View previous topic - View next topic |
Author |
Message |
DarkDread Wraith Lord
Joined: 28 May 2002 Posts: 422 Location: behind your bushes
|
Posted: Mon Aug 09, 2004 6:53 pm Post subject: |
[quote] |
|
Yep, it required exactly 604KB of free conventional memory, heh... that's why most people couldn't run it, as, afaik, it's pretty much impossible to free that much in win95/98 (I was coding on a dos machine back then)...
Oh, and the third demo was never released... I don't think there was a _ton_ of differences, just some nicer overworld tiles, and I think we fixed some of the memory requirements, heh. Heck, I don't even have a copy of the third demo. _________________ "Goth is a way for ugly people to be interesting."
|
|
Back to top |
|
|
Ren Wandering Minstrel
Joined: 07 Aug 2004 Posts: 130 Location: turn around...
|
Posted: Wed Aug 11, 2004 5:20 pm Post subject: |
[quote] |
|
Nekrophidius wrote: | Anyways, the new RPG engine I've developed which is being used for WOS and RGB is also now being used for Distant Promises. It's nice to have an engine so portable and for once I'm actually happy with my work. :) |
Well, semi portable if you're programming for a windows environment. If I were programming an RPG now (which i'm thinking of trying actually) i'd go for openGL in C++. That way you can port to linux and mac easier. That said though, you're covering most bases with a windows release, and even a good portion of linux users will dual boot to one version of windows or another.
I'm looking forward to playing the new DP. Oh, and DD how about giving us some more info on the new game you're planning to release? Like a basic story maybe, or some sprite pictures for the casually-interested. _________________ Previous nicks: MidnightDreamer, The_Anarchist, Shroomasta.
ren-tek.net : BGC games and more!
|
|
Back to top |
|
|
DarkDread Wraith Lord
Joined: 28 May 2002 Posts: 422 Location: behind your bushes
|
Posted: Thu Aug 12, 2004 4:51 pm Post subject: |
[quote] |
|
I might... I dunno. I may not even 'release' it... just send it out to dev studios and such, looking for a bit.
...but, think of the 'go anywhere, do anything' style of Grand Theft Auto, but in a top-down RPG style... and of course, with RPG-like battles.
EDIT: and set in 16th century england. :) _________________ "Goth is a way for ugly people to be interesting."
|
|
Back to top |
|
|
Nodtveidt Demon Hunter
Joined: 11 Nov 2002 Posts: 786 Location: Camuy, PR
|
Posted: Thu Aug 12, 2004 9:23 pm Post subject: |
[quote] |
|
Shroomasta wrote: | Well, semi portable if you're programming for a windows environment. If I were programming an RPG now (which i'm thinking of trying actually) i'd go for openGL in C++. That way you can port to linux and mac easier. That said though, you're covering most bases with a windows release, and even a good portion of linux users will dual boot to one version of windows or another. |
I didn't mean portable in the sense of OS portability (although it's quite portable in that sense too, not 100% but the changes from OS to OS will be minimal), what I meant is that the game engine itself is portable across different game designs...I can use the same engine for many games without modification. That's been my goal to pull off for years. :) _________________ If you play a Microsoft CD backwards you can hear demonic voices. The scary part is that if you play it forwards it installs Windows. - wallace
|
|
Back to top |
|
|
I am Har har har Slightly Deformed Faerie Princess
Joined: 08 Jan 2004 Posts: 33 Location: America.
|
Posted: Sat Aug 21, 2004 3:24 am Post subject: |
[quote] |
|
Thanks, DarkDread. I'm using GSLib to remake my first game, and it works great. I find the lack of palette functions depressing, but I guess you can't have your squirrel and shoot it, too...
I am Har har har _________________ I do what I like. Do you have a problem with that?
|
|
Back to top |
|
|
BadMrBox Bringer of Apocalypse
Joined: 26 Jun 2002 Posts: 1022 Location: Dark Forest's of Sweden
|
Posted: Thu Aug 26, 2004 2:04 pm Post subject: |
[quote] |
|
What kind of palette functions are you looking for? _________________
|
|
Back to top |
|
|
I am Still Har har har Lowly Slime
Joined: 26 Aug 2004 Posts: 1
|
Posted: Thu Aug 26, 2004 6:17 pm Post subject: |
[quote] |
|
The palette functions I want, I found. I needed to fade to and from black, and load palettes. GSlib doesn't have those, but I could write those functions in Qb.
Thanks anyway, though. _________________ Society is a lie...
Only God is truth
|
|
Back to top |
|
|
Nodtveidt Demon Hunter
Joined: 11 Nov 2002 Posts: 786 Location: Camuy, PR
|
Posted: Fri Aug 27, 2004 2:35 am Post subject: |
[quote] |
|
You could always use the palette routines in DashX...they're written in QB, so it's not like you'd have to mess with another obj file. :D
http://chainmailsales.com/virtuasoft/ _________________ If you play a Microsoft CD backwards you can hear demonic voices. The scary part is that if you play it forwards it installs Windows. - wallace
|
|
Back to top |
|
|
I am Har har har Slightly Deformed Faerie Princess
Joined: 08 Jan 2004 Posts: 33 Location: America.
|
Posted: Sat Aug 28, 2004 1:25 am Post subject: |
[quote] |
|
Well, actually, I did get what I needed, but thanks anyway. I use In The Nocturne... for a model on which I build my game. I don't steal any of the artwork or anything, but I think that's the best Console Style ever.
By the way, DD, would you be interested in seeing Dies Irae Remake once it's completed? _________________ I do what I like. Do you have a problem with that?
|
|
Back to top |
|
|
|
Page 4 of 4 |
All times are GMT Goto page Previous 1, 2, 3, 4
|
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|