Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Work in Progress / [LOCKED] Ronin, samurai turnbased rpg

Author
Message
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 30th May 2005 09:15
Guess what, on pause again, need to get more work on rush,


Does anyone have any thoughts about my music idea? Heavy stuff with a japanese style like and oriental version of Coal Chamber, or keep it more traditional, or use both like coal chamber orient style in battles and tense moments and traditional orient style in normal places?

Cian Rice
20
Years of Service
User Offline
Joined: 8th Jun 2004
Location:
Posted: 30th May 2005 09:37
Traditional.


Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 30th May 2005 18:02
yey one answer! Thanks, I'll see what other people say

WarGoat
20
Years of Service
User Offline
Joined: 19th Sep 2004
Location: Montreal
Posted: 30th May 2005 23:03
yes traditional

Windows XP,pentium IIII, 1,9 MGZ, 256 mb memory, 128 mb video card ATI Radeon 9200 se s80 'sett squadron back on the assault'
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 30th May 2005 23:49
k, thanks

Dsarchy
21
Years of Service
User Offline
Joined: 4th Oct 2003
Location: UK- Kent
Posted: 31st May 2005 08:15
that was just a movie of rpg maker 2003
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 31st May 2005 08:39 Edited at: 31st May 2005 08:41
that bit above yes, because I am using it to develop my ideas around, but then I gave up and went back to how I started doing my ideas, I thought I'd give people an idea of what kind of thing they would get (apart from in 3D, and differant style of graphics)

Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 2nd Jun 2005 06:37 Edited at: 2nd Jun 2005 06:38
okay then, looks like I'll pick traditional,
Next question:
3D shaded or cel Shaded?, here I'll give you examples
(soz 56k'ers)
Cel Shaded Akai(Still a wip, body textures yet to make, and face texture can be redone to improve cel shade look)-


3D shaded Akai-


Cian Rice
20
Years of Service
User Offline
Joined: 8th Jun 2004
Location:
Posted: 2nd Jun 2005 07:30
Cel Shaded is my pick.


Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 2nd Jun 2005 07:56
thanks, but I'd best work on the textures before i get to work on the rest of him,

well if anyone else doesn't have their own opinion then it looks like it will be a cel shaded Japanese turn based Samurai RPG game with Traditional music

WarGoat
20
Years of Service
User Offline
Joined: 19th Sep 2004
Location: Montreal
Posted: 2nd Jun 2005 10:16
yep me too for cel shaded. Its look like it have shadow on his face, its cool...

Windows XP,pentium IIII, 1,9 MGZ, 256 mb memory, 128 mb video card ATI Radeon 9200 se s80 'sett squadron back on the assault'
Cian Rice
20
Years of Service
User Offline
Joined: 8th Jun 2004
Location:
Posted: 2nd Jun 2005 10:32
Why I chose cel shading was that it completmented the model more.


Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 2nd Jun 2005 23:13
thanks for the feedback, some dude on the 3Dworld mag forum suggested normal shading tho, once I've finished this model which I think will be my best yet (I'm sure anime would agree) then maybe we can judge the cel shading vs normal shading, I personally would have chosen normal because with enough detail it would look awesome, but cel shading means I am able to keep models simple, get quicker progress and lower poly.
But you guys prefer cel shading, so I'll see what more people say (I can't choose from 4 views lol)


Oh and anime I'll email you some to does once I found my game plan on my hard drive, and TY for offering to help

Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 3rd Jun 2005 04:17
God I don't know how many Akai heads I've made now but this should be the last one, this one is probaly going to be the best model I've ever made, so why not make it the head for my main character if I don't go ahead with the cel shading.

This it so far, it still needs work as you can see



Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 3rd Jun 2005 08:10
Cian Rice
20
Years of Service
User Offline
Joined: 8th Jun 2004
Location:
Posted: 3rd Jun 2005 08:26
Loving the progress!

I chose celshading because the face looked screwed up with normal shading for some reason.


Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 3rd Jun 2005 09:33
thats because the face is screwerd up! Thats why I am having a better attempt lol, well, I think personally (from my view, a proffesional view and an agreement to the proffesional view) that it should be normal shaded.

