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DeveloperX Guest
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The Anarchist Slightly Deformed Faerie Princess
Joined: 13 Feb 2003 Posts: 32 Location: London, England
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Posted: Thu May 01, 2003 8:53 am Post subject: |
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This is not going to work. Even if you had a well set out list of objectives, and had documented how you were going to go about things, and had done some work already, you'd still have to figure out who was doing what and how they were doing it - it would look odd because someone might spend 20 hours doing the nicest menu you've ever seen, and then someone else might do an ascii scrolling engine.
Its a good idea, and kudos for thinking of it, but ive had it before and could immediately think of a million ideas why it wouldn't work. _________________ Some may know me as MidnightDreamer... time for a namechange.
blackgc.f2g.net
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janus Mage
Joined: 29 Jun 2002 Posts: 464 Location: Issaquah, WA
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Posted: Thu May 01, 2003 9:27 am Post subject: |
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Actually, I'm going to go beyond being a downer and be just plain mean.
This is a dumb idea, and you haven't even planned anything other than the technical aspects of it. You can't hope to succeed at it if you haven't even figured out what you're doing!
I don't understand why people think that throwing people at a project will cause it to be completed. You can have 50 people and your game still won't turn out anywhere near as good as a well-planned game made by 3 people, if it turns out at all.
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whitedoor_lazy Guest
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Posted: Thu May 01, 2003 9:46 pm Post subject: |
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I think that community projects can work.. but if someone has any desire to get a good responses when trying to get people on board, they would need to provide ALL of the following things:
1. a clear description of the different aspects of the game they want help with, there is no point in asking people to join a project without telling them EXACTLY what you expect from them...
2. a brief outline of the project's engine for any programmers who might be interested joining. A detailed plan of the engine is needed... but that kind of thing will only be of interest to someone who has already decided to join and wants to figure out how they could be of help. (see #1)
3. screenshots, source code, and game art (not concept art) of what they have done so far. If someone is wanting to make a community rpg... they can't keep any of these things secret or hidden... there is no point.
a. No one is going to steal your art, because it *will* be crap when compared to what they can steal from a commercial game.
b. No one will steal your ideas becuase chances are they aren't terribly original. And even if they were when it comes to RPGs everyone has their own ideas and opinions and can think of a million ideas they think are going to be a million times better than yours.
c. No one will steal your code especially at the start because there are a pile of rpg makers and open source rpgs that are far more complete and usable.
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DeveloperX Guest
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Posted: Sat May 03, 2003 5:10 am Post subject: update |
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here are the links:
http://www.freewebs.com/ccps/ffa/
http://www.freewebs.com/ccps/ffa/cedit.html
note: the 3 'theme' links aren't completed.. they will be soon
I'm trying to divide my time between 8 things..not an easy task.
btw, I think that some of you (you know who you are) were very rude.
yes, I was too brief in my last post, but that was because of a mistake,
I had clicked submit by accident.
I couldn't edit my post, and my pc crashed before I could post again. :\
anyway, there is 1 tool 100% completed, see the page above, there are 4
screenshots that you can view (nothing too spectacular, heh)
but nonetheless, it is completed.
I have 3 modules that should be finished by monday.
they are:
SEDIT.EXE, LEDIT.EXE, GEDIT.EXE
see Details section for information on these modules.
I have completed projects before. just this is my first LARGE RPG. :)
I've made countless of those little 1-2 scenario games, from ASCII RPG to graphic RPGs with PCX file support.
My old games were wiped out by a harddrive eating virus (sux)
I had no medium that I could've backup up to. not even floppies at the time.
Now I backup at the end of each day to CDRs. :)
Ok, well, I'll post more updates later as they come.
PS. I tried registering here, but the site crashed 6 times doing so.
so I may try again tomorrow, but it is late now, so LateZ.
-DeveloperX
[/url]
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janus Mage
Joined: 29 Jun 2002 Posts: 464 Location: Issaquah, WA
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Posted: Sat May 03, 2003 5:41 am Post subject: |
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Question. It's 2003. Why are you developing a gigantic project using development tools created in the early part of the last decade?
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DeveloperX Guest
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Posted: Sat May 03, 2003 5:41 am Post subject: almost forgot....... |
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Oh yeah, about telling other coders about how it works, ok:
The project is 100% data driven. there is no hard-coded game stuff.
I'm working out bugs in the scripting system currently, but the basics of gameplay is as such:
You run the main Executable, GAME.EXE passing it a certain file,
start.ini which contains instruction that tell the exe which scripts
to load next. Example start.ini:
Code: |
+ STARTUP
VGA = 0x13
LOADRSF = intro0.rsf
PASSTO = SE.EXE
- STARTUP
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ok, what this means is,
+STARTUP ;; Begin Named Instruction Block
VGA = 0x13 ;; switch screen mode to mode13h 320*200*256
LOADRSF = intro0.rsf ;; load commands from script file,
PASSTO = SE.EXE ;; pass codes from the script to the interpreter
- STARTUP ;; End Named Instruction Block
quick rundown on the INI file commands:
+STARTUP and -STARTUP should always be present.
if you use any other name than STARTUP, it will still be executed,
although if there IS a STARTUP in the file, it will be executed first.
