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Maniac Mansion Style Mouse Cursor

Subject says it all, basically I'm lookin for a "mouse" type cursor script that you can move around the screen ala Maniac Mansion:
http://www.emunova.net/img/tests/1815.gif[/img]

EDIT
----
If anyone wants to know what I want it for, basically I plan to have image close ups on certain things, so if you move your character up to say a refrigerator and push the action command it'll show an image of the inside of the fridge and then I want it so you can freely move a mouse like cursor around using the arrow keys and click on things you see in the picture with some basic commands like "examine", "take", "move", "turn on", "turn off", etc.  Basically combining aspects of Maniac Mansion with aspects of Final Fantasy.

The game will also include a mixture of Zelda like qualities along with Megaman Legends like qualities as far as items and quests.  Like one quest involves having to bake a cake, but the recipe is lost so you have to ask around to find out how to make it and what temperature to use, how long to bake it, etc.  Then you have to gather the ingredients and cooking utensils, then combine the ingredients in the right order, mix it all up, pour it into a cake pan and then bake it in the oven, which will have a graphic close up as described earlier with a knob for the temperature and time that you can set.  If you do it all correctly you'll wind up with a nice looking cake...or a burned disaster.

The game starts out in an orphanage centering around three primary characters (and later a fourth character) so you start by doing everyday type stuff like homework quests, laundry, the cake thing, etc.  This part of the game will be to introduce you to the characters and to get to know their personalities.  Then later they stumble upon some mystical hoo-ha thing out in the woods that leads to another dimension called "Fourth Space".  So they venture in and wind up being mistaken as some prophesied warriors who will save the land from all the evils that plague it (the game will have multiple main baddies, not just a single main baddie).  So the teens are given these mystical weapons and armor to fight the evil and find they have no choice but to take on the role (all the while trying to come up with ways to get out of it).  To make things even more complicated for them there's going to be a time dilation effect in that one minute in the real world is equal to one hour in the Fourth Space so you have a limited amount of time you can spend in the Fourth Space in order to get back to the orphanage and go to class and such.  And likewise when they're in the real world attending class and doing normal stuff weeks are passing in the Fourth Space.  I haven't decided yet whether I'll make that aspect of the game controlled (based upon events) or based upon an actual counter...probably I'll go with the former though for the sake of keeping a coherent story.

Oh, and the three main characters you start with are Nicholas, Courtney and Christy.  Then later you meet up with a cat girl type character named Mylee in the Fourth Space.  There's some dating sim aspects too in that Nicholas has a crush on Christy and Courtney has a crush on Nicholas.  Nicholas is the adventurer of the group, the "go getter", while Christy is the leader type, always coming up with plans and strategy.  Courtney is the small, clingy, shy quiet one with a lot of brains (yes, aspects of the game are VERY cliche, it's meant to be that way).  Later though Courtney develops a "thing" for Mylee who also develops a "thing" for Courtney.  Basically Mylee is REALLY outgoing, the "tough girl" persona and she likes Courtney because she can protect her and Courtney like being protected by someone, so their relationship grows off that.  While Nicholas and Christy eventually hook up, although at first Christy is completely clueless, she's so wrapped up in being "adult" (mostly because she's an orphan who had to grow up very fast) that she doesn't really take any time for herself to have much of a personal life, but eventually Nicholas breaks through her shell.

So anywho, that's what I'm working on for those that wanna know.
 
khmp":3jaq4uz9 said:
I found a topic that might help you.
http://www.rmxp.org/forums/index.php?topic=4862

Good luck with recreating, "the hamster in the microwave".

Ahhh, thank you, that's just what I needed.  I don't think I'll recreate the microwavable hamster, my characters are all too moral to pull it off...maybe a stuffed or toy hamster though, that might make a fun reference.

Renegadeofbmx - Yup, in RMXP, I already have a significant portion of the base system finished...although I pretty much bypassed all the default stuff and just setup all my own variables and what not for states, weapons, items, etc cause everything is so different.

In the game the battle system works off stamina points.  Every time you attack you lose stamina points.  The more you have, the greater your attack will be, but it takes time for the points to build back up.  So essentially in battle you can just go berserk if you want and start wailin on the enemy, but the more your stamina gauge goes down the less damage you'll do to the baddie.  So you have to try and find a nice balance depending on the situation.  For example on weaker enemies it'd make more sense to attack like crazy where as with stronger enemies you would want to hit, wait a couple seconds, then hit again.  The reason why waiting is bad is because it gives the enemy a chance to strike.  The longer you wait the more strikes they get in.  Where as if you just start hackin away blindly you might be able to kill 'em before they can even attack.

The stamina points are built up through a variety of means, like doing quests and killing enemies.  Like there's this one timed quest in the real world where you need to sweep the floor of the cafeteria and if you complete the quest in time then you'll get an increase in stamina.  Also you don't have hit points but rather shield points.  The mystical armor/weapons you get create a force shield around you so if the shield points drop to zero it'll only take one hit after that to kill you.  I think it adds more realism that way too, since it's always bugged me in RPGs how the characters can like get shot and magically just keep on fighting.  In order to increase your hit point equivalents you'll have to search out upgrades to your mystical armor/weapons.  Basically it'll work similar to FF9/Megaman Legends in that you can get these like power stones and you can clip in up to two at a time into your weapons and armor to add different kinds of effects/protection/shielding increases.

Anyway, this is definitely a LONG TERM project, meaning I'm working on it slowly and taking my time, so it'll likely be a good five to ten years until it's actually completed.  Right now I'm primarily working on maps.

Here's links to a few of em for those that are interested:
http://www.backwater-productions.net/_images/_Scraps/4th_space_orphanage_west.png
http://www.backwater-productions.net/_images/_Scraps/4th_space_orphanage_east.png
http://www.backwater-productions.net/_images/_Scraps/4th_space_orphanage_dorms.png
http://www.backwater-productions.net/_images/_Scraps/4th_space_garden_and_church.png
http://www.backwater-productions.net/_images/_Scraps/4th_space_library_floor_1.png
http://www.backwater-productions.net/_images/_Scraps/4th_space_rec_room.png
http://www.backwater-productions.net/_images/_Scraps/4th_space_fine_arts_building_1.png
http://www.backwater-productions.net/_images/_Scraps/4th_space_fine_arts_building_2.png
http://www.backwater-productions.net/_images/_Scraps/4th_space_cafeteria.png
(some are kinda big just to warn ya)
 

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