack
                $ list_to_attack = []
                python:
                    for j in range ( 0, len(enemies_list) ):
                        one_of_enemies = enemies_list[j]["name"]
                        if enemies_list[j]["current_hp"] > 0:
                            list_to_attack.append( (one_of_enemies, j) )
                        
                $ enemy_to_attack = renpy.display_menu(list_to_attack)
                #
                #####
                
                
                menu:
                    "Attack!":
                        $ player_damage = renpy.random.randint( current_player["min_damage"], current_player["max_damage"] )
                        $ enemies_list[enemy_to_attack]["current_hp"] -= player_damage
                        "Take this! (damage dealt - [player_damage]hp)"
                        
                    "Use healing potion" if potions_left >0:
                        $ current_player["current_hp"] = min( current_player["current_hp"]+5, current_player["max_hp"] )
                        $ potions_left -= 1
                        "*Drink* 5hp restored"
                    
            
            # and the turn goes to the next party member
            $ party_index += 1
                    
            
            
        #####
        # and now it's enemies party turn
        
        # at first let's check if if enemy's party is ok
        if check_party(enemies_list) == "lost":
            jump win
        
        
        
        # all the party members will do their actions one after another
        $ enemy_index = 0
        
        while enemy_index < len(enemies_list):
            $ current_enemy = enemies_list[enemy_index]
            
            if current_enemy["current_hp"] > 0:
                
                # current enemy will act only if he still alive
                if check_party(party_list) == "lost":
                    jump lose
                
                # enemy will attack the random player
                $ party_member_to_attack = party_list[renpy.random.randint( 0, (len(party_list)-1) )]
                
                $ enemy_damage = renpy.random.randint( current_enemy["min_damage"], current_enemy["max_damage"] )
                
                $ party_member_to_attack["current_hp"] -= enemy_damage
                
                "Rrrrr! ([current_enemy[name]] dealt [enemy_damage]hp damage to [party_member_to_attack[name]])"
                
            
            # and the turn goes to the next party member
            $ enemy_index += 1
            
            
        # next round of the battle
        jump battle_loop
            
            
            
    label win:
        "Well done!"
        return
        
    label lose:
        "X_X"
        return
Image


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special thanks to nantoka.main.jp and iichan_lolbot

User avatar
firecat
Miko-Class Veteran
Posts: 540
Joined: Sat Oct 25, 2014 6:20 pm
Completed: The Unknowns Saga series
Projects: The Unknown Saga series
Tumblr: bigattck
Deviantart: bigattck
Skype: bigattck firecat
Soundcloud: bigattck-firecat
Contact:

Re: The Unknowns Saga vol 2: Monsters rising

#4 Post by firecat »

due to gamejolt being unsafe in googles eyes i ask all google chrome users to download the amazon version of the game.

http://www.amazon.com/dp/B00UW56PFM/ref ... dvb14TBKSH
Image


Image


special thanks to nantoka.main.jp and iichan_lolbot

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