VGA = <HEX> you already know that this switches screen modes,
valid HEX values to pass this are: 0x12, 0x13, 0x03
which are 640*480*16, 320*200*256, 80*25*TEXT respectively.
LOADRSF = <rsf file> this loads a script into a string array that holds each
command in a variable. exact array name: RSFCMD$ ()
PASSTO = <exe> this allows you to pass the array RSFCMD$ () to various files,
valid programs (as of now) are:
SE.EXE (script interpreter/compiler/editor)
BSYS.EXE (battle system)
you can also use PASSTO to pass the array to a text file (debug purposes)
like this:
PASSTO = /Text: <textfile>
if you do not use the / character, the parser will just ignore that line.
the parser 'knows' that if there isn't an .exe passed to this command,
that the user is trying to output to a text file, but there needs to be an
escape character to tell it the file, hence the / character.
other INI commands:
ADDRSF = <rsf file 1> <rsf file 2> <rsf file 3>
this appends the script in rsf #2 to the end of rsf #1 saving as rsf #3
I will post the entire RSF language description file on my site in 2 forms:
in BNF (Backus Normal Form) format, and in plain english, once it is completed.
well, I'm tired now, hope that is enough to prove that I'm NOT trying to do this without planning.
LateZ.
-DeveloperX
oh, the CHR format that CEDIT.EXE makes!
use this code to load the CHR files in QuickBasic programs:
Code: |
SUB LoadCHR (TheChr$)
IF TheChr$ <> "" THEN
OPEN TheChr$ FOR APPEND AS #1
CLOSE #1
OPEN TheChr$ FOR INPUT AS #1
LINE INPUT #1, a$: iHP = VAL(a$): a$ = ""
LINE INPUT #1, a$: cMP = VAL(a$): a$ = ""
LINE INPUT #1, a$: iXP = VAL(a$): a$ = ""
LINE INPUT #1, a$: iAP = VAL(a$): a$ = ""
LINE INPUT #1, a$: iDP = VAL(a$): a$ = ""
LINE INPUT #1, a$: iGL = VAL(a$): a$ = ""
LINE INPUT #1, a$: IMG$ = a$: a$ = ""
LINE INPUT #1, a$: SPR$ = a$: a$ = ""
LINE INPUT #1, a$: NAM$ = a$: a$ = ""
CLOSE #1
END IF
END SUB
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the sprite editor will support 3 file formats,
BSV (qbasic BSAVEd files)
PUT (pp256)
SPR (own internal format that has 2 types)
Code: |
SPR Format:
SPR files are either SPRt Format or SPRa Format
SPRt is used for Static images, SPRa are animated, multi image files.
SPRt File Definition:
[SPRt]
[NumFrames]
[width]
[height]
[palette chunk]
[image data chunk]
[endSPR]
SPRa File Definition:
[SPRa]
[NumFrames]
[width]
[Height]
[palette chunk]
[index]
[frame data chunk]
[index]
[frame data chunk]
...
...
[endSPR]
okay, SPRt Files are simple.
here is how you use them:
1. Read the identifier, to decide which type of file it is (SPRt or SPRa)
2. Read the NumFrames (ALWAYS SHOULD BE 1 for SPRt files)
3. Read width
4. Read height
5. Read 0-255 Palette entries (Index, R, G, B)
6. Read Image Data (PixelColor=getValue(readX, readY))
7. If no endSPR flag found, invalid file.
now, SPRa Files are more complex, but relatively the same as SPRt Files.
here is how you use them:
1. Read the identifier, to decide which type of file it is (SPRt or SPRa)
2. Read the NumFrames
3. Read width
4. Read height
5. Read 0-255 Palette entries (Index, R, G, B)
6. Do Read Image Data (PixelColor=getValue(readX, readY)) Loop Until I=NumFrames
7. If no endSPR flag found, invalid file.
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ok, NOW I'm going to bed. goodnight. email me if any questions,
or you want to join in. :)
LateZ again. :p
-DeveloperX
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Sun May 04, 2003 5:16 am Post subject: old skool technology = good? |
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Question. It's 2003. Why are you developing a gigantic project using development tools created in the early part of the last decade?
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Well it is quite simple.
I am a big fan of QuickBasic, and DOS.
I grew up with a Commodore 64, (which I literally have memorized each memory address, and function)
I have made tons of C64 games and applications, including an addon package for the popular Geos! - to allow game creation in the predecessor to.. gasp, Windows!