Bugger I haven't got that doc for you yet, soz

The highlighted bits will be the FMV's which you will have to ignore but can read them if you want, for the missing pieces in the story.


I'll give you the jist of the doc first.

Its a description of the first part to the game, in detail.
Well its in a battle field outside hizen where Akai is assisting the general in war training as requested by the Daimyo, so the General (Nachi) is your companion, as I said its in a FF style so think of RPG maker, well, you get a few battles against Hojo clan samurai, break through them then get to the enemy general and Akai and Nachi battle him as a boss, then an FMV where Akai attacks the Hojo general and breaks his sword, picks up and bow and arrow shoots and hits Nachi (idiot lol)

You can use that for the engine until I've given you the doc

Cian Rice
20
Years of Service
User Offline
Joined: 8th Jun 2004
Location:
Posted: 3rd Jun 2005 09:50
When I make engines I usually just focus on the gameplay then take that engine and apply it to an actual game with a story. So I'll work on encountering battles and the actual battle.


Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 3rd Jun 2005 21:22
cool thanks
Afterwards you could work on a engine for the walking around, talking, collisions etc.

again thanks for your help

Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 3rd Jun 2005 22:47 Edited at: 3rd Jun 2005 22:48
cool 69 posts lol, 69 is the magic number lol

Update on the head model, this morning I've done his forehead, and a part of his temple, oh I made him thinner and given him colour




Before any one point it out, there are spline problems, I will sort them out later

Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 3rd Jul 2005 02:09
man he looks awful, I'm gonna have to start him over lol.


BTW this project hasn't died yet, other things to do, I want to get a full engine done, will all the little bits in one bit of source code, rather than spread out (heck my battle code is dead with my old PC, should've put it on the net)
Just so you know, what I've coded so far.

Walking/collision engine (Well collision is NGC, walking is both keyboard and joystick)
Talking code (skip text, text boxes with writing, and walking in a characters area and pressing space starts a talk, keyboard actions, I think I coded Joystick as well, 'twas months ago)
Battle code (it died, but I can pretty much remember what I did, apart from I now know enough to make it even better)
Menu code (A working mouse menu, I'm gonna attempt a keyboard/joystick one as well)

and I've started work on Himika
Here is her picture so far, head mesh is complete, left is the low poly version for in game, on the right is high poly for FMV's


Keaz
21
Years of Service
User Offline
Joined: 22nd Sep 2003
Location: Somewhere in south Texas
Posted: 3rd Jul 2005 05:47
Look kinda alien IMHO. But overall I'd say you have talent keep working at it and you'll just get better.

Breaking Stuff=Fun!,Bug Testing<>Fun!, Bug Testing=Breaking Stuff, so...
Bug Testing=Fun! Hmmmm....
DOES NOT COMPUTE! SYSTEM MALFUNTION!
Oneka
20
Years of Service
User Offline
Joined: 24th Apr 2004
Location: Hampton,VA
Posted: 3rd Jul 2005 06:55
that model you made that one you said look awfull actually doesnt it looks like a middle aged japanese guy which I would think that would be good since it has samurais?

Making better games everday!
Oh yeah and just so you know its Oh-nek-a not One-ka!
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 3rd Jul 2005 08:40
@Keas, thanks, I guess I should've drawn my concept a little better lol, but with hair and tweaking, she'll look less alien like

@Oneka, nah can't really use it, the character is about 20, and is too high poly for ingame, but could be used as a Daimyo in an FMV or someone, thanks for the comments

Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 5th Jul 2005 03:10
Sup, another update, some of the polygons are odd, will be sorted, hair won't look that crap, will look nicer with an alpha map and texture and a few adjustments, and I gotta make her looks less alien like so I'll adjust the face too, and will make it look smoother in low poly.



C&C pls

Cian Rice
20
Years of Service
User Offline
Joined: 8th Jun 2004
Location:
Posted: 5th Jul 2005 06:54
Her face has an odd shape and the hairjust looks like a smoothe plane. However I like the start on the kimono.


Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 5th Jul 2005 07:10
I mean to edit the face, and the hair was a rounded off cylinder with deleted faces too keep the poly count low, I'm gonna leave the rest of the hair style to alpha mapping, thanks for the comment

Oneka
20
Years of Service
User Offline
Joined: 24th Apr 2004
Location: Hampton,VA
Posted: 6th Jul 2005 13:38
Ahh lol well good start...you might wanna do some sketches to lead a base though

Making better games everday!
Oh yeah and just so you know its Oh-nek-a not One-ka!
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 6th Jul 2005 23:19
I got a front referance image of her I did ages a go, but yeh I should, I might go even more low poly then that though, I'll do some sketchs as you suggested first

Dom
20
Years of Service
User Offline
Joined: 31st May 2004
Location:
Posted: 7th Jul 2005 01:04
No offence but that woman looks like a man IMHO


Thanks to Animeblood for the Logo!
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 7th Jul 2005 07:38
no offense taken, the problem is i should've made better concept art

Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 9th Jul 2005 08:55
wow my view count is similar to the one for the ff7 scene on CG talk website

Anyway I have gotten back to my DBP today, and well, I'm warming up with re writing my menu engine, before it was a mouse point and click, now I'm getting it to be controlled by keyboard and joypad, today I got the engine to use stupid texts to scroll with, now I can add buttons, which I did 15 minutes before Karate.
In this I wanna add this cool set of moves in the game in a FMV, in which you are attacked by a samurai(well today that wouldn't be used, maybe a dude with a knife?)
Well the Samurai moves his hand to his sword, you push your hands to his sword to stop him, kick him in the groin, as your foot lands attack the back of the knee then thrust your foot down breaking the leg so he goes down, you grab the top of his helmet, smack your elbow into his face then break his neck. Might be useful in Ronin (Of course when we paired up we had to be careful )
Those who do karate, its the applications for the first few moves of the Kata, Tekki Shodan

Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 9th Jul 2005 09:11 Edited at: 9th Jul 2005 09:14
Well I mean this aint much, but I'm gonna add it to the code base for any one who needs it, but here is the menu code anyway.





Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 9th Jul 2005 22:55
well um, I got the menu into images, I think its nicer than my original menu where you had to use the mouse, at the moment I got 3 buttons, new game, options and quit, unlike in the last menu I haven't sorted out the options area to work, it run at 1024x768 at the moment and well its nothing impressive, just something to get back in the swing on Dark Basic.



Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 11th Jul 2005 06:16
no more screens yet, just to let ya know, all I need to do to my engine is add the battle part and the inventory menu parts to it, and then the engine will be finished and up for download, hopefully I can get this done this week.


The Seppuku RPG engine(ooooh I named it!!!!!) so far consists of

-Joystick/Keyboard control, with out having to switch the controls in any menu of any sort, just plug your controller in and play.

-Collision code (not mine, uses NGC, when I get better it'll be my own collision code)

-Image menu (rather than text)

-NPC talking area and RPG style talking code

-Skipping text without the super sensitivity (as I had before)

Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 12th Jul 2005 02:33
Okay this is not much, but now that I've cleared all know bugs out of the engine so far, the bit in the bottom right corner is not a engine problem, its just crap modelling

on the left of the wall is the dude (well a box) for testing the talking engine and the dude on the right is the battle test engine (not yet done, so it works like the talking test engine)
If you see any bugs tell me
I borrowed some midis' from Final Fantasy but will not be final in the game.

