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Found 21 results

  1. Hello everyone, I am Oscar Kenneth, from Kai Magazine (Developer of Ninja Odyssey). Here we are again to let you know that we FINISHED the second game for Intellivision (now it is in beta-testing process) and that it will be published by Elektronite on April if the betatesting process checks out. The game’s name is: TNT Cowboy An explosive Western Action RPG. Imagine playing a game such as Zelda or Final Fantasy, in which you defeat your enemies by blowing them up with TNT charges. Yes, this game is a full blown action RPG with experience points, level ups, money, quests, etc, but also, the combats have Bomberman elements. Just watch the video and you will understand (NTSC colors): https://youtu.be/Ws0aIlTEql0 It can’t be appreciated on the video but the game works completely smooth at 60 fps (50fps on Pal/Secam) but the video conversion and emulator and vsync problems make it impossible for me to record a 1:1 video. This game also features a real time shadow system which modifies the shadow casted by the solid elements in the game as they change (due to the explosions) and the main character gets affected by the shadows as well. This game took us thousands of man hours to complete and it is really big. There is a full screen intro with several images, an ending with the same, several complex BGM, many many areas to play etc. The game is more than 200Kb big, which if I am not mistaken, it is the biggest finished game for Intellivision ever created (not demo, there are bigger demos). I usually make Kai Magazine covers myself (such as Ninja Odyssey and many of our other previous games) but for this game I hired a professional cover artist who did a really nice job. I also hired a music composer and I wrote and adapted the music on Intellivision format. We all went the extra mile for this game to make it as big as we could. I really hope you like it and that you will support it so we can continue making games for Intellivision. On that regard, I can tell you that we started the development on the third game already. “Antropomorphic Force” will be a fast-paced frenetic Sci-Fi Arcade Space Shooter with humanoid shaped robots, weird aliens, multiple scroll layers, multi-colored sprites (player and enemies) and lots and lots of stuff moving on the screen at the same time. We will show you something as the game advances further, but I can tell you that it already looks better than Ninja Odyssey and TNT Cowboy. As we learn more about the Intellivision hardware we can do better stuff. Thank you everyone for your support! Special thanks to Elektronite, Artrag, Nanochess,Victor Sanchez, Miguel Angel Jimenez and Xavi Sorinas for making this possible!
  2. About Hello everyone, I am here to share with you a project I've been following for some time. It is Elysian Shadows, a JRPG in the style of classics such as Chrono Trigger, Final Fantasy, and Dragon Quest with some interesting new twists to keep it fresh. It started off in development as a Dreamcast only title, but has branched out to other platforms. The Dreamcast version will have unique features that other platforms will not, such as games with the VMU among others. A kickstarter will be started this summer to help finish the development of this game. Screenshots One of the first towns in the game, Loren. A test of the new advanced lighting system. A work in progress dungeon map and tileset. A powerful custom made toolkit to match a powerful engine. Will be made available for modding and creating your own games using LibGyro, the backbone of Elysian Shadows. Follow! Facebook: https://www.facebook.com/elysianshadows Youtube: http://www.youtube.com/user/GyroVorbis Website: http://elysianshadows.com Twitter: https://twitter.com/elysian_shadows Thank you for your time and support! We hope that you will follow the project
  3. Lately, I've had the idea of porting a cancelled NES game of mine, to the Atari 2600, just for fun. I'm perfectly capable of coding this game in ASM, but unfortunately, the Stella emulator hates my computer (Open GL), so this will be Art / Design Notes, for now. No ROM tests, unfortunately. After some reading, I've opted to use the "venetian blinds" interlacing technique, to potentially minimize sprite flickering. This also works surprisingly well with what I've designed for screens! This is the current look of the title screen, though I've apparently made the text a few pixels too wide? I'll fix that, when I have some free time, to do so. The visual design of the dungeons is heavily inspired by the Legend of Zelda. Slay Monsters, find Keys, unlock Doors, and kill a Boss enemy. You know, the basics. I'm not sure how well this boss would work at the moment. But it would ideally function similarly to the Giant Snake boss, from StarTropics. Even leaving it's bones in the "Triforce Room", when it's slain. (It sits in the doorway, wiggling it's body segments, occasionally spitting a fireball, to attack.) The outdoors have barely been started, but I had fun with making this first dungeon! The visual theme is a castle, with a moat. Can you see how the colors are used? Lastly, the caves in the world, will be dark without a lamp. They'll be traversable as you can see, but the monsters will be completely invisible! It's best not to get caught, stumbling around in the dark. At the moment, I have 8-byte background "tiles" defined, with a multi-color option, that doubles the data size. These tiles are 32x32 blocks, with each color row defined in a single nibble. I have some basic data structures defined, in an attempt to write fast tile-mapping, on this hardware. Colors are swapped out, every other scanline, to allow for 2-color map screens. Potentially more, if a screen has sectors defined (such as the castle moat, in my mock-up, for example.) I'm not really sure what would need to be cut back for this project. But for now, it's just a fun distraction from a NSFW RPG that I'm developing, with a friend of mine! Thoughts are welcomed. Tear this ambitious idea to shreds, yo!
