atrkidd
14/09/2003, 07:54
Hola :)
en primero, tengo que decir que soy frances, si vosotros no me comprendeis.. es asi :)
necesito ayuda con uno de mis proyectos, un Rpg engine que empiezo hace meses..
pero el programador ahora no tiene bastante tiempo, y tiene que abandonar.
ya tenemos sonido, musica mod, scrolling, backgrounds, tiles, personajes, texto, y menus !
tambien, tenemos un OTRO cogido para hacer un fighting engine para el rpg, que se podria adedar al primero, pero hay que adedarle ;)
el estylo del engine es juegos a la final fantasy, como final fantasy 6 por ejemplo.
tenemos MUCHOS sprites de otros juegos, y muchos sonidos etc
este proyecto solo necesita un cogidor ! :)
si alguien podia ayudar, seria super.
necesita un battle mode, definicion para los monstros y las items
aqui es la description inglesa :
---------------------------------------
Summary of facts and to do's of RPGP32
---------------------------------------
Feel free to make adds or corrections. I suggest to write a note at the end of this file then (including your name and the date)
Updated by atrkid may 10th 03
-----------
Approach:
-----------
Our goal is to make an RPGMaker for the GP32. It should consist of two parts:
1) A Game-editor for PC (windows first), where the user can create maps and define things such as characters, monsters, items, spells, and scripts
2) The Game-Engine itself (The user should just place the file generated by the editor into the same dir an run the program)
---------------------
How the RPG works:
---------------------
The structure should be like it is in the first Final Fantasy parts. The player has a party of 3 characters maximum.
At start he can choose names for them. Then he can walk around on the maps and talk to the people, collect items, go shopping (weapons & items).
Often the player needs to talk to certain persons (that probably give hints or new jobs) to continue the game. There is a main menu where the player can see his stats, use items and use magic. When the player is outside of a town, he is going to be attacked by monsters randomly.
There will be zones in the map, which will define which monsters will be present in this zone, and what are the odds to fight them.
If so, the battle-screen shows up and a round-based fight begins :
Each character had a gauge that fills up. If it's full, this character may start an action, such as : Attack, Defend, Magic, Item.
Attack will attack depending on the char's strength, which is defined itself by his weapon, and luck.
Defend will depend on stats and luck. You can defend yourself to parry a move, or defend a friend to take the hits for him.
Spell is just a summoning or spell.
Item casts an item.
The game is over if all the team dies. If the party wins, they gain experience points which are required to level up (which results in more HP/MP, money, random items).
The player walks from town to town, fights, progresses, discovers the world and saves the world.
--------
Facts:
--------
Dimensions:
screen resolution320x240x8bpp
Citizens: 32x32x8bpp
Items: 24x32x8bpp (plan to make them 24x24x8bpp)
Font: 8x8bpp per character
Battle-backgrounds: not chosen yet
Enemies: not chosen yet
running at 66Mhz
currently uses LibModPlay for music and sfx-playback
will require midi support, as most rpg musics are midi.
The upcoming Fileformat for the Maps should include:
The actual map istelf (1st Layer: 2bytes, with bit 15 as collision flag, 2nd layer: 2bytes, the citizens on the map, which music to play)
Unfortunately a map with 80x60 tiles would use 28k (10 maps = 280k!), so we need to compress them.
--------------
To do's:
--------------
port the engine to use 16Bit
Make a function that reads 8Bit Images into RAM in 16Bit Format for blitting
compression for the Map-files
make the Background collision work (part of making the editor)
add some standarized way to make shops (weapon shop, item shop)
Map Editor
|- editing the map
|- defining the tiles (what battle-backgound to display)
|- editing the scripts (with preview-feature)
|- editing items
|- editing characters
|- editing monsters
|- managing terrains for battles
|- managing the source tileset-image (copy & paste into from another image)
|- let the user align the tiles like he wants so (swap-function, where the maps get updated dynamically)
|- a function that cleans unused tiles out of the tileset (where the maps get updated dynamically)
Battle system
|- Gfx-effects (like burn, ice etc.)
|- Think about a system about how to deal with level ups (shoud happen when a certain amount of EXP-Points is reached. We have to decide if we wanna define these amounts by hand or generate them randomly)
|- Define a scripting for spells and summons, like default animations.
Add features to the Scripting system: Set/read flags, do if-statements
Add more Scripts:
|- take player control away / release player control (for "cinematic" sequences)
|- load a map
|- change music / MOD-pattern
|- Graphic-effects like earthquake (camera shaking), fade in/out etc.
|- delay x milliseconds
|- change attributes of a citizen (speed, position, graphics etc.)
|- add/remove item of the players's party
|- Set the player's (or citizen's) position on the map
|- display an 320*240 image (load it from from smc)
|- play a certain sound
|- start a battle
|- make a certain character move (40 pixels to right, for example)
|- a dialog to input text (for requesting the character's desired names)
--------------------------
Additions & Corretions
--------------------------
16:45 10.05.2003 Loolarge - Wrote this document
23:02 10.05.2003 Atrkid- Updated it
en primero, tengo que decir que soy frances, si vosotros no me comprendeis.. es asi :)
necesito ayuda con uno de mis proyectos, un Rpg engine que empiezo hace meses..
