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#51 ponlork OFFLINE  

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Posted Mon Oct 21, 2013 6:56 PM

That lastest video gives me a better idea what you're trying to do with the game. The Streets of Fire soundtrack helps a lot. So does LEDA arm herself with a sledgehammer at some point to smash William DeFoe?

 
 
That's definitely possible. man I haven't seen that movie in years. The soundtrack always stuck out in my mind. Currently I'm thinking about making it have a multiple worldline premise where she can jump through different universes. After the motorcycle scene she's probably going to wake up in a more mundane world which is her own where she questions the dream. Then eventually something will cause some sort of dimensional shift that causes the two worlds to intertwine with each other. I'm still not sure which  direction I will go in. I might just end up making it a porn game haha it all depends on the capacity of the memory. I'm just gliding along, nothing is written. There's nothing wrong with going nowhere babe bay, but we should be going nowhere fast XD
 
I'm going to post the video again just to keep it on the top of the page. Maybe it'll embed this time. How do you embed YT links? It worked before...


yay I got it to work! I guess you need to use bbcode.

Edited by ponlork, Mon Oct 21, 2013 7:15 PM.


#52 Kosmic Stardust OFFLINE  

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Posted Mon Oct 21, 2013 7:18 PM

 
 I'm still not sure which  direction I will go in. I might just end up making it a porn game haha it all depends on the capacity of the memory. I'm just gliding along, nothing is written.

I have no problem with this at all! :thumbsup: Hopefully Albert will be willing to stock it for maximum exposure, LOL!  :love: It will certainly get more playtime on my Atari than Custer's Revenge and Beat 'em, which are more or less conversation pieces or novelty items to pull out for schitz & giggles, rather than serious attempts at a game.

 

Still needs audio IMO. AtariVox support would be epic!


Edited by stardust4ever, Mon Oct 21, 2013 7:23 PM.


#53 ponlork OFFLINE  

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Posted Tue Oct 22, 2013 7:28 AM

I have no problem with this at all! :thumbsup: Hopefully Albert will be willing to stock it for maximum exposure, LOL!  :love: It will certainly get more playtime on my Atari than Custer's Revenge and Beat 'em, which are more or less conversation pieces or novelty items to pull out for schitz & giggles, rather than serious attempts at a game.
 
Still needs audio IMO. AtariVox support would be epic!


For sure. I'll most likely attempt a porn/hentai game eventually. I saw some of those Adult titles on youtube and man oh man, the concept sooo stupid! XD who the hell thought up the gameplay for that? It was funny though. If I do make one I would try to put some charm into the characters. And it can't just be mindless sex, even if my storyline is ridiculous, I need to have some sort of plot in there to keep me inspired lol At the moment though, I don't feel inspired to make it pornographic as of right now. It could change though. I might just end up making a separate game where the main protagonist is a male. Maybe he'll be forced to stay in a all girls dormitory or something. We'll see XD

As for the audio, I definitely need to add sound effects soon. Audio is something I've always been intimidated by. I'm not afraid to delve into programming but when it comes to music or sound, I'm afraid to just turn the knob on a equalizer on my stereo haha I hope I'll be able to get a decent score. I heard some of the sound that a 2600 produces, and to be honest I'm not very impressed. I might refrain from having the music play constantly, and have it play selectively instead. I got a long way to go before I can reach that stage but hopefully I can find a good composer. If not I guess I'll just have to learn how to do it myself.

I'm re-drawing the Battle sprite so it won't have any flicker. My previous sprite was 24px in width, this one is only 16px wide so it won't have any flicker unless I decide to add color. I'm also going to add some AI and different enemies when you encounter them. This may take a while, I really should take a break but damn this project is stuck on my mind.

Question, what the hell is DPC+ and am I using it right now? I read something about it increasing the ram to 128k, just wanted to make sure. And can I enable it with the multikernel?

Attached Thumbnails

  • battle01.jpg
  • battle02.jpg

Edited by ponlork, Tue Oct 22, 2013 7:31 AM.


