JUBATIAN'S PROFILE
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Bringing in a whole new console!
You wouldn't want to hear what my first attempt at hit detection was for my QBasic car racing game a long long while ago. And I even developed that "concept" further. So... (select hidden text below for a good laugh)
So with QBasic one could not only set pixels on the screen, but also request their colour. It was a top-down racing game, car always drawn at the center so guess what. Even worse later in a 3D concept I couldn't figure out how to calculate view distance (when I already drawn and rotated a wireframe track!). I think I used mode 7, which had 8 pages. So on a spare page I plotted a white circle using the CIRCLE statement at the location of the viewer, then rendered all track tiles for which the corresponding pixel was white. Yuck!!
Usable results (for gaming) with my project are a bit further down the track (probably months). Now I put aside emulator design for a while, and started programming generic graphic engine components to get some game examples done. Currently I am experimenting with a tile-less system, trying an attempt to render everything as sprites, maybe something similar to the NeoGeo. Will see how it works out, but sure will offer some crazy possibilities for mapping if it works well.
So with QBasic one could not only set pixels on the screen, but also request their colour. It was a top-down racing game, car always drawn at the center so guess what. Even worse later in a 3D concept I couldn't figure out how to calculate view distance (when I already drawn and rotated a wireframe track!). I think I used mode 7, which had 8 pages. So on a spare page I plotted a white circle using the CIRCLE statement at the location of the viewer, then rendered all track tiles for which the corresponding pixel was white. Yuck!!
Usable results (for gaming) with my project are a bit further down the track (probably months). Now I put aside emulator design for a while, and started programming generic graphic engine components to get some game examples done. Currently I am experimenting with a tile-less system, trying an attempt to render everything as sprites, maybe something similar to the NeoGeo. Will see how it works out, but sure will offer some crazy possibilities for mapping if it works well.
The Tiamat Sacrament
Nice game! It was a while back when I last played, but I enjoyed this game a lot, and not just for the dragon. The story is okay, nothing much exceptional, but still fine and functional, fun to play through. The battle mechanics are nice, need some real tactics and offer interesting development paths to explore. The minigames are a very neat point, I enjoyed playing those, and in overall they seemed to fit well. So the game experience works very well, I don't remember just pushing it to advance the story at last: it remains interesting, and that's a good point with a computer RPG. The mapping in overall is fine with nicely crafted areas, it just worked as it should. Well, to be honest though a graphics artist wouldn't have hurt to get some of the scenes and pieces right, but they are not too disturbing, so could pass. The musics however are well above average, I don't say exceptional either, but occasionally they are even nice to listen out of game. Of course here I mean those composed specifically for the game, which is a great plus! I particularly remember Kelburn's Command which fit so damn well with the battle game!
Eh, I almost got to mini-review the game here. Won't do it since it's a while since I last played, maybe once I get to either get a copy of Windows inside Virtualbox or a Wine version which would be nicer to RPGmaker games. So probably then!
Eh, I almost got to mini-review the game here. Won't do it since it's a while since I last played, maybe once I get to either get a copy of Windows inside Virtualbox or a Wine version which would be nicer to RPGmaker games. So probably then!
Bringing in a whole new console!
Nice! I did, too. Uh, err, not so much. Somehow I never got past designing graphics engines, although I did sort of finish a top-down car racing game back then even including a track editor. For RPG I managed to squeeze out a quite functional tiled engine from my 25MHz 4.86, at 640x350, 16 colours (wonder if anyone ever worked with that weird graphics mode), for an other intended part even did a pseudo-3D flat polygon renderer.
Now again I am at designing graphics engines, but at least now for my own console, compiling these with an own assembler. Hopefully at one point I get to implement my story ideas at last! Thanks for the interest :)
Now again I am at designing graphics engines, but at least now for my own console, compiling these with an own assembler. Hopefully at one point I get to implement my story ideas at last! Thanks for the interest :)
Bringing in a whole new console!
Ouch! Indeed, I do have a pristine Windows 95 CD with original handbook and certificate of authenticity in one of my (dark) drawers. At work moving recently we also found a sealed Win95 installer on eleven 1.44Mb floppies. I doubt I would get too far with those, though :D
The console stuff is a bit steep, but I doubt it is any harder than the old times when people ventured in the depths of DOS and x86 starting from QBasic. Maybe some time later I will try to build an user friendly RPG maker for it (maybe using GTK or so).
The console stuff is a bit steep, but I doubt it is any harder than the old times when people ventured in the depths of DOS and x86 starting from QBasic. Maybe some time later I will try to build an user friendly RPG maker for it (maybe using GTK or so).
Bringing in a whole new console!
Hi!
I was always interested in gaming, especially the good old style, tried to design game code for the C64, and the x86, but nothing quite complete as of yet. However, I thought it would be fun to turn things a bit upside down, and from a different approach, I went into designing a very early 90's style game machine (mixes in Amiga, Archimedes, and several other concepts) for everyone's benefit.
So this is the Retro Revolution Project Game Engine I am working on. If interested in old style assembly coding to get a game done, you may take a visit, it already works!
http://www.rrpge.org
As of here, I liked much some of the old RPGMaker 2000 or so games here, such as The Tiamat Sacrament and The Blurred Line. However I am a bit locked out of recent RPGMaker gaming, since modern makers don't function too well in Wine, and I have no Windows anywhere in my reach.
I was always interested in gaming, especially the good old style, tried to design game code for the C64, and the x86, but nothing quite complete as of yet. However, I thought it would be fun to turn things a bit upside down, and from a different approach, I went into designing a very early 90's style game machine (mixes in Amiga, Archimedes, and several other concepts) for everyone's benefit.
So this is the Retro Revolution Project Game Engine I am working on. If interested in old style assembly coding to get a game done, you may take a visit, it already works!
http://www.rrpge.org
As of here, I liked much some of the old RPGMaker 2000 or so games here, such as The Tiamat Sacrament and The Blurred Line. However I am a bit locked out of recent RPGMaker gaming, since modern makers don't function too well in Wine, and I have no Windows anywhere in my reach.
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