07-04-2009, 09:52 AM
idk, I'll probably work on it some more.
PokémonJRPG Large-Scale Fangame for PC
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07-04-2009, 09:52 AM
idk, I'll probably work on it some more.
07-04-2009, 10:12 AM
(07-04-2009, 07:04 AM)GrooveMan.exe Wrote:Yeah. I'll just have to try and work on something for it within the next few days.(07-03-2009, 08:56 PM)Vipershark Wrote: tbqh blue's concept art is pretty bad :/
07-04-2009, 06:44 PM
(07-03-2009, 08:56 PM)Vipershark Wrote: tbqh blue's concept art is pretty bad :/ I'd like to know why too, of course. I wasn't the one who designed her, but I personally appreciate her design. (07-04-2009, 07:23 AM)Rakia Wrote: Right, I was making Platina but I wasn't liking the way it came out... I think it's looking great so far! I for one would like to see more. (07-04-2009, 10:12 AM)Cooltrainer♂ Tyvon Wrote: Yeah. I'll just have to try and work on something for it within the next few days. There's no rush, haha. It would be wonderful if you could though, thank you!
07-04-2009, 11:15 PM
Questions:
1. Is the overworld style set in stone? 2. how large for the in-battles? I like Sapphire's design.
07-05-2009, 03:06 AM
The overworld style is in the same dimensions as Disgaea, but the shading style is up in the air. Saying that we want it to look good and be easy to produce is a little redundant, I guess.
The in-battle sprites are Suikoden's in-battle at smallest, and Breath of Fire IV (?)'s at largest. Again, the style isn't set in stone. No mockup of in-battle sprites have been done thus far.
07-05-2009, 06:50 AM
But BoF4 style is smaller or as big as Disgaea sprites. Maybe you mean something else?
07-05-2009, 08:25 AM
No, I do mean BoF 4, but my memory of the size of the sprites failed me. Honestly, anything about that size would be fine; the problem with doing it too large would be mass production and animating issues.
Let's just say that battles use the isometric perpective from thos games for now.
07-06-2009, 09:30 AM
How far are u guys done with the game? 50%? 70%?
I might want to help...I'm only 15, but i'm learning C++, i can use Game Maker 7.0 Pro Very well, and i'm pretty good at drawing up sprites..
07-06-2009, 09:44 AM
Post some stuff you've done in GM7, if that's the case.
Well, Cotycrg(he's the one that told me to look at this site, since i do more spriting then he does) and me code together on some games,
http://www.crossedshadows.com/OriginalGames.html I made: M Shot Skinny Guy Block Killer And Shougyuko is a big project me and him are both working on, we only got like 1% of it posted though XD ....ill update that game when i get some time, we are about 10% done with it now EDIT: dont click anywere else in the site, unlike him i dont like to advertise the site on ppl's forums =/
07-06-2009, 04:37 PM
...Well, I'll ignore the poor graphics, level design and input choices, since that's not what I'm scouting you for.
Your platformer engine works, but it's a little awkward to play, and the way you 'snap' to platform edges and in/out of water is rather odd. I'm not sure how you'd handle an RPG engine, although a movement and dialogue system for the overworld might be within your ability. Shall I leave that to you as a test of your ability, and we'll see where it goes from there?
07-06-2009, 04:42 PM
hold up first, is the entire game made with Game Maker? or only part of it? and if only part, how does that work?
(if u have xFire, the site uses crossedshadow as the username, coty never uses it though lol, so you can get on xFire and talk there)
07-06-2009, 05:12 PM
It's entirely made in GameMaker, but projects can be fused, as long as there aren't any conflicting object/variable/whatever names.
I don't use xFire, since I'm not a CS playing tween. I have MSN, but I'd prefer to see you attempt this before I start giving out my contact details. If you have questions, you can post 'em here or tell me via PM (I would prefer them posted here for a few reasons), and I (or Guzu) will answer to the best of our ability.
ok, fair enough~~
1) How many ppl are working on this? 2) Can you send me what has been made so far? (the gmx file, pics too if they are loaded outside game) 3) Is there a time limit on this project? 4) what exactly do you need me to do? (after sending the stuff, i can look through it and hopefully figure out things and hopefully be of assistance, after all i'm not like some 10 year veteran of GM, i've only worked with it for a few months, and not everyday, i'm just a quick learner ) 5) Can you guys be understanding? lol i'm not dedicating my life to this XD, i do actully have a life, and next month school starts back up, so itll be a weekend thing after that) EDIT: ill PM u my email in a sec so u can send the stuff
07-07-2009, 02:42 AM
1) There are currently 7 active project workers, with other members and assistants phasing in and out.
2) I'm afraid we can't. We have a very very basic movement engine from one of the first programmers, but I'm not aware if he posted a gmk. The battle engine is strictly non-public at this time. 3) There is no time limit to the project, but if you're prepared to work with us, expect targets for achieving certain goals. 4) What I'd expect you to do (at least to demo what you're capable of) is to create an isometric movement engine. It doesn't have to be 3d, just have an isometric sprite running around an area, talking to npcs; with one or two objects to navigate around. We'd be judging based on ease of movement, collision detection, and how easy it is to interract with other objects. You do not need to create your own sprites - use existing sprites from tSR. 5) Since this is essentially a volunteer project, we understand about everyone having a personal life, but a level of dedication is expected. If you were to join the project proper, we'd expect weekly updates of some nature, and to participate in the weekly 'quality time' discussions. Failure to report back like this will usually result in us assuming you're no longer interested, and you'll be kicked from the project. |
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