#54 Gemintronic OFFLINE  

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Posted Tue Oct 22, 2013 8:16 AM

The multi-sprite and DPC+ kernels are different beasts.  Both have their own quirks and some would say missing/incomplete features.  DPC+ requires Melody boards which are unique to AtariAge.  Multi-sprite has less features but does not require special boards.

 

I'd say with your style demanding more sprites and colors I'd go DPC+

 

The extra memory must be swapped in and out of usable range so it's not completely without gotchas.



#55 Kosmic Stardust OFFLINE  

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Posted Tue Oct 22, 2013 1:45 PM

Ponlork: the girl sprite looks good. It's almost kind of comical having such a sexy detailed protagonist yet building the enemies out of playfield sprites. It just draws the player back to the girl. The dude's arms almost have a partial swastika thing going with one going up and the other going down. Most people will only notice that subconsciously, giving the dude a nefarious vibe to him. I've seen worse on biker's jackets before so it's all good. The girl's whole body sprite looks very good btw. I do like how she does battle in stilettos. You should put some drug references into the game for good measure too. A hypodermic needle sticking strait up would be easy to draw using the ball, missile, and skinny playfield pixels without interfering with sprite characters. Don't know what you'd do with it; that's for you to decide. :evil:



#56 ponlork OFFLINE  

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Posted Tue Oct 22, 2013 1:46 PM

The multi-sprite and DPC+ kernels are different beasts.  Both have their own quirks and some would say missing/incomplete features.  DPC+ requires Melody boards which are unique to AtariAge.  Multi-sprite has less features but does not require special boards.
 
I'd say with your style demanding more sprites and colors I'd go DPC+
 
The extra memory must be swapped in and out of usable range so it's not completely without gotchas.



Ahh I see. Darn so I would have to enable it then. But I don't think it's compatible with Multikernel is it? Man I'm going to have to tinker with DPC+ later. 128KB of ram, are you serious? Why haven't I seen many homebrews take advantage of that? I came across it while I stumbled on some games on Youtube. One was called Tunnel Runner and I thought wow, how they do that? Another one was Activison's Double Dragon, sure the gameplay was horrible but the backdrops look awesome. I wonder if I can adjust the playfield rows to have it looking like that. I read some info about DPC+, but I don't quite get how to enable it.

Edited by ponlork, Tue Oct 22, 2013 2:02 PM.


#57 Gemintronic OFFLINE  

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Posted Tue Oct 22, 2013 1:52 PM

Oops.  Me not read English well so.

 

I don't *think* the multi kernel works with DPC+  (only RevEng can answer for sure)

http://atariage.com/...ernel-framework

 

Many of the tricks that the multi kernel enables you to use are irrelevant the the DPC++ kernel.



#58 ponlork OFFLINE  

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Posted Tue Oct 22, 2013 1:59 PM

Ponlork: the girl sprite looks good. It's almost kind of comical having such a sexy detailed protagonist yet building the enemies out of playfield sprites. It just draws the player back to the girl. The dude's arms almost have a partial swastika thing going with one going up and the other going down. Most people will only notice that subconsciously, giving the dude a nefarious vibe to him. I've seen worse on biker's jackets before so it's all good. The girl's whole body sprite looks very good btw. I do like how she does battle in stilettos. You should put some drug references into the game for good measure too. A hypodermic needle sticking strait up would be easy to draw using the ball, missile, and skinny playfield pixels without interfering with sprite characters. Don't know what you'd do with it; that's for you to decide. :evil:



Haha I didn't notice the swastika similarity until now. I was thinking of Cactuar from Final Fantasy lol I'll probably refine it to make it look less noticeable. Yeah I don't put much thought into drawing male characters unfortunately. Unless it's comical xD I think I'm going to draw numerous battle sprites so it'll randomly display different sprites when you encounter enemies. Gotta have her wear stilettos, it increases her attributes in the confidence category haha. In the next town I may add a store or a salon where she can buy accessories and change her hair color ^__^

I would like to be able to resize the playfield blocks, I just don't know how at the moment. All in due time.

#59 ponlork OFFLINE  

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Posted Tue Oct 22, 2013 2:01 PM

Oops.  Me not read English well so.
 
