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This is a discussion on 2D RPG Engine Project within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Got the initial graphics engine working today! Thank god. Took me a bit longer than expected......
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#91 |
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Got the initial graphics engine working today! Thank god. Took me a bit longer than expected...
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[URL=http://www.framerate.info/psp][IMG]http://www.framerate.info/_hosted/imageupload/signature.gif[/IMG][/URL] |
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#93 | |
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Well currently, not at all. Like I said before it's the learning process for me so right now it's just correctly tiling a background with the character model on top. I have a friend working on some new tiles and I'll probably put another "work-in-progress" release out to help out other starter devs on my site soon... It'll likely be the last "helper" release I do before an actual game demo... and it'll have: - Intro full screen png file. - menu system. - basic movement engine walking around on a single screen. Then I'll work towards a sample of what I plan to do with the game, which will include: - full screen dialog for storyline stuff - multiple screen transitioning map movement - basic start of the battle engine (one of the battle engines.. FF based one) I'm having tons of fun now =) |
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#94 | |
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and is battle system like the one in FF7? |
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#95 | |
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Keep in mind this is currently a solely 2-dimensional game. I plan on doing multiple battle systems as part of the "engine" as I go on so the engine can power different types, but I AM at a loss as to what kind to do first. I THINK the inital test version of the engine will have a battle like this... ------------------- | x x | <---- enemies you're fighting | | | Qh m Qh m | <--- Q = char. portrait h&m are hp and mp | ttttttttttttttttt | <--- text descriptions of battle events and menus Battles with this engine would be turnbased... random number generated etc like you're used to in most vintage RPG's I also hope to implement a FF II/III (US) style with characters on the right emenies left.. as well as a "Shining Force" style (tactical RPG) and a Zelda (action RPG) over time.. The first two are rather easy, just dependant on whether or not I have the artwork for them... Hope that answers. (I'm learning openGL next semester and I hope to be allowed to do my final project on the PSP, meaning I could implement a full 3-D battle engine as well... *crosses fingers*) |
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#96 | |
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I have always been wanting to make a Zelda game for PSP! I can't wait! |
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#97 | |
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lua scripting would be a great combo for making RPGs. Looking foward to what your gonna do. :icon_smil (note that I have no knowledge in C/C++) Last edited by XteticX; 11-17-2005 at 05:13 PM.. |
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#98 |
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I sent him some info on a 2d zelda project (it seems dead now) but it has plenty of cool things built in, a map program which works nicely lua scripting for the maps, all sorts of cool stuff
http://www.game-cade.com/soe_main.php |
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#99 | |
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I don't do lua AT ALL. Right now I was thinking an XML based map/trigger/enemy/etc config file... but if someone wants to work on some LUA based ideas, i'd love to collaborate! I'm a few steps away from being able to emulate this: (note it's a FAKE screenshot...) I'll be able to load the map (currently hardcoded), load the character "animations" and detect collisions... (ALSO: please note: I am not making a Zelda clone at this point. Although an action RPG is one of the engines I want to do, I am currently only using the sprites to test because I like them... I am sort of enjoying it, so maybe the action-rpg will be the first battle system I implement? |
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#100 |
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holy hell, just some suggestions concerning the things you've said so far =O.
Battle System Generic RPG: Enemies on one side, Player on another, or player in the middle surrounded by enemies and vice versa. this is what you usually see nowadays, not that it gets old but as if you say you're going into OpenGL, then I would recommend (deeply) to use L & R to rotate the screen to a position suitable to you. Just a way to please everyone. This way you can make a prototype battle system your way with the commands and whatnot and then as you get into OpenGL, start that way (just a suggestion not forcing anything on you =P) and see how that goes. Text Boxes going to take this one from Chrono Trigger generally there are buttons you don't use - you only need so many right, then if possible have square or something move the textbox from the bottom of the screen to the top or from the top to the bottom - to get a better view of the screen. Scrolling Well I personally vote moving throughout the screen not being centered - it just feels better. but you should do whatever is easiest first, and maybe if you have time go back and set an option in the menu to choose your style of movement. I'm sure I'll think of more in the future >.> Just really want to see this get going. Edit: is that a...rabbit in the screenshot? or is it human? |
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#101 | |
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btw, I would enjoy having an Action Battle System alot! But, there is one thing, the time to complete the demo will most likely be longer if you implement an Action Battle Sytem(ABS). So how long would it take to complete the demo with an ABS in it? |
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#103 |
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ACTUAL SCREENSHOT (just so you guys don't lose faith)
I'm having some trouble loading the map right,, so it's prohibiting me from getting collision detection to work right... but that map is being tiled using my tiling engine and the drawn using the engine. Link can move around the screen in different directions (slightly animated). It's coming along quite well! |
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#105 |
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Framerate
Speaking of Xml I have had plenty of experence with Xml, and the assoicated data modeling. I've had a quick think about your requirements and I believe Xml will suit your purposes well, infact as pointed out by others you could even produce a Java (as you indicated this was your preferred language) application to produce addition games. But that is getting way ahead. Anyways, I'm also a C programmer and have written a C Xml parser before (my employeer loves writing code, i.e. no libraries). it requires plenty of dynamically allocated memory but otherwise very simple. Note the parser was written a while ago and I just ported it to work ![]() Only thing you must consider is the for Xml in C you are going to have to deal with pointers, me I love pointers, but many programmers don't. Anyways let me know sounds like a great project. |
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#106 | |
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When do you think a demo will be out? |
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#109 | |
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Below are some XML files from a simple demo game (FFX Mini RPG) built using RPGD. Playable Characters Items Map and Events If you want to check out this game IN ACTION, click below (Internet Explorer required). ![]() http://www.animetheme.com/ff10/game/index.html |
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#110 | ||||
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I'm going to start another thread for voting on what type of demo I should do first... RPG like Final Fantasy or Action RPG like zelda... so vote on it! |
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#111 | |
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#113 | |
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I'm going to work on fixing the tiling engine and collision detection tomorrow. If I can fix that I'll post the eboots so you guys can see I'm for real =) |
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#114 | |
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I believe your not kidding! |
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#120 | ||
![]() Quality Haxing Since 1991
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-EDIT- 300th POST!!
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Last edited by PSPHax0r9; 12-28-2005 at 06:52 PM.. |
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| Tags |
| engine , project , rpg |
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