Author Topic: Nameless RPG  (Read 37447 times)

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metagross111

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Re: Nameless RPG
« Reply #120 on: February 21, 2009, 08:40:41 pm »
I'll update later on my progress with this.
After stalking metagross111 long enough

he won't actually catch me till tomorrow. :P

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Re: Nameless RPG
« Reply #121 on: February 21, 2009, 09:06:13 pm »
I'll update later on my progress with this.
After stalking metagross111 long enough

he won't actually catch me till tomorrow. :P
Ok I do hope we still have 11 staff afterward (not counting any other staff that might be hired by then or in the future)

metagross111

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Re: Nameless RPG
« Reply #122 on: February 21, 2009, 09:46:29 pm »
I'll update later on my progress with this.
After stalking metagross111 long enough

he won't actually catch me till tomorrow. :P
Ok I do hope we still have 11 staff afterward (not counting any other staff that might be hired by then or in the future)

don't worry. I won't greet him with a gun ON MAH SUNDAH!

jking. in any case, maybe we'll go to Spiffy's job, ring up a bunch of shit, then "lose" our wallets or something XD

THAT. WOULD. PISS. HIM. OFF. AWESOMELY.

Offline trevmeister66

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Re: Nameless RPG
« Reply #123 on: February 22, 2009, 09:43:20 am »
I'll update later on my progress with this.
After stalking metagross111 long enough

he won't actually catch me till tomorrow. :P
Ok I do hope we still have 11 staff afterward (not counting any other staff that might be hired by then or in the future)

don't worry. I won't greet him with a gun ON MAH SUNDAH!

jking. in any case, maybe we'll go to Spiffy's job, ring up a bunch of shit, then "lose" our wallets or something XD

THAT. WOULD. PISS. HIM. OFF. AWESOMELY.
LOL alright sounds like a plan to me. haha
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Offline trevmeister66

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Re: Nameless RPG
« Reply #124 on: February 25, 2009, 11:03:09 am »
I'm almost done with the basics of my Save/Load system. I should have a screenie up later tonight to show you what I've done.

EDIT: It's now uploaded.
« Last Edit: February 25, 2009, 12:22:58 pm by trevmeister66 »
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Offline trevmeister66

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Re: Nameless RPG
« Reply #125 on: February 27, 2009, 02:15:33 pm »
Here's a ss of what I've been working on:



and


(character moves 4 pixels at a time vs. 2 in the first ss)

First question: Do you think it's better to move 4 pixels at a time or just 2 pixels at a time? With the 2 p/m (pixels per move), I was going to have animated walking (sprite for each step, and I think it would look alright. But with the 4 p/m, you can walk faster, which might be better if I have larger areas to walk through. Just wondering what you guys think is better.

Second question: Do you think the GS is too much flickering? I wanted to go with a GS character (I doubt I'll do GS background), but after I first got it to work, it seemed to me that it flickered a tad too much for my liking. I already have the B&W sprites in case I decide to switch. Also it would be faster if I did just B&W. So, does the GS look good enough or should I switch to B&W?



BTW all sprites and tiles will be 16x16.

EDIT: Hmm.. After watching the ss's again, I've decided wabbitemu sucks with GS..
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metagross111

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Re: Nameless RPG
« Reply #126 on: February 27, 2009, 02:59:44 pm »
I like BW sprites. grayscale is not something i'm ready to mess with yet anyway.

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Re: Nameless RPG
« Reply #127 on: February 27, 2009, 03:31:05 pm »
Quote
EDIT: Hmm.. After watching the ss's again, I've decided wabbitemu sucks with GS..
That's probably your problem :D

#1: If you have really large maps I'd say 4 p/m since otherwise it would get really boring and frustrating (ever play the original pokemon blue/red without a bike? :'()

#2: You could just add in more flicker commands (or whatever they are, like the real(1 or real(3 commands to make the gray).  Does the grayscale look better on-calc?

And I see you got the direction thing working.  It looks nice  ;D
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Offline trevmeister66

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Re: Nameless RPG
« Reply #128 on: February 27, 2009, 03:59:53 pm »
Quote
EDIT: Hmm.. After watching the ss's again, I've decided wabbitemu sucks with GS..
That's probably your problem :D

#1: If you have really large maps I'd say 4 p/m since otherwise it would get really boring and frustrating (ever play the original pokemon blue/red without a bike? :'()

#2: You could just add in more flicker commands (or whatever they are, like the real(1 or real(3 commands to make the gray).  Does the grayscale look better on-calc?

And I see you got the direction thing working.  It looks nice  ;D
It looks a little better on calc. I'll try adding the flicker commands in to make it better.

EDIT: I've decided to just go with B&W. It save speed and space, and is a lot easier.
« Last Edit: February 27, 2009, 04:27:55 pm by trevmeister66 »
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Offline simplethinker

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Re: Nameless RPG
« Reply #129 on: February 27, 2009, 06:52:39 pm »
EDIT: I've decided to just go with B&W. It save speed and space, and is a lot easier.
Lazy bum >:(

j/k

The sprites will still look great ;D
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Offline trevmeister66

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Re: Nameless RPG
« Reply #130 on: February 27, 2009, 09:25:31 pm »
EDIT: I've decided to just go with B&W. It save speed and space, and is a lot easier.
Lazy bum >:(

j/k

The sprites will still look great ;D
Haha partially.. I just think it won't look good having a GS character with a normal background. Plus I'd like to have other stuff go on and it would make the GS go slower if I did both.
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Offline kalan_vod

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Re: Nameless RPG
« Reply #131 on: February 28, 2009, 01:21:36 am »
GS char would be cool, but a animated char would be better IMO..Also, 4pixels is fine!

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Re: Nameless RPG
« Reply #132 on: February 28, 2009, 01:45:19 am »
Well now that I'm positive I'm gonna go with B/W sprites with animation, it's now time to convert all my sprites to hex... woot. I should have a screenie sometime this weekend of my walking sprite with animation.
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Re: Nameless RPG
« Reply #133 on: March 03, 2009, 01:03:48 pm »
I would go with b/w animated. Grayscale is quite hard to both keep fast and not flickery sometimes. I can't wait for next screenie :)

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Re: Nameless RPG
« Reply #134 on: March 03, 2009, 03:39:42 pm »
I would go with b/w animated. Grayscale is quite hard to both keep fast and not flickery sometimes. I can't wait for next screenie :)
Yeah that's what I figured as well, so that's what I'm doing. It might be a little bit before I have a new screenie. right now I'm working on tile sprites and new map/walking engine, and it's taking me a while to draw good sprites.
Projects:    nameless RPG: 1.0%  |  Reverse Snake v1.5: 100%  |  Secret Project: 5%  |  DUNGEON: 70%

My MW2 Blog <-- Please visit :)