I don't *think* the multi kernel works with DPC+  (only RevEng can answer for sure)
http://atariage.com/...ernel-framework
 
Many of the tricks that the multi kernel enables you to use are irrelevant the the DPC++ kernel.



Well it's still all good, I'll most likely experiment with it on a separate project that takes up less memory. I would like to see some sample games utilizing it though. That'll be great. BTW do you know how to resize the playfield blocks?

#60 Kosmic Stardust OFFLINE  

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Posted Tue Oct 22, 2013 2:04 PM

Well it's still all good, I'll most likely experiment with it on a separate project that takes up less memory. I would like to see some sample games utilizing it though. That'll be great. BTW do you know how to resize the playfield blocks?

They have a fixed width of 4 pixels, unfortunately. :sleep:



#61 ponlork OFFLINE  

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Posted Tue Oct 22, 2013 2:39 PM

They have a fixed width of 4 pixels, unfortunately. :sleep:


there's no way to change the height of it though? ;_; that would come in sooo handy. Right now I'm trying to figure out how to detect the points damage on screen without flicker. I may have to use the play field to draw numbers.

#62 Gemintronic OFFLINE  

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Posted Tue Oct 22, 2013 2:41 PM

You can change the height in the DPC+ kernel.  In the standard kernel you can as well.  You should take a look at the kernel options chart.  There are usually some tradeoffs.

http://www.randomter...l#kernelopchart

 

belda.jpg
This was using the standard kernel with the pfheights option.


#63 ponlork OFFLINE  

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Posted Tue Oct 22, 2013 2:43 PM

You can change the height in the DPC+ kernel.  In the standard kernel you can as well.  You should take a look at the kernel options chart.  There are usually some tradeoffs.
http://www.randomter...l#kernelopchart
 
 
This was using the standard kernel with the pfheights option.



that's what I'm looking for. thanks. and yay I won't lose missiles ^^ time to experiment.

crap, i got a error while compiling. Is it because I need to define the row height?

Edited by ponlork, Tue Oct 22, 2013 2:45 PM.


#64 ponlork OFFLINE  

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Posted Tue Oct 22, 2013 2:52 PM

Hmm I got it working. But it doesn't seem to work with No Blank Lines. Which is still all good.

Edited by ponlork, Tue Oct 22, 2013 2:54 PM.


#65 Gemintronic OFFLINE  

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Posted Tue Oct 22, 2013 2:58 PM

Hmm I got it working. But it doesn't seem to work with No Blank Lines. Which is still all good.

 

Yeah.  The dirty little secret is that it *looks* like you're just picking and choosing features.  What you're really doing is picking a very specific kernel with a very specific set of tradeoffs.

 

If you need 2 multi colored sprites and no_blank_lines then RevEng made a custom kernel here:

http://www.randomter...ml#dpc_pfscroll



#66 KevinMos3 OFFLINE  

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Posted Tue Oct 22, 2013 11:26 PM

post-13304-0-60332400-1382370981.jpg

This was using the standard kernel with the pfheights option.

 

 

 

What the heck?!?  Is that a mockup or a work in progress of something we'll eventually see?



#67 Kosmic Stardust OFFLINE  

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Posted Wed Oct 23, 2013 2:42 AM

 

 

What the heck?!?  Is that a mockup or a work in progress of something we'll eventually see?

Zelda 2600?



#68 ponlork OFFLINE  

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Posted Wed Oct 23, 2013 9:16 PM

Gah I hate math so freaking much D; making me use my brain and stuff. Well it's not the most impressive looking thing but it works. I added some AI to the enemy so he fights back now. It's during the second encounter with the enemy. Not the first one. Well I'm going to take a break now.

Edit: I re-upload it to make a minor edit to allow the game to be restart properly after the credits.

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Edited by ponlork, Wed Oct 23, 2013 10:52 PM.