  4. I remember playing these weird math games on the apple II in middle school. You would go around and talk to different people and they would give you stories that contained numbers. You would sort of collect the numbers from the people. Once you talked to all the people that had the numbers you needed to solve the problem you could plug those numbers into equations and solve the problems. You would then go on to another mission. There was at least couple different games that were all very similar. I remember it had some very basic wire frame graphics with white lines, and those green and purple lines you would get with the apple II. The movement created a pretty good first person 3d illusion. I remember really enjoying these games and I was wondering if anyone else remembered it so I could look them up again?
  5. http://youtu.be/q-18E8_kuaY Vampire Bloodlines is a bloody, sexy & deliciously adult role playing that was criminally overlooked when it was first released for the PC back in 2004. However, this cult classic lives on with updated fan patches and mods that make this excellent RPG even better. Have you played it? What did you think?
  6. milsorgen

    Icewind Dale

    From the album: Snapshots

    A classic is a classic.
  7. UPDATED 9/22/18: 100% on Racketboy (RB) forum, +48 RB overall, Link to Racketboy Feedback +31 listed in RB BST Transaction OP, additional +17 not yet totaled in OP. **TOP 5 RB BSTer FROM 12/2015 TO 3/2017 Link** 100% on Atari Age (AA), +13, Link to AA Feedback 100% feedback on ebay, 335 positive,Link to ebay feedback All Current Auctions: N.A. Items up on ebay. My main page: m15granger ebay Home - link
  8. Just wanted to post a heads up, RPG's on PSN are on sale for PSP\Vita. This is very rare to happen and most are 3 bucks to 8 bucks each. I counted these: Class of Heroes Crimson Gem Saga Growlancer Wayfarer of Time Gungnir Hexyz Force Knights of the Nightmare Riviera Yggdra Union
  9. Has anyone else picked up this game yet. I have to admit that I have this sort of love/hate relationship with JRPGs, The old ones tended to force one into grinding way too much for me to have patiance with them. The new ones now seem to pale in comparison to the more open worlded American RPGs. Enter Ni No Kuni. It's very much an old school jrpg, though perhaps without quite as much grinding. It seems to have a fairly interesting story, with decent voice acting and a fun battle system that is a cross between pocket monsters and your traditional turn based combat system. Anyhow, I was wondering if anyone else has picked it up and if so, what are the impression you have of it?
  10. I'm replaying the original Wizardry games - this time via the Llylgamyn saga version released for the Super Famicom. Having a surprising amount of fun, I never really had the patience as a kid to play the games "properly." It has the nice graphics and music of the NES versions (upgraded to kind of 16-bit) and the Dumapic spell works as an automap rather than just giving coordinates (once I refill my mechanical pencil, I hope to not rely on it as much.) It includes the original trilogy of games although I'm not sure how transferring characters works (the NES version of Wizardry Knight of Diamonds was rebalanced towards starting at level 1 rather than requiring an imported party from Proving Grounds of the Mad Overlord - don't know if that still is true here, but it has some kind of data transfer functionality in it.) When people say it's the best way to replay the original trilogy (if you don't demand the authenticity of the Apple II version, that is) they're not kidding. For those who remember tips for the game, one of my fighters just reached the attributes necessary to switch to samurai. Is this something I want to do immediately or let them grind out fighter levels for a while still? I know my spellcasters I want to let build up a healthy reservoir of spells known before switching, but my melee types?
  11. I would like to make it official that I am releasing "Secretum Labyrinth Kings Gold" for public release today. It is the game to be included in my Secretum Labyrinth games series. This is an executable game designed to showcase the Action Adventure RPG programming I am developing for the Atari. I can say this is a beta demonstration for future games that will be sold on cartridges sometime in the future. No dates had been set yet because work is ongoing at this point. I would like to get the ball rolling with beta the programming and promote the Secretum Labyrinth series. I am also looking to attract other interested parties that are looking to do this top down style of Adventure type game. I can say what I am doing here has some elements similar to the 2600 Adventure and The Legend of Zelda. I did try to make it unique and there are a vast number of differences. This executable version has less rooms and monsters compared to what I am planning to put into the cartridge base games. I also watch what was going on with "Adventure II" for the 5200 and avoided duplicating what they where doing and make my stuff different. What I need tested is how things behave on real hardware. Is the SuperIRG an issue on PAL TV and monitors in Europe? How bad is the flickering from the multiplexing of multicolored sprites? The game requires 64K main memory and loads parts under the OS ROM so it won't work with SpartaDOS or on an Atari 800 with 48K. If you run on emulation in Altirra, make sure you have "frame blending" on.
