Author Topic: community-driven RPG  (Read 19461 times)

0 Members and 2 Guests are viewing this topic.

Offline Freyaday

  • The One And Only Serial Time Killing Catboy-Capoeirista-Ballerino
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1970
  • Rating: +128/-15
  • I put on my robe and pixel hat...
    • View Profile
Re: community-driven RPG
« Reply #45 on: August 12, 2011, 06:56:50 pm »
I'll play the villain. I'll try to turn the world into a world of nekos!
In other news, Frey continues kicking unprecedented levels of ass.
Proud member of LF#N--Lolis For #9678B6 Names


I'm a performer at heart; I stole it last week.
My Artwork!

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: community-driven RPG
« Reply #46 on: August 12, 2011, 07:08:42 pm »
i was thinking something like Baron Samedi

and a tribe of 'savages' would work, but there are plenty of other possibilities.

Offline Freyaday

  • The One And Only Serial Time Killing Catboy-Capoeirista-Ballerino
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1970
  • Rating: +128/-15
  • I put on my robe and pixel hat...
    • View Profile
Re: community-driven RPG
« Reply #47 on: August 12, 2011, 07:09:23 pm »
I wanna be the villain.
Please?
In other news, Frey continues kicking unprecedented levels of ass.
Proud member of LF#N--Lolis For #9678B6 Names


I'm a performer at heart; I stole it last week.
My Artwork!

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: community-driven RPG
« Reply #48 on: August 12, 2011, 07:30:58 pm »
Dionysus just made some sprites that could be used for talking animations. they are a little large, but i like them.
*note, i'm only posting these because his post count isn't high enough to do so yet.

Offline Dionysus

  • LV0 Newcomer (Next: 5)
  • Posts: 4
  • Rating: +3/-0
    • View Profile
Re: community-driven RPG
« Reply #49 on: August 12, 2011, 07:32:41 pm »
As the above would suggest, I am willing to do sprites for this game. Those particular sprites are doubled in actual size to make it a little clearer on the forum. The sprites are, as follows, a sort of pirate deck-hand, an unspecified old man, the chef, and two versions of Samedi, skeletal and paint. Doubtless, these are not final versions, but they can sort of give you an idea of what I have in mind.
« Last Edit: August 12, 2011, 07:36:16 pm by Dionysus »

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: community-driven RPG
« Reply #50 on: August 12, 2011, 10:59:26 pm »
dino made a few more sprites. people should try making there own main character sprites with the generic base.
« Last Edit: August 12, 2011, 11:04:15 pm by shmibs »

Offline chattahippie

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 358
  • Rating: +27/-0
  • Super Member! :D
    • View Profile
Re: community-driven RPG
« Reply #51 on: August 12, 2011, 11:06:33 pm »
I like these... good job!
I haven't started making any tiles yet, but i have a feeling that dionysus's are waaaaay better than mine would be.
If there is anything that needs to be done, I can try to do it, but no guarantees about it actually working :P

(I prefer BASIC over Axe, but this is a great place to learn to use it better ;D)

Offline pianoman

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 426
  • Rating: +24/-0
  • ♪♫ ♪♫ ♪♫ ♪♫ ♪♫ ♪♫ ♪♫
    • View Profile
Re: community-driven RPG
« Reply #52 on: August 12, 2011, 11:16:46 pm »
I have an idea that you guys may like...
I was thinking that in addition to the Axe and ASM programmers, at some point, the Nspire, Casio, and 68k programmers could also work on porting this game to their respective calculators.
I personally would love to see this game on the Nspire, and would be happy to help code for it if we were to do that.
What do you guys think?

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: community-driven RPG
« Reply #53 on: August 12, 2011, 11:23:50 pm »
well, when and if there is actually something to port, why not?

Offline Geekboy1011

  • The Oneironaut
  • Donator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2031
  • Rating: +119/-2
  • Dream that Awakening dream
    • View Profile
Re: community-driven RPG
« Reply #54 on: August 12, 2011, 11:50:01 pm »
If you guys start hammering out the specs for the battle engine and such like in posts. and i can find someone else to help(as in im not the only coder >.<)  we can get working on that probably using test sprites lol
* Geekboy1011 <3 stick figures
« Last Edit: August 13, 2011, 12:26:06 am by Geekboy1011 »

Offline fb39ca4

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1749
  • Rating: +60/-3
    • View Profile
Re: community-driven RPG
« Reply #55 on: August 13, 2011, 12:32:26 am »
We could simultaneously develop a z80 and a C version (for nspire, 68k, and casio (and possibly even HP if someone wants to port to that)), with the same features. I would be glad to help with the C version. (and the z80 version now that I am learning asm) Is this going to be in Axe or ASM?
« Last Edit: August 13, 2011, 12:33:27 am by t0xic_kitt3n »

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: community-driven RPG
« Reply #56 on: August 13, 2011, 01:01:04 am »
ok, i did a bit of spriting for the tilemap. here are beachy things and the front half of a crashed ship.

EDIT: feel free to add tiles to the tilemap.

DOUBLE EDIT: i added in an a pic for an airship taking off 'cutscene' the bottom is still empty, though, because i'm not sure what to make it taking off from. oh, and three colour skies are difficult...
« Last Edit: August 13, 2011, 02:27:11 pm by shmibs »

Offline Geekboy1011

  • The Oneironaut
  • Donator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2031
  • Rating: +119/-2
  • Dream that Awakening dream
    • View Profile
Re: community-driven RPG
« Reply #57 on: August 13, 2011, 04:52:24 pm »
Is this going to be in Axe or ASM?
i believe we might be able to do both as long as all the asm parts are developed as axioms or can be injeccted into the code with asm() or something

not to familiar with axe any more though so....

Offline LincolnB

  • Check It Out Now
  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1115
  • Rating: +125/-4
  • By Hackers For Hackers
    • View Profile
Re: community-driven RPG
« Reply #58 on: August 13, 2011, 07:35:04 pm »
I really like the idea of using axioms and writing in axe. I am more than willing to program in Axe as I'm more or less experienced with it, but I don't know ASM, so no help from me there.
Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler For Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)



Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: community-driven RPG
« Reply #59 on: August 13, 2011, 07:42:46 pm »
yes, asm and axe work quite nicely together.

anyways, here are a few more sprite updates. a much more complete beach tileset, a demo map, and an overworld character that dino made.