RPG Skool Where RPGs weren't meant to be...
#1
Posted 06 March 2007 - 05:39 PM
#2
Posted 06 March 2007 - 06:06 PM
kom said:
Why did that make me think immediately of Balamb Garden?
Must be my FF8 addiction.
#3
Posted 06 March 2007 - 09:40 PM

This is the intro to the second map.

This is the battle with the first boss.

The inside of a building. (Oh, and the party member in this screenshot is Rodure.)

Part of the first, simple minigame.
#5
Posted 07 March 2007 - 12:14 PM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#6
Posted 07 March 2007 - 09:04 PM

#7
Posted 07 March 2007 - 09:11 PM
#8
Posted 07 March 2007 - 09:21 PM
(Oh, and that'd take me forever on my cruddy dial up at home with a maximum speed of 44 kbps. I know, it's nuts!)
Also, I think that my party engine is quite a bit better than yours from your emF games. The party members will actually move about freely while staying near the player. It even seeks and attacks nearby enemies. The code is pretty long (6 KB as a robot in the game, 11 as a TXT file), though. That's why I exported them into a TXT file for use in the game, which cut the game's size down by about 120 KB.
This post has been edited by kom: 07 March 2007 - 09:30 PM
#9
Posted 07 March 2007 - 09:52 PM
You can fix it by downloading ModPlug Tracker, opening the file, going to "Samples," looking at "LEN:" This is the size of the sample. If it's tremendous, then left-click the actual red waveform and do "Convert to 8 bit" and/or "Convert to mono."
edit: and save lol
This post has been edited by CJA: 07 March 2007 - 09:54 PM
#10
Posted 07 March 2007 - 09:58 PM
Also, I really like your style. Very simple and very promising. I hope to play this soon!
<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
#11
Posted 07 March 2007 - 10:03 PM
I might be able to post a demo version of it soon. I'm also trying to make the game fairly non-linear. And I almost forgot, it uses Gemini's sword engine, which I really edited a lot anyway, though I based my current engine on it.
This post has been edited by kom: 07 March 2007 - 10:07 PM
#12
Posted 08 March 2007 - 01:45 AM
I love it when people put screenshots in their journals.
This post has been edited by djtiesto: 08 March 2007 - 01:45 AM


#13
Posted 08 March 2007 - 01:48 AM
I donno why but I can never make something simple look good

#14
Posted 08 March 2007 - 04:08 AM
<img src="http://ross.box43.net/sig.php/sig.png" border="0" class="linked-sig-image" />
#15
Posted 08 March 2007 - 04:28 AM
#17
Posted 08 March 2007 - 12:37 PM
#19
Posted 08 March 2007 - 09:19 PM
#20
Posted 08 March 2007 - 09:44 PM

#21
Posted 11 March 2007 - 02:41 AM
Also, I got dibs on the hl gun engine when it comes out.

koji: SCRUMTRELLESCENT!
#22
Posted 12 March 2007 - 05:50 PM
#23
Posted 12 March 2007 - 11:08 PM
just posting to say I liked the demo's style! Keep it up buddy.
#24
Posted 13 March 2007 - 04:57 AM
like the kinstone pieces off Zelda and the minish cap.
edit: Oh, and you should be able to turn off the status on the enemies, so that battles are easier to see.
This post has been edited by CHEZZY: 13 March 2007 - 04:59 AM

koji: SCRUMTRELLESCENT!
#25
Posted 13 March 2007 - 06:21 PM
#26
Posted 14 March 2007 - 07:32 AM

koji: SCRUMTRELLESCENT!
#27
Posted 14 March 2007 - 05:54 PM
#28
Posted 15 March 2007 - 05:38 AM

koji: SCRUMTRELLESCENT!
#29
Posted 15 March 2007 - 06:05 PM
It has...
- 11 playable boards so far, most of which are larger than 100 x 100.
- Two cinematics that take up separate boards.
- Other Cutscenes that are within the boards
- 4 different types of enemies with different AI and attacking styles.
- 4 party members, not including the player.
- 2 full minigames.
- only 4 out of the 32 spaces in the world map filled out
This has already taken me over 80 hours of time to make so far, and the file size is fairly large. I've gotten back to the main game itself, though, because I've replaced all of the enemies. I'm working on programming the Portable Village map, but this requires a lot of entrace and exit robots designed to femove and replace the overlay of the portables that the player can enter. Not to mention the graphical design it takes to make the stuff look 3D. If I wasn't so slow at level design, I might have been done by now.
EDIT: Also, since I work on the game while using a public computer a lot, I have to edit it off of a flash drive, which is slower than editing it off of my hard drive at home.
This post has been edited by kom: 15 March 2007 - 06:16 PM
#30
Posted 15 March 2007 - 06:22 PM
I liked what was in the demo. Tiny problems aside, it's pretty good stuff!
Good luck on it.