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updates, oblivion deceased, new project, + screens
 
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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Tue Nov 11, 2003 5:27 am    Post subject: updates, oblivion deceased, new project, + screens [quote]

well, i got tired of the lack of memory and speed problems i was having with my 3d engines... they were cool, but i just couldnt pull off more than 1000 vis polies with skeletal animation and dynamic lighting rendered per frame, at a decent fps... so i trashed it... after a long hiatus and quitting my job, i started painting and decided to try pixeling a scene like a painting... hence



thats the original with a lil bit of photoshop filtering

and decided to start up my old vampira game and remake it with environments like this

here are some current shots, inspired by jocke the beast's comment on them looking like alone in the dark (thanks jocke)






currently, i'm trying to find someone who can do the sprite work for the game, as well as eventually someone to do a GBA port


Last edited by syn9 on Tue Nov 11, 2003 8:04 am; edited 1 time in total
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Tue Nov 11, 2003 7:33 am    Post subject: [quote]

Drop me an e-mail if you'll be wantin' some musicality :)
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Abstract Productions
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Adam
Mage


Joined: 30 Dec 2002
Posts: 416
Location: Australia

PostPosted: Tue Nov 11, 2003 8:45 am    Post subject: [quote]

classy
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Jocke The Beast
Monkey-Butler


Joined: 29 May 2002
Posts: 54
Location: Dark Forrest of Sweden

PostPosted: Tue Nov 11, 2003 5:53 pm    Post subject: [quote]

Man, you're talented! Screenies looks super :) How long into engine-development are u?
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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Tue Nov 11, 2003 11:15 pm    Post subject: [quote]

thanks,

Jocke: walk around, clipping, transperancy, basic lighting effects, map jumping

not incredibly far, just doing concept scenes for now until the story is more hammered out

im prolly going to spend the evening ripping SOM sprites and making a basic SOM style fighting system
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Sirocco
Mage


Joined: 01 Jun 2002
Posts: 345

PostPosted: Tue Nov 11, 2003 11:44 pm    Post subject: [quote]

Three words: I'd play that.
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valderman
Mage


Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Tue Nov 11, 2003 11:53 pm    Post subject: [quote]

Looks really moody...I love that!
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Wed Nov 12, 2003 12:37 am    Post subject: [quote]

Looks creepy, I hope you can make that into a > Res. Evil game :P
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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Thu Nov 13, 2003 2:56 am    Post subject: [quote]



GO SOM GUY GO!!!
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Thu Nov 13, 2003 4:16 am    Post subject: [quote]

Funky perspecticeizingnesstypestuff there.
That dude's like... trippin'.
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UscGradEray
Sick of Being A Fairy Princess Yet?


Joined: 23 Sep 2003
Posts: 14
Location: The State of Misery

PostPosted: Thu Nov 13, 2003 4:26 am    Post subject: [quote]

The scenes are amazing! They all look really great.

I'm no artist, but I did notice something that could cause a small problem. You use perspective in the hallways, so the far end appears smaller than the near end. That's usually good (it's more realistic), but it makes a sprite-based game more difficult. If your scenes have perspective, you'll need to scale the sprites based on their vertical position; otherwise they will appear to grow as they move toward the back. I suppose you could use that distortion; I think Black Cauldron did exactly that, with mazes that got smaller and more difficult to navigate as the character got farther from the camera.

Ok, now I'm done giving advice on a subject I know nothing about. I should learn to do this less often.
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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Thu Nov 13, 2003 5:05 am    Post subject: [quote]

thanks, i was thinking about it, will prolly do that if the fps isnt really hit
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Xegnma
Monkey-Butler


Joined: 03 Apr 2003
Posts: 53
Location: Trapped in Middle Earth

PostPosted: Thu Nov 13, 2003 1:41 pm    Post subject: [quote]

Sweet...Question though. If you're going to use SOM style fighting how many monsters do you plan to have? When you look at games like SOM, monster sprites tend to have a lot of frames of animation, and if you intend to make them interesting they ought to have good AI as well. Can you give us any insight on how you intend to approach this? (I'm doing something along similar lines in terms of the combat engine, trying to find ways to make my enemies interesting, Stephen Wolfram's articles on State machines might be of some help.)

Last edited by Xegnma on Fri Nov 14, 2003 3:38 pm; edited 1 time in total
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Jocke The Beast
Monkey-Butler


Joined: 29 May 2002
Posts: 54
Location: Dark Forrest of Sweden

PostPosted: Thu Nov 13, 2003 11:31 pm    Post subject: [quote]

Sounds interesting. This one I shall have my eyes upon...
Good luck!
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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Fri Nov 14, 2003 11:33 am    Post subject: [quote]

xegnma: well, for now, i have a 320x200 pcx that holds the fighting anims, and walking anims for the pcs, as far as bot ai, havent gotten that far, and this will be the first time ive actually programmed bot ai, so i'll be happy with just getting them to attack >) but, i'm sure that especially for the boss' there will need to be some kind of scripting system for their attack styles
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