  12. Howdy. Welcome to 2019, everybody. So to kick off the new year, I'm happy to announce that we @ Super Fighter Team have partnered with extreme Co., Ltd. and an independent development team to bring an English language version of Vixen 357 to market: on a new cartridge, with color cardstock box & instructions, much like we've done with our previous 5 games for the Sega Genesis / Mega Drive. It's available for pre-order now. Check it out @ www.vixen357.com Game will ship later this year, we'll keep everyone informed via our [email protected] account. Important updates will also be shared here, in this thread. As I may not be able to swing by the forum very often, please feel welcome to contact me directly with any questions: [email protected] Thanks for your attention. Have a nice day.
  13. Hey! We @ Super Fighter Team have begun shipping our latest game: BEGGAR PRINCE. This RPG was our first commercial product back in 2006. Based on popular demand it has returned, this time as a Special 20th Anniversary Edition, to commemorate the game's initial release in Taiwan in 1996. Full details and ordering options can be found on our website... www.beggarprince.com Thanks for your interest!
  14. Embarrassingly I am admitting I never 'really' gave this game a thorough try. Sure, I constantly tried it, basically walking around exploring areas trying to figure out what to do, but nothing even worthy of 'the old college try'. I did the same thing with Raiders of the Lost Ark back in '82-83 (But actually gave it 'the old college try'). If I recall correctly I just threw the manual out with the box and tried to figure out on my own what to do. It would not be until I spoke with a friend YEARS later in the later 80's that I would finally understand exactly what needed to be done. You thought I would learn....NOPE. 15 years later and finally obtaining a brand new box copy of Midnight Mutants (For 40 cents, thanks O'Shea's), I took the same "Raiders" approach. Can't believe what I have been missing. First thing to do - and actually do it constantly in the game, much like my favorite NES game Rygar, or the infamous Zelda, LISTEN TO THE OLD MAN. For Midnight Mutants it means regularly hitting the right button. He directs you excellently. ***SPOILERS - Do not read this part if you do not want hints/early part walkthrough*** -Obtained the knife from the house to be able to kill things. -Opened church door with knife and obtained the cross to ward off bats. -Obtained the ax from the south woods inside the cabin by the well of health restoration -Entered barn area through bush which casts no shadow -Fought huge Ram head boss and loss - Came so close to defeating it though - (1 health head left). ***SPOILERS OVER*** Thoughts: -Off the bat, cannot believe there have been no hacks for this game. Wishing this game received the love Atari 2600 Adventure has seen. -Bats are too many, too often, too annoying. The first thing I would love to see with this game is the reduction on most screens they appear, if not wiped from many sections entirely. They have to be the most unnecessary frustration in the game that for the most part provides no real challenge (Especially with the cross in hand) and just turn people off from playing the game, IMHO. I am actually really impressed though. I never knew how good or relatively diverse the game was and yet well directed if you LISTEN TO GRANDPA. Previously without grandpa, I found myself wandering through many boards filled with bats, just losing health without real understanding of what to do or where to go. I may have to read that manual though, one day.
  15. Here's some background on my technical knowledge: -I read the Stella programmer's guide about ten years ago. So I think I understand the capabilities and the limitations of the TIA. -I know 6502 machine language fairly well. Most of my games programming has been done on the Commodore VIC-20. My most well known homebrew game for that platform is "Realms of Quest III". Here are some links about the game: http://sleepingeleph...opic.php?t=3368 http://realmsofquest.blogspot.com Now, I'm not expecting to be able to pull off an Ultima or Wizardry-style game on my first Atari 2600 game. And since the Atari 2600 doesn't have a save game feature, the scope of the game will be modest (instead of a 6 character party, it will involve a solo player character). I'm thinking of the following features: -A dungeon crawler where the 3D wireframe graphics drawn by the 2 missiles, ball, and the horizontal lines will be drawn by the playfield -use the 2 sprites to display wandering monsters, water fountains, thrones, pits and other elements that can be shown in the dungeon -in-context game music (different tunes for when you're in the castle, in the dungeon, fighting a monster, and fighting a boss, etc) -proceduarlly-generated dungeons based on a random number seed. So the game would be different every time. -I'd like to be able to make use of text. I'm thinking of using the 48 pixel routine to display the following information: ---------------------------------- STR 18 DEX 18 INT 18 CON 18 WIS 18 CHA 18 LEVEL 99 EXP 99999 GOLD 99999 HP 999/999 SP 999/999 SWORD+99 ARMOR+99 SHIELD+99 POTIONS 99 ---------------------------------- How difficult would it be to display the preceding on it's own separate screen? I'm just at the thinking stage right now. But I'm also hoping to spur discussion on the feasibility of actually making such a game for the Atari 2600.
