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QBasic => QB Projects => Topic started by: Crono on February 26, 2004, 06:56:43 AM



Title: Anyone wanna help with my RPG project.
Post by: Crono on February 26, 2004, 06:56:43 AM
I would like to ask if anyone is interested in my project and wants to help finishing it. I think i'm stuck on the moment and would appriciate if I can send my code to someone over so he can look at it and help me out.

I'm also looking for a pixel artist who would like to help me with graphics.

Here are some screens:
(http://home.planet.nl/~kluin017/Img/scrn1.gif)

(http://home.planet.nl/~kluin017/Img/scrn2.gif)

(http://home.planet.nl/~kluin017/Img/scrn3.gif)

(http://home.planet.nl/~kluin017/Img/scrn4.gif)


Title: Anyone wanna help with my RPG project.
Post by: Zack on February 26, 2004, 11:08:40 AM
Wow, looks good!
I'm involved in another project at the mo, but I can tell ya, finish that, because it looks very nice...is that last screenie the battle engine? If so, that's new...sword fighting in an RPG. Cool. :)


Title: Anyone wanna help with my RPG project.
Post by: adosorken on February 26, 2004, 06:07:37 PM
I'd be interested in taking a looksee and helping ya out, provided I get these stupid critical analysis papers done tonight...grr sometimes I hate college :( The graphics look pretty cool though :D


Title: Anyone wanna help with my RPG project.
Post by: broan496 on February 26, 2004, 08:06:29 PM
Lovely graphics. I would help with them but it doesn't look like you need that much help anyway.


Title: Anyone wanna help with my RPG project.
Post by: na_th_an on February 26, 2004, 08:41:04 PM
I only find a prob with the GFX: The colours are too saturated and made of basic colour gradients. You need a better choice of colour. Tone down the saturation a bit and it will look way more "professional":

(http://usuarios.lycos.es/firstqbasicforum/stuff/11.gif)

See it for yourself: Which one looks better?


Title: Anyone wanna help with my RPG project.
Post by: relsoft on February 27, 2004, 03:54:57 AM
Hey Crono, that looks like a pretty cool RPG already.

If you wan't I could help you out on how to RIP sprites and tiles of SNES roms. :*)


Title: Anyone wanna help with my RPG project.
Post by: Crono on February 27, 2004, 01:18:20 PM
First of I don't want to Rip sprites Rel. I used the FF6 style of creating characters cause I didn't get one of my own styles look good.

Secondly thanks for the tip Nathan IŽll Try to look at it.

To adosorken, I would have send you the code if I could find yout E-Mail adress.

To broan496, I would like if you helped me out with the graphics, maybee it looks good already, but that grass tile is just something IŽve seen in a pixel tuteriall.


Title: Anyone wanna help with my RPG project.
Post by: KiZ on February 27, 2004, 02:43:43 PM
Uh, Crono... I dont know what everyone else thinks, but that is by far one of the best looking QB RPG I have seen, to date. =D Keep up the good work, you are an amazing pixel artist! You should be working for Squaresoft!


Title: Anyone wanna help with my RPG project.
Post by: Crono on February 27, 2004, 05:00:48 PM
I created a download link so everyone can take a peek. Please some tips please I wanna know I'm doing the things the right way.

Here the link: Story of Legends (http://home.planet.nl/~kluin017/Files/SOL.zip)


Title: Anyone wanna help with my RPG project.
Post by: Jocke The Beast on February 27, 2004, 09:26:29 PM
Game runs smoth. Took me awhile to figure out how to talk to the npc's (click left-mouse button).
Good luck with the development!


Title: Anyone wanna help with my RPG project.
Post by: broan496 on March 01, 2004, 03:37:16 AM
I can't get it working says something about a pif file?


Title: Anyone wanna help with my RPG project.
Post by: Crono on March 01, 2004, 08:49:58 AM
Use the SOL.bat file to start the program.


Title: Anyone wanna help with my RPG project.
Post by: relsoft on March 02, 2004, 03:52:06 AM
Pretty inpressive!!!!

What keeps you from finishing it?


Title: Anyone wanna help with my RPG project.
Post by: broan496 on March 05, 2004, 11:15:35 PM
Looks good so far. I suppose I could help you with the graphics. Email me at general @ phanta.co.nz (without the spaces obviously).


Title: Anyone wanna help with my RPG project.
Post by: Crono on March 07, 2004, 05:01:49 PM
Quote
Pretty inpressive!!!!

What keeps you from finishing it?


1. Time, making good graphics eats away lots of time.
2. The knowledge, I don't know how to handle Items, Skills, Magic, Exp and that kind of stuff.

Quote
Looks good so far. I suppose I could help you with the graphics. Email me at general @ phanta.co.nz (without the spaces obviously).


Ok, I E-mail you soon, you probaly figured out I used PP256 for graphics, I will also type out the story for you (it's on paper written with pen now) so I can send it to you.