pero el programador ahora no tiene bastante tiempo, y tiene que abandonar.
ya tenemos sonido, musica mod, scrolling, backgrounds, tiles, personajes, texto, y menus !
tambien, tenemos un OTRO cogido para hacer un fighting engine para el rpg, que se podria adedar al primero, pero hay que adedarle ;)
el estylo del engine es juegos a la final fantasy, como final fantasy 6 por ejemplo.
tenemos MUCHOS sprites de otros juegos, y muchos sonidos etc
este proyecto solo necesita un cogidor ! :)
si alguien podia ayudar, seria super.
necesita un battle mode, definicion para los monstros y las items
aqui es la description inglesa :
---------------------------------------
Summary of facts and to do's of RPGP32
---------------------------------------
Feel free to make adds or corrections. I suggest to write a note at the end of this file then (including your name and the date)
Updated by atrkid may 10th 03
-----------
Approach:
-----------
Our goal is to make an RPGMaker for the GP32. It should consist of two parts:
1) A Game-editor for PC (windows first), where the user can create maps and define things such as characters, monsters, items, spells, and scripts
2) The Game-Engine itself (The user should just place the file generated by the editor into the same dir an run the program)
---------------------
How the RPG works:
---------------------
The structure should be like it is in the first Final Fantasy parts. The player has a party of 3 characters maximum.
At start he can choose names for them. Then he can walk around on the maps and talk to the people, collect items, go shopping (weapons & items).
Often the player needs to talk to certain persons (that probably give hints or new jobs) to continue the game. There is a main menu where the player can see his stats, use items and use magic. When the player is outside of a town, he is going to be attacked by monsters randomly.
There will be zones in the map, which will define which monsters will be present in this zone, and what are the odds to fight them.
If so, the battle-screen shows up and a round-based fight begins :
Each character had a gauge that fills up. If it's full, this character may start an action, such as : Attack, Defend, Magic, Item.
Attack will attack depending on the char's strength, which is defined itself by his weapon, and luck.
Defend will depend on stats and luck. You can defend yourself to parry a move, or defend a friend to take the hits for him.
Spell is just a summoning or spell.
Item casts an item.
The game is over if all the team dies. If the party wins, they gain experience points which are required to level up (which results in more HP/MP, money, random items).
The player walks from town to town, fights, progresses, discovers the world and saves the world.
--------
Facts:
--------
Dimensions:
screen resolution320x240x8bpp
Citizens: 32x32x8bpp
Items: 24x32x8bpp (plan to make them 24x24x8bpp)
Font: 8x8bpp per character
Battle-backgrounds: not chosen yet
Enemies: not chosen yet
running at 66Mhz
currently uses LibModPlay for music and sfx-playback
will require midi support, as most rpg musics are midi.
The upcoming Fileformat for the Maps should include:
The actual map istelf (1st Layer: 2bytes, with bit 15 as collision flag, 2nd layer: 2bytes, the citizens on the map, which music to play)
Unfortunately a map with 80x60 tiles would use 28k (10 maps = 280k!), so we need to compress them.
--------------
To do's:
--------------
port the engine to use 16Bit
Make a function that reads 8Bit Images into RAM in 16Bit Format for blitting
compression for the Map-files
make the Background collision work (part of making the editor)
add some standarized way to make shops (weapon shop, item shop)
Map Editor
|- editing the map
|- defining the tiles (what battle-backgound to display)
|- editing the scripts (with preview-feature)
|- editing items
|- editing characters
|- editing monsters
|- managing terrains for battles
|- managing the source tileset-image (copy & paste into from another image)
|- let the user align the tiles like he wants so (swap-function, where the maps get updated dynamically)
|- a function that cleans unused tiles out of the tileset (where the maps get updated dynamically)
Battle system
|- Gfx-effects (like burn, ice etc.)
|- Think about a system about how to deal with level ups (shoud happen when a certain amount of EXP-Points is reached. We have to decide if we wanna define these amounts by hand or generate them randomly)
|- Define a scripting for spells and summons, like default animations.
Add features to the Scripting system: Set/read flags, do if-statements
Add more Scripts:
|- take player control away / release player control (for "cinematic" sequences)
|- load a map
|- change music / MOD-pattern
|- Graphic-effects like earthquake (camera shaking), fade in/out etc.
|- delay x milliseconds
|- change attributes of a citizen (speed, position, graphics etc.)
|- add/remove item of the players's party
|- Set the player's (or citizen's) position on the map
|- display an 320*240 image (load it from from smc)
|- play a certain sound
|- start a battle
|- make a certain character move (40 pixels to right, for example)
|- a dialog to input text (for requesting the character's desired names)
--------------------------
Additions & Corretions
--------------------------
16:45 10.05.2003 Loolarge - Wrote this document
23:02 10.05.2003 Atrkid- Updated it