#69 Gemintronic OFFLINE  

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Posted Wed Oct 23, 2013 9:31 PM

Hey!  looks like you used my technique from Candy Bar: use the color from the playfield blocks.  I'm glad I could help :)



#70 ponlork OFFLINE  

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Posted Wed Oct 23, 2013 9:44 PM

Hey!  looks like you used my technique from Candy Bar: use the color from the playfield blocks.  I'm glad I could help :)



Absolutely, you are a big help ^^ as well as many others on this site. However I haven't actually played many games at all except for some script examples. I do take in peoples words and suggestions so eventually down the line it may dawn on me to use techniques and advice given that I may not have grasp at first. but when I'm designing something, I'm sorta like in my own world xD i dont really use a template on how to make a game. things just naturally progressed and the pieces fall where they're supposed to be i guess.

I'm going to try and overhaul everything over again when I get back at it. There's a lot of things that I didn't understand before that I'm beginning to now. Such as using the Goto command, and where to place code and such.

#71 Kosmic Stardust OFFLINE  

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Posted Wed Oct 23, 2013 9:51 PM

Gah I hate math so freaking much D; making me use my brain and stuff. Well it's not the most impressive looking thing but it works. I added some AI to the enemy so he fights back now. It's during the second encounter with the enemy. Not the first one. Well I'm going to take a break now.

Edit: I re-upload it to make a minor edit to allow the game to be restart properly after the credits.

I'm confused at how the new battle system works. I mashed a lot of buttons, but I couldn't figure out what I was supposed to do. Looks great though.


Edited by stardust4ever, Wed Oct 23, 2013 9:55 PM.


#72 ponlork OFFLINE  

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Posted Wed Oct 23, 2013 10:35 PM

I'm confused at how the new battle system works. I mashed a lot of buttons, but I couldn't figure out what I was supposed to do. Looks great though.



lol well its a bit buggy right now. But you start off with 99HP, I was trying to replicate a traditional turn based RPG style system. The meter on the bottom left is the Active Time Battle (ATB) meter. When the meter is full, you will be able to select commands. For now the only command is to Attack. I plan on increasing that to allow Specials and Items such as Potions to heal your HP. The meter on the right is the enemy's ATB gauge. Eventually that's going to be hidden, but I enabled it just so I can test it

The weird symbols on the screen is supposed to display the Damage points. So if you see 7, then it'll deduct 7 from your HP. Once your HP reaches zero, you get knocked out, and possibly raped afterwards XD just kidding. I used missiles and a ball to make those number shapes. It doesn't seem to draw it fast enough. I'm going to switch it up next time so I'll use the playfield to draw numbers. Does anybody know a way to change just certain areas of a playfield? Instead of the whole playfield?

I think I'm going to revamp it where the player options will be optional. So you would have to press up to display the extra commands. And I will probably change the ATB to wait when it's not your turn. This is just the first step, usually my first attempt at something is usually bad lol but I'll keep working on it.

This just may very well be the first turn based style RPG on the Atari 2600 :D

Edited by ponlork, Wed Oct 23, 2013 10:38 PM.


#73 ponlork OFFLINE  

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Posted Thu Oct 24, 2013 4:49 PM

I'm just doodling in the Sprite editor. I might make a super sexy villain XD

I got a question, in the Preview section, how do you make it display in the Nusiz format?

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  • villian2.jpg


#74 Kosmic Stardust OFFLINE  

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Posted Thu Oct 24, 2013 11:48 PM

I'm just doodling in the Sprite editor. I might make a super sexy villain XD

:lust: :love: :lust: :love: :lust: :love: :lust: :love: :lust:


Edited by stardust4ever, Thu Oct 24, 2013 11:48 PM.


#75 ponlork OFFLINE  

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Posted Fri Oct 25, 2013 1:50 AM

:lust: :love: :lust: :love: :lust: :love: :lust: :love: :lust:



I'm working on a fighting game that I will also include in the Leda package. It's very scaled down but hopefully this will increase the replay value.

So far i added the Directional movements, crouching, jumping and punching. And I also added a fireball special attack. If you perform a Hadouken maneuver (Down, Foward+punch) she will execute a fireball :D

In-between matches I'm going to have large portraits of each character, and also detailed endings :D I'm surprised nobody attempted a fighting game yet. It works surprisingly well, I can picture it now.

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Edited by ponlork, Fri Oct 25, 2013 1:51 AM.





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