Title: Anyone wanna help with my RPG project.
Post by: R@dioman on March 07, 2004, 10:45:27 PM
Hey rel: Interrested in knowing how to rip tiles for Snes roms for educational purposes. Also, I think that all of your routines that need 16 color gradients should have an option to use 8 color gradients. I noticed that 16 color gradients use too many colors that look the same, wasting precious slots. 8 color gradients give you more color options. How difficult would it be to alter your code so the user can have a choice to use 8 or 16 color gradients?


Title: Anyone wanna help with my RPG project.
Post by: barok on March 08, 2004, 12:16:48 AM
impressive!

it's been a while, but i think some of those subs are similiar to minirpg by rel...  :-?  i could be mistaken though.  

another note, try making pixel-perfect collision instead of tile by tile collision.  it's much nicer.


Title: Anyone wanna help with my RPG project.
Post by: relsoft on March 08, 2004, 04:08:08 AM
Quote from: "R@dioman"
Hey rel: Interrested in knowing how to rip tiles for Snes roms for educational purposes. Also, I think that all of your routines that need 16 color gradients should have an option to use 8 color gradients. I noticed that 16 color gradients use too many colors that look the same, wasting precious slots. 8 color gradients give you more color options. How difficult would it be to alter your code so the user can have a choice to use 8 or 16 color gradients?



Not a lot of editing needed. I'll send you a CALL absolutebased 8 color grad translucency if you want. :*)

BTW, With Flipmode. ;)

As to the SNES Vran Ripping I use BGmapper and my own converter to rip those sprites. :*)

Here:

http://rel.betterwebber.com/junk.php?id=7


Title: Anyone wanna help with my RPG project.
Post by: R@dioman on March 08, 2004, 08:26:40 AM
Rel: Thanks a bunch. You should make all your functions that need gradience customizable to whatever colors you need in the gradience, be it 4, 8, 16. I'm sure it would be a bit of work, but it would make your lib a whole lot better by allowing more color options. But whatever you  give me is appreciated :wink: . I tested BGMapper, but I can't figure out how the palette works out. If you right-click on a color, it will reconfigure the colors on the tiles. Can you give me a hint on how the program works and how the tiles are layed out in memory so I can extract them? Thanks rel! Hey, whatever happened to FJ? Haven't heard of it in a while. If you need a tester, let me know.


Title: Anyone wanna help with my RPG project.
Post by: Lachie Dazdarian on March 08, 2004, 09:02:44 AM
I downloaded and will check it. It's great to know that it's being coded with RelLib.

Rellib RULEZ!!!!!!!!!!


Title: Anyone wanna help with my RPG project.
Post by: Crono on March 08, 2004, 10:14:21 AM
Quote
some of those subs are similiar to minirpg by rel


Yes that's true I used the example RPG demo that was given by the library to learn from. And some subs may look like copies because the code has the same style as that example.

Quote
another note, try making pixel-perfect collision instead of tile by tile collision. it's much nicer.


Pixel*Pixel Collision is already coded in the engine. I made a collide layer that uses color 15 for nonwalkable and color 0 for walkable tiles. I made a tileset for the collide layer. But that tileset only contains a whole white and an whole black tile. So its easy to ad special tiles for P*P collide


Title: Anyone wanna help with my RPG project.
Post by: barok on March 08, 2004, 06:10:24 PM
just wondering, as i found it frustrating when i ran into grass and stopped...  :lol: that good though!


Title: Anyone wanna help with my RPG project.
Post by: typosoft on March 08, 2004, 08:08:54 PM
Pretty good start.

Rel:  Everytime I play a rellib game, the text is just a bunch of jumble

Crono:

Looks good.  Add in event triggers.  I hope that the campfire isn't a tile, but an object.  Anything like a campfire should be an object in the game.  You could even throw event triggers in as objects, just don't draw them.  Then, you could animate the objects and do anything with them.  I would even lump the objects and npcs together in one TYPE.  Have a big array of TYPES and lump them together.  Specify the max number of objects at one time and the number of objects at any current time.  Look up QSort, and then sort the objects according to their Y position.  Also give objects an HP value and a take_damage value.  Then when you want to hurt an object (take HP away) check if the target hurt intensity is less than the objects.  So if a campfire can't be hurt then set it's intensity to 1 and set the hurtintensity of a magic fireball to 1.

