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Omnimaga
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CeltQuest/RPGKit
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Topic: CeltQuest/RPGKit (Read 9520 times)
0 Members and 3 Guests are viewing this topic.
elfprince13
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CeltQuest/RPGKit
«
on:
May 09, 2006, 02:33:00 pm »
Dont know if Ive mentioned this before, but Ive been working on an RPG and an RPGKit in java sporadically over the last few months. all my project info is
http://rancidmoose.unitedti.org/forum/viewforum.php?f=12
.
If anybody would be willing to help me with making sprites and tiles for it that would be great. Most stuff is 32*32, although I am using some 64*64's as well.
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g28401
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CeltQuest/RPGKit
«
Reply #1 on:
May 13, 2006, 05:38:00 pm »
hmm, looks interesting.
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
CeltQuest/RPGKit
«
Reply #2 on:
May 14, 2006, 03:59:00 am »
i think i saw this earlier, nice stuff! do you want a forum for this project here as well?
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elfprince13
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CeltQuest/RPGKit
«
Reply #3 on:
May 14, 2006, 05:36:00 pm »
that would be cool. the project page for it is here:
http://rancidmoose.unitedti.org/members/projects/celtquest
.
With the exception of a few tiles, all the graphics are by me. Im going to replace the ones that aren't by me as soon as I seriously start coding the game. and Im more then happy to use ones that people here make.
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DJ Omnimaga
Clacualters are teh gr33t
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
CeltQuest/RPGKit
«
Reply #4 on:
May 15, 2006, 02:38:00 am »
moved
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elfprince13
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CeltQuest/RPGKit
«
Reply #5 on:
May 15, 2006, 09:10:00 am »
cool. thanks. I did more work today. Slowly relegating all the work out of my original engine and onto the RPGKit.
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
CeltQuest/RPGKit
«
Reply #6 on:
May 16, 2006, 08:57:00 am »
how do you run the demo on WIndows included in your site?
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elfprince13
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CeltQuest/RPGKit
«
Reply #7 on:
May 16, 2006, 01:00:00 pm »
its in java, so you do
"java -cp . CeltQuest" from the command prompt(without the quotes and in the directory with CeltQuest.class). This should work in any OS.
The frame with Toggle Editor button will get you the map editing mode so that you can design your own maps.
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
CeltQuest/RPGKit
«
Reply #8 on:
May 16, 2006, 01:12:00 pm »
thanks I'll try it wqhen I have some time
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elfprince13
Guest
CeltQuest/RPGKit
«
Reply #9 on:
May 16, 2006, 01:15:00 pm »
the game itself isn't really anywhere near a game yet, but anyone who knows java should be able to start developing, keeping in mind that the RPGKit is still changing.
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necro
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+3 vaporal mustache
CeltQuest/RPGKit
«
Reply #10 on:
May 16, 2006, 04:47:00 pm »
nv mind...figured out that you meant the system command prompt and not the java one.
o.o
seizure!
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I'm like a woot burger with awesome fries
VB.Net, C#, C++, Java, Game Maker
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
CeltQuest/RPGKit
«
Reply #11 on:
May 17, 2006, 02:03:00 am »
I got a seizure me too when walking around O_O it flickered super fast o.o
you should try to fix this
nice tho ^^
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elfprince13
Guest
CeltQuest/RPGKit
«
Reply #12 on:
May 17, 2006, 08:27:00 am »
Double buffering has now been implemented (aka it is now epileptic safe), and the core of the RPGKit is pretty much done.
Uploading the new demo and javadoc as Im typing this.
this is runnable by Java 1.2 and up.
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
CeltQuest/RPGKit
«
Reply #13 on:
May 18, 2006, 09:12:00 am »
cool I'll try it, does it have collision detection?
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elfprince13
Guest
CeltQuest/RPGKit
«
Reply #14 on:
May 21, 2006, 07:27:00 am »
the collision detection should be implemented by whatever program is using the RPGKit.
CeltQuest has had some basic collision detection implemented, but I've not yet uploaded that version since I was pressed for time.
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