[community project] RPG

Advice on general approaches or feasibility and discussions about game design

Re: [community project] RPG

Postby deeph » Fri Apr 01, 2016 7:10 pm

Ok I've registered (same username as here). Thanks :)
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Re: [community project] RPG

Postby Sorunome » Fri Apr 01, 2016 9:42 pm

deeph wrote:Ok I've registered (same username as here). Thanks :)

you should have perms to view the dev-tool now, it should appear in the navigation menu, if it doesn't try logging out and back in again!

Anyhow, map loading when going to the sides is done, i made a little demo video!
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Re: [community project] RPG

Postby deeph » Sat Apr 02, 2016 7:46 am

Sorunome wrote:you should have perms to view the dev-tool now, it should appear in the navigation menu, if it doesn't try logging out and back in again!

I don't see it, even by logging off/in.

And nice video, I have'nt even seen it working yet neither on emu nor gamebuino :)

But the player sprite don't look that nice to me. Maybe we should swith to something more zelda-like ?

Image
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Re: [community project] RPG

Postby Sorunome » Sat Apr 02, 2016 9:19 am

deeph wrote:I don't see it, even by logging off/in.
Woops I accedently changed the wrong column in the database, you should have access now, though
deeph wrote:And nice video, I have'nt even seen it working yet neither on emu nor gamebuino :)
Thanks!
deeph wrote:
But the player sprite don't look that nice to me. Maybe we should swith to something more zelda-like ?

Image

I'm fine with that! Mind creating the data for that? the sprites are ordered the same way animation-and-direction-wise as you had it, only the mask and the sprite itself are merged into one thing, there's a mask byte and then the sprite byte etc. so that it alternates all the time if the byte is from the mask or from the sprite.


Also, how quickly does flash wear out? Because we could save some more RAM by flashing the sprites used for tilemaps instead of putting them into ram.
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Re: [community project] RPG

Postby Sorunome » Sat Apr 02, 2016 5:58 pm

So I got now collision detection in a 4x4 grid working, it could probably need some optimization, though. Especially looking at https://github.com/Sorunome/gamebuino-c ... ty-rpg.ino function getWalkInfo.

The way it is set up it easily allows for tiles such as lava or even jumping down to a lower area! Enemies could easily use that system to check if they can walk somewhere, too.
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Re: [community project] RPG

Postby Sorunome » Sun Apr 03, 2016 3:32 pm

Enemies, we need enemies! What kind of enemies, how should they look like, what should they do? I am doing some testing right now and everything seems to be running super-smoothly, even though due to a bug i spawn way too many movable objects, heehee
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Re: [community project] RPG

Postby superfreaky » Sun Apr 03, 2016 4:05 pm

I'll try to think up enemy classes today.
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Re: [community project] RPG

Postby Sorunome » Sun Apr 03, 2016 4:16 pm

superfreaky wrote:I'll try to think up enemy classes today.

Sounds good to me!

I already started with some enemy stuff here: https://github.com/Sorunome/gamebuino-c ... /enemies.h
For different enemies I thought of passing a variable to the constructor and use a giant switch or something, but that is lame?


Anyhow, have another demo vid of progress:
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Re: [community project] RPG

Postby erico » Sun Apr 03, 2016 4:32 pm

Looking nice!

ps: about developing with music...you should try movie editing :lol:
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Re: [community project] RPG

Postby superfreaky » Sun Apr 03, 2016 10:22 pm

Is that the song from 101 starships?
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