(for those too young, or to uninformed: Geos was made by a person who went on to create the Apple OS, which was stolen by Microsoft, and became Windows 1.0 (unreleased, to the public.) Windows 3.0 was the first public release of Windows.)
Ok, well, anyway... Janus, to answer your question:
I am using DOS because I enjoy programming in BASIC.
I have written lots of programs in VB for my own personal use, but I dont find VB to be good for games, unless you use DirectX (which I absolutely HATE)
Ok, well. that is that. This project is going to be DOS. Period.
btw, I am nearing the completion of the RSF Design & Documentation.
I will post the file to my site once it is completed.
Oh, to any coders that are proficient (or at least better than novice) in writing script interpreting code, please contact me; I'm having some difficulties in the Parser.
-Thanks. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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BigManJones Scholar
Joined: 22 Mar 2003 Posts: 196
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Posted: Sun May 04, 2003 11:48 pm Post subject: |
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re GEOS: I was visiting my mom and dad on easter and found a box of 5.25 inch diskettes(!!!) with all my old c-64 stuff on them. And in the bunch was the GEOS disks!!!!! How crazy is that? Too bad I don't have a c-64 to try them on and see if they work though :( . I even used to have the 'Simons Basic' cartridge (you are mega-leet if you remember that! I did not find the cart however.)
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entivore Bjørn's Arctic Bitch of the Frozen North
Joined: 20 Jul 2002 Posts: 86 Location: michigan, usa
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Posted: Mon May 05, 2003 2:38 am Post subject: |
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I like five-and-a-quarters. I still have dozens of good ones. Hell, if I get 3.5's they wear out in months. I have 5,6 year old 5ers that are still good. It's whack. _________________ *Only in darkness can one truely shine*
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Mon May 05, 2003 5:08 am Post subject: |
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BigManJones wrote: | re GEOS: I was visiting my mom and dad on easter and found a box of 5.25 inch diskettes(!!!) with all my old c-64 stuff on them. And in the bunch was the GEOS disks!!!!! How crazy is that? Too bad I don't have a c-64 to try them on and see if they work though :( . I even used to have the 'Simons Basic' cartridge (you are mega-leet if you remember that! I did not find the cart however.) |
Bummer that you don't have a c64! C64 rocks!
Bout simons basic..I'ev GOT it, and have the entire extended command syntax memorized! :) guess I'm 'mega-leet' now ;)
Heh, I'm got a gold edition of Karate Starring Bruce Lee Still in the plastic wrap! (I've got a copy that is open, it STILL is a REALLY fun game!)
Btw, I've updated the site, new screenshots of the game engine (work-in-progress)
go see em at:
Screenshots Page
Oh, also, I have put together a version of the CHR editor, available for download from my site, along with source code!
Tools Page
PSCHRED Source
Note: please download the pschred.zip file, and read the readme.txt file, BEFORE using the sourcecode.
Thanks. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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BigManJones Scholar
Joined: 22 Mar 2003 Posts: 196
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Posted: Tue May 06, 2003 2:00 am Post subject: |
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Yep, I've got the Bruce Lee disk, M.U.L.E., Imperium Galacticum, a copy of Elite, and a few other games. If I have time this weekend I'll goto some swap-meets and computer shops and try to find a c-64 or better yet, a 128!
On topic - interesting screenshots ;)
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Tue May 06, 2003 2:16 am Post subject: |
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BigManJones wrote: | Yep, I've got the Bruce Lee disk, M.U.L.E., Imperium Galacticum, a copy of Elite, and a few other games. If I have time this weekend I'll goto some swap-meets and computer shops and try to find a c-64 or better yet, a 128!
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If I listed all my C64 games / programs, I'd use up the entire server space.
(most likely.) I've got about 40K 5 1/4 Floppies in storage.
Not to mention all the cartridges.
I highly recommend grabbing a C64, simply because they RoCK!
Quote: |
On topic - interesting screenshots ;)
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Thanks! _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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anonymous coward Guest
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Posted: Tue May 06, 2003 3:14 pm Post subject: |
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not to down you but really... does building a fully datadriven game in QB and DOS using realmode sound like a good idea when the world is migrating to 64bit computing?
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Tue May 06, 2003 9:39 pm Post subject: |
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anonymous coward wrote: | not to down you but really... does building a fully datadriven game in QB and DOS using realmode sound like a good idea when the world is migrating to 64bit computing? |
I am doing this for the experience, and all the concepts that I must learn in order to accomplish this task.
Like: script interpreting / compiling, pixel*pixel scrolling,
palette manipulation, double buffered blitting,
using pcx, bmp, mid, wav files, etc... etc... etc...
Okay?! Mr. Anonymous Coward (you ARE a coward if you can't even show your face. Heh what? You afraid of my wrath? lol!) _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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