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Development - RPG engine for MSX

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RPG engine for MSX

mighty.m
msx user
Berichten: 61
Geplaatst: 14 Augustus 2004, 13:13   
Quote:

I would like to see what it looks like when you resize it the way you resized your earlier pics . Somehow I don't 'feel' that a real MSX screen looks pixelated, maybe it's just because a PC monitor is much sharper





done! ;-)


wolf_

msx legend
Berichten: 4777
Geplaatst: 14 Augustus 2004, 13:13   
I don't think you can compare those picts.. the picts above are logos etc. Using full-palette and such. An RPG playfield has a palette that needs to be allround, like the msx1-palette but then with some colors changed perhaps.. In an allround palette there's not much room for gradients and such, so it's only logical that RPG-gfx are 'less good' than dedicated logos etc.

btw.. might.m .. grass/mud/water etc. ain't the hardest thing to draw as you prolly know too Try some 16x24 figures now, in all directions.. try some portraits .. try a real tree. Yet better, setup a standard palette for all-round use, and use only that palette to draw tiles and figures.
Rikusu

msx professional
Berichten: 955
Geplaatst: 14 Augustus 2004, 13:19   
Looks better to me in this way indeed .

Anyway, I agree with Wolf, how about trying to draw a real tree, a cavern, things like that

On the other hand, if nobody is going to create a game around it, the efforts might be in vain... Anyone? I recall Sonic offering to do the coding of an RPG if someone else takes care of the other parts... Well, if mighty.m does the graphics, we take my scenario, use music from YUM and DemonSeed (and ask them to make some more, which they probably gladly do)... we could give it a shot, couldn't we?
Rikusu

msx professional
Berichten: 955
Geplaatst: 14 Augustus 2004, 13:20   
Or am I daydreaming again..?
wolf_

msx legend
Berichten: 4777
Geplaatst: 14 Augustus 2004, 13:22   
*having plenty o' ideas already*

*will do some RPG (gfx/music/story) on my own if the engine is workable*
mighty.m
msx user
Berichten: 61
Geplaatst: 14 Augustus 2004, 13:24   
Quote:

btw.. might.m .. grass/mud/water etc. ain't the hardest thing to draw as you prolly know too



Maybe I should have waited till I had some more work done, as reactions now aren't that great...

Can't you tell the difference between these gfx and a normal MSX RPG? It's quite different!
wolf_

msx legend
Berichten: 4777
Geplaatst: 14 Augustus 2004, 13:47   
I didn't say they were bad (not at all, they look nice!) I only said that grass etc. is not the hardest thing to do, so in context of an RPG, you'll need to show more 'real' objects (houses, animals, players, NPC's, meandering rivers, caves, trees, hills, collectable items, vehicles, you name it) before we can make an opinion in context of an RPG. Dunno exactly what palette you're using atm, but are you sure it can cover all the things I just mentioned?

And the difference between these gfx and a typical RPG is that those typical RPG's are done already (including all 'real' objects), so we need to wait until you show some of them before we can form an opinion about that
GuyveR800
msx guru
Berichten: 3048
Geplaatst: 14 Augustus 2004, 14:00   
Very nice graphics, mighty.m!
As you say, it's 'different' from what's common in MSX RPG's. It would fit a Zelda-type game with 16x16 or 16x32 sprites perfectly!

snout

msx legend
Berichten: 4991
Geplaatst: 14 Augustus 2004, 14:10   
migthy.m - Very nice gfx indeed. On a sidenote: Perhaps we can get Kanima/Ballarena to finish that scroll demo? I promised to make the musics on that one, which I'd still gladly do....
Grauw
msx professional
Berichten: 1006
Geplaatst: 14 Augustus 2004, 17:52   
Looking great Kenny! And don't mind those nitpickers, if you just use the Gfx9000 you can use a different palette for the sprites so you have all 16 colours ;p. And you could use the background layer for this, and draw other objects like houses, animals, etc on the foreground layer which has yet another seperate palette. In effect you would just get 32 colours, but the foreground is also used for stuff you can walk 'behind' so for those objects all colours need to be from the foreground layer.

But if it's for v9958, there's indeed the problem that you have only 16 colours, which has to be shared among background, foreground and player. This looks impressive and I am also convinced that the MSX can really do pretty much, just as I am convinced about your gfx skills (;p), but fact remains it is a difficult limitation. Otoh, you really don't need to have all colours you use in one palette of course, you don't need much grassy-green and sandy-gray in a city or a cave area. Just make sure the colours you use for the player sprite are well-chosen and in all palettes and you can then vary the rest. Also, if there are visible enemies they usually differ per area so you could also design the enemies based on the colours you have available in that particular area. So if you'd want that it shouldn't be a limitation either.

p.s. I still want to do an RPG sometime (who doesn't! ^_^)... In which case I'd use a screensplit for the status bar, so you could have a seperate palette for it, removing the need to have those colours in the game area. Anyways, what I had in mind were exactly these kind of graphics, and 16x32 or 16x24 sprites, making it differ from the common 'SD' RPG-style on MSX and more like SNES RPG's.


~Grauw
Rikusu

msx professional
Berichten: 955
Geplaatst: 14 Augustus 2004, 18:09   
All those coders constantly claiming they want to make an RPG... And after entering such a post forgetting about it immediately

Start coding!
Rikusu

msx professional
Berichten: 955
Geplaatst: 14 Augustus 2004, 18:11   
BTW: Does it take too much time for a flip-screen RPG to change the pallette every time you switch screens? To get an even more varied landscape?
GuyveR800
msx guru
Berichten: 3048
Geplaatst: 14 Augustus 2004, 18:14   
I've been planning an RPG since 1994
Rikusu

msx professional
Berichten: 955
Geplaatst: 14 Augustus 2004, 18:15   
To you too: start coding!! Potverrdorie

Ehrm... seriously... there seem to be many MSX users who really want to make an MSX RPG... Why don't we try to join forces and start making one? Have all the coders, graphic designers, composers and scenario writers united?
GuyveR800
msx guru
Berichten: 3048
Geplaatst: 14 Augustus 2004, 18:21   
Joining forces and start making more than one should be possible too
Graphics or music that are turned down for one project could fit another RPG beautifully. And coders could join forces and create a common flexible engine.

Unfortunately I can't be actively joining the coding, other than giving my advice (which causes a lot of ppl headaches anyway ) because of other more high-priority projects.

 
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