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Work in Progress / Storm Song - 2d on 3d RPG

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Eddie Gordo
21
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Joined: 14th Jan 2003
Location: Ohio - USA
Posted: 24th Apr 2006 12:02
Revival of an old project which can be found here

http://forum.thegamecreators.com/?m=forum_view&t=70523&b=8

Last screenshot...



Getting help from teh master of all SirFire and ive decided to start up on this project again...

*Online RPG
*Platformer
*Puzzles
*Unique Skill Systems
*Old school rpg style
*Fun Minigames

Persistant World or Static...i havnt decided yet...Persistant would be nice...but i dunno...I dont have alot of time to work on this(i have job ) but ill try to do a little here and there...

Im really just fishing for requests and comments...will have some new screens shortly...

~Cyrano De Bergerac~
Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 24th Apr 2006 13:39
Quite cool,

but that map is empty as hell...

[href]www.freewebs.com/edromeproductions[/href]
look there for all my model packs latest updtes and other stuff!
(its not old yet)
zzz
19
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Joined: 13th Nov 2005
Location: Sweden
Posted: 24th Apr 2006 18:32
Niiice...
Are you using plains or sprites?

Chris Franklin
19
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Joined: 2nd Aug 2005
Location: UK
Posted: 24th Apr 2006 19:01
Nice eddie can't wait

Theme park simulator wip boards

Eddie Gordo
21
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Joined: 14th Jan 2003
Location: Ohio - USA
Posted: 24th Apr 2006 21:04 Edited at: 24th Apr 2006 21:30
Quote: " Quite cool,

but that map is empty as hell..."


Thats because i never got to the part where i figured out what i wanted to use for building and scenery

Quote: " Niiice...
Are you using plains or sprites?"


Plains for the purpose of distance thought im sure using some form of 2d would be more speed efficient

SirFire set up the collision last night...so im gonna finish them today...

Anyways anyone got any ideas for how i can handle buildings? they cant be 2d can they?

~Cyrano De Bergerac~
NeX the Fairly Fast Ferret
19
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Joined: 10th Apr 2005
Location: The Fifth Plane of Oblivion
Posted: 24th Apr 2006 22:31
Maybe you could make the buildings out of multiple carboard cutouts?


At least farting ferrets are better than stinky stoats.
Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 25th Apr 2006 18:02
Quote: "Anyways anyone got any ideas for how i can handle buildings? they cant be 2d can they?"


make the buildings isometric,then they might look 3D.

[href]www.freewebs.com/edromeproductions[/href]
look there for all my model packs latest updtes and other stuff!
(its not old yet)
Wiggett
21
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Joined: 31st May 2003
Location: Australia
Posted: 25th Apr 2006 19:24
3d buildings, thats how they did it in that other 2d/3d mmorpg, can't remember what it's called. But shouldnt be hard to do, it's mostly just maps made in 3d with teh sprites etc as 2d.

good to see this project up again, love the 2d on 3d stuff.

Syndicate remastered: Corporate persuasion through urban violence.
Eddie Gordo
21
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Joined: 14th Jan 2003
Location: Ohio - USA
Posted: 30th Apr 2006 19:49
Wigget i was afraid of that...i think ill keep the actual 3d really simple and just do the details as textures...

Anyone have any ideas for borders of each area...

~Cyrano De Bergerac~
Chris Franklin
19
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Joined: 2nd Aug 2005
Location: UK
Posted: 1st May 2006 14:07
Lol eddie i've seen loads of awesome 2d rpgs and started my own now for the areas i'm gonna use like a collision system on a hidden image sort of thing tha changes all the hide's all the other stuff See if you can get something like that to work

Theme park simulator wip boards

Wiggett
21
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Joined: 31st May 2003
Location: Australia
Posted: 1st May 2006 15:38
you can go old school with the 3d buildings and make them seem like they are 2d with some sort of funky minimalist polygons and pixelated textures.

Syndicate remastered: Corporate persuasion through urban violence.
Cash Curtis II
19
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Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 1st May 2006 15:40
If buildings are made up of multiple sprite segments, you can hide any sprite that your character walks behind. Any 2D game that mimics 3D behavior does this.

If you don't want to do that, you can define only sections of a sprite for collision. That way, you collide with the bottom of a simple building but are still able to walk behind it and be covered up.


Come see the WIP!
Pricey
21
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Joined: 22nd Feb 2003
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Posted: 2nd May 2006 23:21
nicceeee looking thingy you got goin' there

:: 3Ghz Pentium 4 / Hyper Threading, 1024mb RAM, 250GB HDD, 256mb Radeon 9600XT Graphics ::


FoxBlitzz
21
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Joined: 19th Nov 2003
Location: United States
Posted: 3rd May 2006 00:34 Edited at: 3rd May 2006 00:34
Quote: "Plains for the purpose of distance thought im sure using some form of 2d would be more speed efficient"


Actually, that's incorrect. DarkBASIC's 2D is much slower than its 3D (And less powerful). You're better off using planes.

AMD Athlon 64 X2 4200+
1GB DDR-SDRAM (May increase to 2GB one day)
512MB ATI Radeon X1800 Series - Finally! A card that does pixel shaders correctly!
Seppuku Arts
Moderator
20
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 3rd May 2006 00:42
3D buildings shouldn't hurt, as you are using the RPG Maker XP sprites, it shouldn't effect the style as long as it looks 2D in the end, I know DBP can play with the diffuse, perhaps it can do luminance too, try that, it might work.

Yey! I removed the sig...
A Llama called Dalai
Cash Curtis II
19
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Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 3rd May 2006 08:19
Just in case it hasn't been mentioned, sprites are actually 3D plains. If you turn backsave off, they're really fast, and all of the positioning occurs automatically.


Come see the WIP!
Wiggett
21
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Joined: 31st May 2003
Location: Australia
Posted: 13th May 2006 17:51
hey eddie, whenever i try and transparent my textured plain the white on it goes to black (white is what I am selecting as blurns colour), here is my code, what's the dilio..





Syndicate remastered: Corporate persuasion through urban violence.

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