[community project] RPG
Posted: Mon Mar 21, 2016 6:16 pm
Community RPG (The Legend of the Blade: Odnipar's Prophecy ?)
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This is some RPG developed by the gamebuino community itself! Such a project is waaaaaay too big for somebody alone to tackle it, so it's important to split up tasks.
Note: this list is heavly out-dated, currently other people are working on different stuff.....I need to update it eventually
Currently needed
The code
You can find the repository the code over on github right here. Compiling this requires my custon GB_Fat library and a customized version of the gamebuino library.
The map and sprite data is created over the dev tool, more about that below.
Limitations
Of cource crazy optimizations come with some limitations.
Sprites
While the total number of sprites is almost unlimited, there is a limit as to how many different sprites can be on a tilemap at once. This limit is set by 32 sprite "slots", where a non-animated tile occupies one slot and an animated one two. Don't worry about this too much, the dev tool won't allow you to go over that limit.
Sound
There can be 256 different sound tracks, each of which can be up to 1024 bytes in size. You have two tracks available. The first 40 bytes are reserved for the first pattern set (20 commands), the second 40 bytes for the second one (also 20 commands). The remaining 944 bytes can be used for the patterns. Both pattern sets use the underlying same pattern. The pattern sets need to include an offset to the pointer, 29568 + 40 + 40. The two 40's are because of the pattern set, the 29568 is because of where the data will be flashed to. You can see some basic stuff on this in create_data.py in the repo.
Getting access to the dev tool
Once you actually show interest in helpign this project etc. you will need to make an account on my website ( https://sorunome.de ), tell me your username there and then I can give you access to the dev tool. Link for that will appear in the navigation menu.
Demos!
Who doesn't like demos of a game?
Tilemap loading off of SD card, switching tilemaps:
Collision detection, basic enemy code:
______________________
Original post:
As already mentioned here I'd be more than willing / happy to develop some RPG thing with somebody else, or multiple others. The keypoint here is with other people. I'd love to write at least some engine stuff, and i'm not good with map / sprite design at all.
As for what type of RPG, I thought an action-like one would be better than a turn-based one, that also allows less enemy leveling and a way more non-linear story.
I'd also love to see how far we can push the gamebuino with this......so yeah, who'd be interested?
--> Story Thread
If you are a developer for this, please turn on email notifications for this topic to stay up-to-date!
This is some RPG developed by the gamebuino community itself! Such a project is waaaaaay too big for somebody alone to tackle it, so it's important to split up tasks.
Note: this list is heavly out-dated, currently other people are working on different stuff.....I need to update it eventually
- Story: superfreaky
- Programming:
- Management: currently Sorunome, all suggestions are welcome!
- Sound: Quirby64, ???
- Sprites / Map design: j0z0r, konbick, ???
Currently needed
- Artists - for sprites
- Designers - for tilemaps
- Programmers - for enemies and other stuff?
- Sound creators
- we need YOU! Just post how you wanne help ^.^
The code
You can find the repository the code over on github right here. Compiling this requires my custon GB_Fat library and a customized version of the gamebuino library.
The map and sprite data is created over the dev tool, more about that below.
Limitations
Of cource crazy optimizations come with some limitations.
Sprites
While the total number of sprites is almost unlimited, there is a limit as to how many different sprites can be on a tilemap at once. This limit is set by 32 sprite "slots", where a non-animated tile occupies one slot and an animated one two. Don't worry about this too much, the dev tool won't allow you to go over that limit.
Sound
There can be 256 different sound tracks, each of which can be up to 1024 bytes in size. You have two tracks available. The first 40 bytes are reserved for the first pattern set (20 commands), the second 40 bytes for the second one (also 20 commands). The remaining 944 bytes can be used for the patterns. Both pattern sets use the underlying same pattern. The pattern sets need to include an offset to the pointer, 29568 + 40 + 40. The two 40's are because of the pattern set, the 29568 is because of where the data will be flashed to. You can see some basic stuff on this in create_data.py in the repo.
Getting access to the dev tool
Once you actually show interest in helpign this project etc. you will need to make an account on my website ( https://sorunome.de ), tell me your username there and then I can give you access to the dev tool. Link for that will appear in the navigation menu.
Demos!
Who doesn't like demos of a game?
Tilemap loading off of SD card, switching tilemaps:
Collision detection, basic enemy code:
______________________
Original post:
As already mentioned here I'd be more than willing / happy to develop some RPG thing with somebody else, or multiple others. The keypoint here is with other people. I'd love to write at least some engine stuff, and i'm not good with map / sprite design at all.
As for what type of RPG, I thought an action-like one would be better than a turn-based one, that also allows less enemy leveling and a way more non-linear story.
I'd also love to see how far we can push the gamebuino with this......so yeah, who'd be interested?