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2D RPG Engine Project

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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Old 11-16-2005, 12:54 PM   #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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Old 11-16-2005, 02:23 PM   #92
 
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Quote:
Originally Posted by framerate
Got the initial graphics engine working today! Thank god. Took me a bit longer than expected...
YES!!!!!! it's edging it's way to completion!

btw, how user friendly is it?
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Old 11-16-2005, 03:47 PM   #93
 
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Quote:
Originally Posted by monster356
YES!!!!!! it's edging it's way to completion!

btw, how user friendly is it?

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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Old 11-17-2005, 12:04 PM   #94
 
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Quote:
Originally Posted by framerate
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 =)
Sounds good, I'll look forward to this!

and is battle system like the one in FF7?
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Old 11-17-2005, 12:24 PM   #95
 
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Quote:
Originally Posted by monster356
and is battle system like the one in FF7?
Ha it's funny you should ask. I had always been so worried about the gfx coding that I didn't even CONSIDER how hard it was going to be to make logistical decisions. (such as how to make the battle systems work, whether to have the character centered on the map screen vs. having the map scroll when he reaches the edge, etc).

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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Old 11-17-2005, 04:42 PM   #96
 
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Quote:
Originally Posted by framerate
Ha it's funny you should ask. I had always been so worried about the gfx coding that I didn't even CONSIDER how hard it was going to be to make logistical decisions. (such as how to make the battle systems work, whether to have the character centered on the map screen vs. having the map scroll when he reaches the edge, etc).

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*)
Nice, when i saw your example battle engine, I thought 'Pokemon'. but backwards

I have always been wanting to make a Zelda game for PSP!

I can't wait!
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Old 11-17-2005, 05:06 PM   #97
 
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Quote:
Originally Posted by Framerate
(whether to have the character centered on the map screen vs. having the map scroll when he reaches the edge, etc)
I've done both in lua, not sure if it could help you but I'de be willing to show you. Maybe it could give you ideas who knows. I think a nice C engine + some
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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Old 11-17-2005, 05:15 PM   #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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Old 11-18-2005, 10:31 AM   #99
 
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Quote:
Originally Posted by Produkt
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

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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Old 11-18-2005, 11:50 AM   #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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Old 11-18-2005, 11:56 AM   #101
 
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Quote:
Originally Posted by framerate
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?
Very Nice looking!

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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Old 11-18-2005, 12:30 PM   #102
 
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Quote:
Originally Posted by xxshadowxx

Edit: is that a...rabbit in the screenshot? or is it human?
It's Link from Link to the Past on SNES!!
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Old 11-18-2005, 01:02 PM   #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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Old 11-18-2005, 01:11 PM   #104
 
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Nice, I cant wait until this rpg goes on the PSP. I have full faith in your framerate!!!
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Old 11-18-2005, 04:59 PM   #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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Old 11-18-2005, 05:22 PM   #106
 
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Quote:
Originally Posted by framerate
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!
Awesome!

When do you think a demo will be out?
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Old 11-19-2005, 04:54 AM   #107
 
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Quote:
Originally Posted by framerate
It's Link from Link to the Past on SNES!!
No I meant the thing at the bottom.


In any case it's good to see this comming along.
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Old 11-19-2005, 05:33 PM   #108
 
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yea best of luck to this project
and by the way is it going to be kernel mode or user mode it would be nice if it was compatible with the 2.0 loader
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Old 11-20-2005, 11:13 AM   #109
 
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Quote:
Originally Posted by framerate
Right now I was thinking an XML based map/trigger/enemy/etc config file...
If you need some ideas and samples, you may want to check out my "RPG Director" (RPGD), a Web-based RPG engine which uses XML for ALL config files.

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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Old 11-20-2005, 02:31 PM   #110
 
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Quote:
Originally Posted by AnimeTheme
If you need some ideas and samples, you may want to check out my "RPG Director" (RPGD), a Web-based RPG engine which uses XML for ALL config files.

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
Wow that looks pretty good. Too bad I'm on a mac =) I like the use of XML though..

Quote:
Originally Posted by julez
yea best of luck to this project
and by the way is it going to be kernel mode or user mode it would be nice if it was compatible with the 2.0 loader
I'm really not sure. My only PSP currently is a 1.5 and it's being coded at this point for 1.5 (and 1.0 as I understand it). If I manage to get a 2.0 PSP again (I sold mine) I'll surely port it over.

Quote:
Originally Posted by xxshadowxx
No I meant the thing at the bottom.


In any case it's good to see this comming along.
Gannon! =)

Quote:
Originally Posted by monster356
Awesome!

When do you think a demo will be out?
I'm not sure, I'm not pushing my luck at the moment. I've hit a small roadblock in terms of the map loader, but I should be able to overcome it.

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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Old 11-20-2005, 08:31 PM   #111
 
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Quote:
Originally Posted by framerate

I'm not sure, I'm not pushing my luck at the moment. I've hit a small roadblock in terms of the map loader, but I should be able to overcome it.

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!
I will!
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Old 11-23-2005, 11:03 AM   #112
 
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Buummmpppp!!!!!
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Old 11-26-2005, 09:50 PM   #113
 
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Quote:
Originally Posted by monster356
Buummmpppp!!!!!
Thanks for keeping the love alive =)

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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Old 11-27-2005, 05:38 AM   #114
 
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Quote:
Originally Posted by framerate
Thanks for keeping the love alive =)

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 =)
AWESOME!!!
I believe your not kidding!
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Old 12-20-2005, 12:47 PM   #115
 
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Alive. Just annoyed with all the "dev teams" starting.

Expect release soon, finals are over.
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Old 12-20-2005, 03:07 PM   #116
 
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dude, i always wanted to make a game like that. Its like graal. Thats gonna be sweet
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Old 12-20-2005, 04:04 PM   #117
 
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If you need help with music/sfx, send me a PM. And good luck to you!
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Old 12-26-2005, 08:48 PM   #118
 
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Quote:
Originally Posted by Skinticket
dude, i always wanted to make a game like that. Its like graal. Thats gonna be sweet

Graal! I have beentrying to remember that!

Why did they stop using Zelda sprites?
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Old 12-26-2005, 08:54 PM   #119
 
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Also... some other RPG's on PSP are looking REALLY good... I need to make sure mine is sweet before I release it publicly...
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Old 12-28-2005, 06:35 PM   #120
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Quote:
Originally Posted by framerate
Also... some other RPG's on PSP are looking REALLY good... I need to make sure mine is sweet before I release it publicly...
Well then here's a nice bump to help ya' get some more anicipation over your release. :icon_wink

-EDIT- 300th POST!!
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