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Development - RPG engine for MSX

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RPG engine for MSX

Sonic_aka_T

msx guru
Berichten: 2269
Geplaatst: 18 Augustus 2004, 03:22   
Oh, did I mention the RPG is in screen1? That's why it scrolls so fast...
Rikusu

msx professional
Berichten: 955
Geplaatst: 18 Augustus 2004, 04:39   
Quote:

MUHAHAHAHAHA MY EVIL PLAN OF DECEPTION IS ALREADY WORKING!!!



/me gets really scared now
Latok
msx master
Berichten: 1732
Geplaatst: 18 Augustus 2004, 09:07   
Rikusu, how many Kanji characters does a turboR have in its ROM? I was wondering....And wandering.
BiFi
msx guru
Berichten: 3142
Geplaatst: 18 Augustus 2004, 09:40   
for a 256K Kanji font ROM and 32 bytes (16*16) per character it would be 8192 characters, but since there are 8*16 characters as well (16 bytes) my guess it would be somewhere between 9000 and 10000 characters. This includes our alphabet, greek, math signs, katakana, hiragana, kanji, and I think a few others as well.
ro
msx guru
Berichten: 2346
Geplaatst: 18 Augustus 2004, 11:46   
wAndering latok?
BiFi
msx guru
Berichten: 3142
Geplaatst: 18 Augustus 2004, 11:48   
Sure, there's wanderers from Ys, so why not wanderers from Xak?
ro
msx guru
Berichten: 2346
Geplaatst: 18 Augustus 2004, 12:37   
Sure, but uh. well never mind. I was just wOndering why Latok was wAndering while he was wOndering... dunno . wonderers form sonic.
GuyveR800
msx guru
Berichten: 3048
Geplaatst: 18 Augustus 2004, 12:49   
dutch joke about wandering: Waarom waren spoken altijd rond en nooit vierkant?

ro
msx guru
Berichten: 2346
Geplaatst: 18 Augustus 2004, 12:52   
..check bablefish for translation. ghehe.

BiFi
msx guru
Berichten: 3142
Geplaatst: 18 Augustus 2004, 12:53   
... of driehoek
GuyveR800
msx guru
Berichten: 3048
Geplaatst: 18 Augustus 2004, 13:25   
The babelfish translation sucks ^^;

The trick is that the verb 'rondwaren' (to wander round) is split (because of dutch grammar) which allows the 'waren' part of the verb to be interpreted as the past tense plural of "to be", and the 'rond' part as an adjective.

The best translation I can think of is 'Why do ghosts always wander round and never square?'
Obviously that's not half as funny as the dutch sentence that can ALSO mean "Why were ghosts always round and never square?", which makes even less sense in english
mighty.m
msx user
Berichten: 61
Geplaatst: 18 Augustus 2004, 15:30   
some new gfx.... Added some trees and a player sprite...
Why I do this? First off, just for myself to find out if it is possible to draw a nice looking RPG on the MSX, taken another approach than PA3 i.e.

Second off all.... for the fun of it





Comments are welcome...
wolf_

msx legend
Berichten: 4777
Geplaatst: 18 Augustus 2004, 15:32   
The tree looks very nice !..

..but in the whole picture I miss the contrast between the tree and the grass.. it all looks as 'one green image' now.. I think it can be solved quite easily by making the grass 'smaller' .. not the details you have now.. but more using noisy pixels (the traditional way) .. and prolly avoiding that light-green color in the grass also might help.

but hey: it's only my $0.02
wolf_

msx legend
Berichten: 4777
Geplaatst: 18 Augustus 2004, 15:48   
the player also looks nice .. a little bit huge compared to the trees perhaps ..
mighty.m
msx user
Berichten: 61
Geplaatst: 18 Augustus 2004, 15:50   
Quote:

The tree looks very nice !..

..but in the whole picture I miss the contrast between the tree and the grass.. it all looks as 'one green image' now.. I think it can be solved quite easily by making the grass 'smaller' .. not the details you have now.. but more using noisy pixels (the traditional way) .. and prolly avoiding that light-green color in the grass also might help.

but hey: it's only my $0.02



Thanks :-) Now, the traditional way is the thing I want to avoid... If only screen 5 had some more colors I could solve it easily by using a diffirent kind of green for grass and trees...


 
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