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We Did It First screenshot thread

author=WIP link=topic=5.msg969#msg969 date=1182541589
That's been a thought, yes. We decided to do it at 20x20 to get things in a better scale. I haven't seen any performance issues with using the different size.

Well, for the stuff you test now it shouldn't matter too much since you usually are only dealing with say, 100-200 tiles. But later on in development you could get into more than a thousand tiles in total (Jack had about 1300), though most levels will have less, so you could limit it to something like 300 per tileset.

I ask because I noticed a major problem while I was making my current game since I have a LOT of spritesets, and due to how I made it the player needed around 7 different 40x40 spritesets (was 32x32 but I didn't account for the extra pixels I would need) with 64-144 images each (plus flipped images). It caused me a bit of grief, but I hard coded in a sprite flipping option so it became more managable. It should be ok now, but we'll see.

We Did It First screenshot thread

author=WIP link=topic=5.msg890#msg890 date=1182394575
We're actually going to be using completely custom graphics. And it would be harder to use SM graphics anyways, since we're using 20x20 tiles!

I assume you're using ika, in which case I'm wondering how it deals with tilesets. Is it just one big image, or are all the individual tiles themselves images. Images in opengl generally have to be a power of 2 in their dimensions, otherwise you have to resize them (or use some slower mode in opengl or something). So all the images would be resized to 32x32 anyway, taking more time and resouces than you need.

RPGS... you've beaten

author=Mewd link=topic=44.msg940#msg940 date=1182485738
Sweet jujubees. I love Quest for Glory.

http://www.youtube.com/watch?v=kFRJAlMg6P0

RPGS... you've beaten

Final Fantasy 1,4,5,6,7,8,9, FFT, FFTA, FFMQ
Some pokemon game.
Ultima 4
Bladur's Gate
Chrono Trigger
Secret of Mana
Secret of Evermore.
Fallout 2
Morrowind
Dragon Warrior 1, 2, 3, 4.
Breath of Fire 1,2
Destiny of an emperor
Y's 3
Y's: The Ark of Napishtim
Untold Legends: Brotherhood of the Blade, Warrior Code
Popolocrois
Legend of Heros 1,2
7th Saga
Soul Blazer 1,2
Super Mario RPG
Zelda, 2, A link to the past
Castlevania 2
Dark Sun: Shattered Lands
Dark Sun: Wake of the Ravager
Diablo 1,2
Freedom Force
Icewind Dale
Quest for Glory 1,4
Betrayal at Krondor
E.V.O.: Search for Eden


Had to look up stuff about half-way through. Reminds me of too many games I wanted to beat but never got around to it. :(

Indie games that have impacted you

The biggest indie influence on me lately was a (more or less tech) demo for a game based on a webcomic. I had started reading it a bit earlier, and I was inspired by the guy's over confidence and lack of ability enough so to start making one myself and actually do it right. I encouraged the guy, but I kind of figured he wouldn't get very far with it.

Your Priorities

I've been mainly doing platformers as of late, so I'll state my overall todo list after I start (have a basic enough idea of gameplay and story to actually start making something).

-Make a beginning tileset and the main character's spriteset
-Add in obstructions, basic jumping, moving, hud graphics, etc.
-Add in an enemy's spriteset, add in attacking, add in gore system.
-Add in ai for enemy
-Start working on the first level/and or tutorial.
-Add in intro and menu.
-Work on other levels, adding in more systems if needed.

It's not an RPG, but it's still the same in general. While I may have a good idea of what generally happens at the beginning, the end, and some middle parts, the story for me is rarely laid out in great detail until the game has been finished up to that point. I find that leaving this flexibility in the design gives me more motivation while I'm making it, since otherwise it would just be a brain-dead procedure to get it done.


In terms of design, I do spend a lot of time thinking and working on the basic mechanics first. I try to add in some "wow" stuff that people wouldn't expect to happen in a game like it.

Game Titles

I tend to be awefully plain with a lot of my titles - usually it's just the name of the main character. I guess for platformers or non-storybased games it's not that bad. Eg:

Migget Chainsaw Hands
Turbie
QBit
Jack
Scarlett Blood

My current (unannounced) project's title though will be talked about during the ending of the game, and could be taken two different ways. Of course, that might change in the near future, but for now that's what I'm thinking.