The controls are
cursor keys (keyboard) = move
cursor buttons/analoque (joystick/pad) = move
Button 1/a (Joypad) and return (keyboard) = Action/skip text
Buttom 3/c (joypad) and space (keyboard) = start conversation
to know when you can speak to someone text will appear

Not much as I said, but I need to know about any bugs

file size
5.7mb
.zip file


http://files.filefront.com/RPG_tech_demo_v01/;3937682;;/fileinfo.html

Sergey K
20
Years of Service
User Offline
Joined: 4th Jan 2004
Location:
Posted: 12th Jul 2005 02:43
nice engine!
http://hosted4.download.filefront.com/daddqvohkg+/personal/s/seppuku05/RPG_ENGINES.zip

now i guess u should work on the graphic and little bit on the menus

Working on my new scripting system for OnlineRPGs
over 120 commands have included to my scripting system!
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 12th Jul 2005 02:53
Yeh, I should, its only a 0.1 at the mo, so the menu was only to test that it works the graphics will be added once they're done

Now to get onto that battle engine, well after Karate or tomorrow,

Now how did I do it on my old buggered up pc.............
oh yes

cls
sync on.....

Sergey K
20
Years of Service
User Offline
Joined: 4th Jan 2004
Location:
Posted: 12th Jul 2005 02:59
lol, why does everyone stick for a game versions?
what is is good for?

Working on my new scripting system for OnlineRPGs
over 120 commands have included to my scripting system!
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 12th Jul 2005 03:04
it emphasises how much is done see v0.1 engine, means the engine has been started, but has a long way to finish, so...my engine has been started and is nowhere near finished I just need people to see if they get anybugs, I know I didn't

Sergey K
20
Years of Service
User Offline
Joined: 4th Jan 2004
Location:
Posted: 12th Jul 2005 03:07
well i dont care about the version of my scripting system..
all what i can say, that its only over 120 commands i can include

Working on my new scripting system for OnlineRPGs
over 120 commands have included to my scripting system!
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 12th Jul 2005 03:11
thats you and this is me We're differant, i like to use versions to emphasis stage in completement, and you don't sooooooo meh!

and good with the scripting system, and well if we're both on MSN at this point whats the point of talking over the FORUM!!!!!!!!!!!!!!!!! arrrggghhh!!!

Sergey K
20
Years of Service
User Offline
Joined: 4th Jan 2004
Location:
Posted: 12th Jul 2005 03:51
im typing here just for fun..

Working on my new scripting system for OnlineRPGs
over 120 commands have included to my scripting system!
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 12th Jul 2005 07:32
^^
||
Mods see look spam.....quick make us all happy and ban GogetaX while his backs turned!!!!!!!joke lol

Sergey K
20
Years of Service
User Offline
Joined: 4th Jan 2004
Location:
Posted: 12th Jul 2005 20:55
i already was baned in the forums.. i dont think they will ban me again

Working on my new scripting system for OnlineRPGs
over 120 commands have included to my scripting system!
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 12th Jul 2005 21:01
what? You naughtly lil boy, tut shame on you, now bow down and kiss my feet, don't mind the fungus it won't hurt you that much

Sergey K
20
Years of Service
User Offline
Joined: 4th Jan 2004
Location:
Posted: 12th Jul 2005 21:05
mods, ban him!

Working on my new scripting system for OnlineRPGs
over 120 commands have included to my scripting system!
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 12th Jul 2005 21:19
ooooh nooo please I'm too young to di....be banned please mercy......
is that what you want outta me gogeta? well it won't work,

who are they more likely to ban me the arguement starter, who ends up starting off topic talk, and complete a-wipe or you the annoying guy I think the modss know who to ban........(Oh bugger I DIDN'T DEFEND MYSELF I MADE IT WORSE OH ****!!!! AGGGHHH!!!!) Yey I'm loosing my mind again, get back over here you checky airheaded thingy.....damn mind keeps escaping

Sergey K
20
Years of Service
User Offline
Joined: 4th Jan 2004
Location:
Posted: 12th Jul 2005 21:27
actualy, im more helpfull then u
so they will ban u instead of me

Working on my new scripting system for OnlineRPGs
over 120 commands have included to my scripting system!
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 12th Jul 2005 21:30
weeeeew 100th post!

Meh, I've got better looks, I so good looking I'll make any guy turn gay (or was it I'm so ugly I'd turn any girl lesbian, I forgot.....)

Login to post a reply

Server time is: 2024-11-23 11:25:48
Your offset time is: 2024-11-23 11:25:48