  16. I've heard Desktop Dungeons described as a 10-minute "dungeon crawl" or "roguelike," and that's really not a bad summation (though it's definitely closer to the latter). You take your character (picking race and class) and attempt to navigate your way through the dungeon and ulti mately take on the boss character (they're at level 10, you always start at level 1). The only way you'll do this is by carefully using what potions and spells you're able to find or buy and very carefully working your way up to as close to level 10 as possible. It's very challenging, but doable once you get the hang of it (unless the dungeon randomization really stacks the deck against you impossibly, which it can do). As you clear the levels, you'll unlock more areas, challenges and classes to play, so it's fairly addicting. Probably one of the biggest things going for it is its length. If you're looking for some bite-size gaming that actually satisfies your sense of progression, Desktop Dungeons fits the bill. It comes in Windows and Mac flavors and you can download it for free at DesktopDungeons.net today.
  17. http://www.youtube.com/watch?v=ww2IXNmlKtE Xenogears is a epic science-fiction role-playing game developed and published by Square for the PS1. This game is nearly legendary with RPG fans both for its story and complex battle system, and this week I give you my review on it! Have you played it? Thoughts?
  18. We are pleased to announce that the three winners of the Nox Archaist graphics contest are: Bill Giggie : shark and palm tree mmphosis-apple2 : portcullis Kurt Brenson : street lamp Many thanks to these individuals and everyone who participated in the contest! Please email us at [email protected] to confirm your contact information for receiving contest prizes. Here is a link to gameplay videos and screenshots showing the winning tiles: http://www.6502workshop.com/2016/08/graphics-contest-winners.html Also, follow the URL below to check out the latest Nox Archaist feature - the ability for players to illuminate the night with a torch or other player generated light source. http://www.6502workshop.com/2016/07/new-feature-player-light-source.html Thanks, 6502 Workshop Team http://www.noxarchaist.com
  19. Just found a complete example of "The Detective" by Infocom any ideas of how hard to come by this is? comes with tons of paperwork, matches, clues, magazine, case file etc.. I would consider a trade for rare Atari 2600 games and perhaps a few nice Atari 800 disks "Dropzone" is one i'm after but i'd need a few games for this 2-3 as I think this has to be less common than games like Dropzone and it looks rather special with all the extras you get with it. I'm in the U.K but NTSC games should be o.k. I would perhaps sell it so offers can be sent on here or direct to [email protected] One thing to note is that its probably PAL or works on a PAL Atari so please bear this in mind. Thanks Antony
  20. (originally posted on: 2600 Programming for Newbies. reposting here to spur discussion) Here's some background on my technical knowledge: -I read the Stella programmer's guide about ten years ago. So I think I understand the capabilities and the limitations of the TIA. -I know 6502 machine language fairly well. Most of my games programming has been done on the Commodore VIC-20. My most well known homebrew game for that platform is "Realms of Quest III". Here are some links about the game: http://sleepingeleph...opic.php?t=3368 http://realmsofquest.blogspot.com Now, I'm not expecting to be able to pull off an Ultima or Wizardry-style game on my first Atari 2600 game. And since the Atari 2600 doesn't have a save game feature, the scope of the game will be modest (instead of a 6 character party, it will involve a solo player character). I'm thinking of the following features: -A dungeon crawler where the 3D wireframe graphics drawn by the 2 missiles, ball, and the horizontal lines will be drawn by the playfield -use the 2 sprites to display wandering monsters, water fountains, thrones, pits and other elements that can be shown in the dungeon -in-context game music (different tunes for when you're in the castle, in the dungeon, fighting a monster, and fighting a boss, etc) -proceduarlly-generated dungeons based on a random number seed. So the game would be different every time. -I'd like to be able to make use of text. I'm thinking of using the 48 pixel routine to display the following information: ---------------------------------- STR 18 DEX 18 INT 18 CON 18 WIS 18 CHA 18 LEVEL 99 EXP 99999 GOLD 99999 HP 999/999 SP 999/999 SWORD+99 ARMOR+99 SHIELD+99 POTIONS 99 ---------------------------------- How difficult would it be to display the preceding on it's own separate screen? I'm just at the thinking stage right now. But I'm also hoping to spur discussion on the feasibility of actually making such a game for the Atari 2600.
  21. Looking for a replacement disc 3 for Legend of Dragoon for PS1 (Preferable greatest hits to match my other discs) The ePay ones are at silly prices, can buy an entire new game for the price of a single disc >.<.
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