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I wanna see a 2d RPG
Isn't anyone making one? I'm sure someone is. Give me some screen shots and info. It is what I plan on making someday! =)
I like this board by the way, you all seem like a decent bunch of creative c/c++ programmers :P
http://www.sunchasers.com/bluecastle/
That is my programming team. We used to do all QuickBasic and are making some pretty sweet games in my opinion, but now John and I have moved to c++ and are testing our abilities at converting our projects. Of course it involves a lot of learning, but 's cool with me.
Say hi on the forum if you'd like, but if you are not interesting in going there, here are some pics of my personal RPG that has been put on hold for a while...
http://www.sunchasers.com/bluecastle...at2_battle.gif
http://www.sunchasers.com/bluecastle...eechbeetle.gif
http://www.sunchasers.com/bluecastle...2_anitiles.gif
http://www.sunchasers.com/bluecastle...ts/at2_inn.gif
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I'm working on a 2d rpg. But its for the Game Boy Advance. And me and my development team would prefer not to put out any screen shots at this point in time. If you are really interested in our project just email me every once in a while. I looked at the pics you posted. Not bad. Good luck on your project.
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Check out this page:
http://www.allegro.cc/depot/category...f729a518efbf10
On that list be sure to check out Fenix Blade, it is awsome.
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not bad at all.
I'm working on a 2D tile based RPG (Sebastani and Salem hate me for it :p) It is a console style one. I'm working on animation and scrolling right now. The tiles are 40x40 Pixels, and the maps max size is 50x50 tiles. I got the lighting effects 25% done, right now it is very basic, each tile has a boolean value determining if the tile is lit or not. If it is lit, the palette shifts on the tile to make it brighter. I'm going to make it more realistic, to where lighting isn't limited to a by tile basis, but onto a pixel basis. Plus the closer you are to a lamp, candle, torch, etc. the brighter the screen gets as well (except the dark areas that aren't supposed to be lit).
I got three tiles drawn up in like 20 minutes in Photoshop, and they look pretty nice. The best tiles I've ever drawn. I got a grass tile, a wall tile, and a stone floor tile. Basically just there to test the scrolling and lighting work while I'm working on it. The animation I just started on. It's going to max out at 4 frames a tile, but thats just for simplicity's sake. I want to later expand this to 8 frames per tile. After I get animation done, I'm going to start doing the day/night system, then I'm going to do weather effects. But b4 I do anymore I need to get the scrolling done. I'm doing a basic system, a camerax and cameray variable indicates the top-left pixel of the screen, it find the closest fully seen tile then draws all the fully seen tiles. Then it does an equation I wrote to find out how many pixels of the partially drawn tiles need to be drawn.
I'm doing all this by myself, since all my team except me is on vacation. Actually, I haven't told them about this yet :p. It'll be a shock when they come back to see I tossed the vertical shooter and started to make my fourth RPG (the first one was text-based, the rest are tile based. The second one never got finished though, because it was very poorly coded and ended up being a tile demo).
sorry for the long post :D
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I hope when you say the map size is 50x50 (of 40x40 tiles) you mean the whole map, not what is on the screen, because that would mean a resolution of 2,000x2,000 :D
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lol
you would either have to have a HUGE monitor or the game would have to be played with a microscope :D
the whole map is 50 by 50. Since the game runs in 800x600, there are 20x15 fully-viewed tiles on-screen at a time.
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Did you check out that Fenix Blade game on that page? It shows screenshots of it, you don't have to download it. It is the best looking 2d RPG I have seen on a computer. The demo has 4 hours of gameplay.
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im coding a 2d rpg engine.... but i dont think ill work on an rpg with a story and all. requires too much effort and an artist.
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ya, I downloaded that a LONG time ago. It's a great console style computer RPG. I am at that place where the girl sneaks out and gets into the cave. But I haven't played it in a LONG time.
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>>I'm working on a 2d rpg. But its for the Game Boy Advance
Did you buy a liscence? i heard they are pretty expensive.
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that's because that's the way console makers make money. The console itself lets them break even pretty much, but the real profit comes from the licenses and the game sales.
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Actually Nintendo is pretty cool about liscensing for the GBA. And right now we are an independant development group. We are not even aiming for a liscense until we finish up this project. Besides the bulk of the liscensing procedure is handled by the publisher.
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hehe...
I'm making one. I'm sure you already know that xchaser, since I'm on the bluecastle team :D. I'm working on the group project's rpg engine myself, which is the first project I've worked on in c++. I'm using allegro and dev c++ beta 5 and I already have the scrolling engine part done already.
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How are you doing your scrolling?
Mine uses a big 1800x1800 pixel map bitmap (the "system bitmap" type, takes up less RAM because it transfers some of it to the VRAM). When you load a map it draws the entire map to this "map buffer" as I call it. Then every 6 frames it redraws the map seen on-screen. This adds like 3 or 4 FPS, because it doesn't have to redraw. And it adds like 5 more FPS, since it only redraws the stuff that needs to be re-drawn. It may sound like it would make it skippy and stuff, but actually it don't, unless you are going only 6FPS to start out with! I usually get around 19 FPS using Normal Detail mode (I got a setup program I made in Win32 API that you set the detail level, what renderer you use, and the goriness of the game), on high detail I get 11 FPS. I got a crappy 4MB off-brand video card, so I bet on a GeForce system it would get over 30 FPS.
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you got some nice graphics, how far are you into finishing that? it looks good