Just give these values:
a PUT file (like those from PP256) and some values like:
framesPerDir =  How many walk frames there are per direction
framesPerAct = How many act frames (0 if none)
actsPerDir = How many acts (0 if none)
frames = number of total frames in the PUT file

Code:
use_frame = frame;
     if (kind <= 2) THEN
use_frame += (dir - 1) * (frames_per_dir + 1 + (frames_per_act * acts_per_dir))
    if (act) THEN use_frame = useFrame +  frames_per_dir + ((act - 1) * frames_per_act)
if (use_frame > frames) use_frame = frames;


also give each object an AI
if AI = 0 then do nothing
if AI = 1 then move randomly
if AI = 2 then seek and destroy
etc...

and have a sub to update all the objects
in the sub animate the objects if they have more than one frame
here's code for animation:
in c++, but easily changed:
Code:

if (HP <= 0 || !flim) return;
f_count++;
if (f_count >= f_delay)
{
f_count = 0; frame++;
if (frame > flim)
{
frame = 0;
// CHECK anim type and react (flames, etc...)
if (img == POOF) clear_stuff();
}
}


that's just how I would do things.  The reason I would quicksort the array is so you can draw according to depth.  I'm not sure how to do it in QBasic, but I'm sure you can find something on Google.

also, why didn't you compile it?


Title: Anyone wanna help with my RPG project.
Post by: barok on March 09, 2004, 02:56:16 AM
i tried compiling it, but i got too many errors.  kinda like my rpg engine  :lol:


Title: Anyone wanna help with my RPG project.
Post by: typosoft on March 09, 2004, 04:58:10 AM
there's an article somewhere about manually compiling.  For Ped Xing's Quest I had to manually compile it too, because I got some errors.  It might be on the forums somewhere, or try one of the old qb mags.


Title: Anyone wanna help with my RPG project.
Post by: Crono on March 09, 2004, 05:06:10 AM
Typosoft, that object thing I already did with my NPC's the campfire was just there to test if animated tiles worked.

The reason I didn't compiled it was because the game is far from finished.


Title: re
Post by: jatos on March 09, 2004, 05:24:46 AM
I can give a bit of help. Also looks good!


Title: Anyone wanna help with my RPG project.
Post by: barok on March 09, 2004, 11:43:18 AM
awesome.  if anyone finds it, tell me, k?

the manual compiling thingy, i mean.


Title: Anyone wanna help with my RPG project.
Post by: relsoft on March 10, 2004, 05:30:41 AM
R@dioman:  Yeah,  FJ is kinda like AAP's baby now, Im just here to help.  

Re: BGmapper.  You are in the right track, that's why it has to me a multistage precess(ripping).  The SNES uses just 16 colors for almost any sprite that's why you have to experiment.  It's a pain but once you could rip it it rulez.  That's why  I made a Grabber(with Rellib) using 8*8 tiles and converting the pal on the fly.  I'll see if I can find it through this mess of a harddrive.  I'll try to see if I can do those 4,8,16 translucency that you asked.  But as of right now,  I have more pressing problems like my health.


Typosoft:  Weird. I'll try to check. :*)


Title: Anyone wanna help with my RPG project.
Post by: R@dioman on March 10, 2004, 07:55:57 AM
Rel: No sweat. I don't really need those routines after all, so it's no urgent matter. What's wrong with your health? :barf:  Whatever it is, get well soon :wink:


Title: Anyone wanna help with my RPG project.
Post by: relsoft on March 11, 2004, 03:25:00 AM
Let's put it this way:

I took allopurinol for 2 months and my uric acid levels are now normal.  Then I tool metoprolol for my heart and BAM!!! I got asthma(allergy).  Now I'm taking another drug in lieu of metoprolol.

http://www.medicinenet.com/fosinopril_sodium/article.htm


The bad part,  my sugar and cholesterol levels shoy up.  They were normal before I took Allopurinol and metoprolol. :*(


Title: Anyone wanna help with my RPG project.
Post by: Crono on March 30, 2004, 04:36:29 AM
@Typosoft: Yooo, learned a lot of your scripting tut and implented it in my engine. Maybe I inplent particles too, seemed like a good idea though.


Question: How do I fade the pallette just a little. I wanna use that to make the atmosphere a little darker and let it rain or other weather conditions with particles.


Title: Anyone wanna help with my RPG project.
Post by: relsoft on April 01, 2004, 08:41:20 AM
RelGammaBlock; *)

Pro: You can fade any block of the screen/layer w/o fading all of the colors. :*)
Con: Needs a gradient pal like the one PP256 suppiles.


RelFadeStep

Pro: Does not need a grad pal
Con: Fades the entire screen. :*(


Title: Anyone wanna help with my RPG project.
Post by: Crono on April 06, 2004, 08:42:23 AM
Thanks Rel for the tip, did I mention Rellib Ruled!!!

Got an other question: How do I get round form like shapes like the Luminare spell in Crono Trigger and those animations in FF5 when a black portal to the void dimension opens. I hope you guys know what I mean I'm at school right now so maybee I edit this post with a screenshot to show what I mean.


Title: Anyone wanna help with my RPG project.
Post by: relsoft on April 06, 2004, 08:48:10 AM
If RelInsideC(x,y......) then DrawPoint.

Like:

Code:
for y=50 to 120
For x=120 to 150
   c=sin(x+1/120)*255+sin(timer/64)*32
   if RelInsideC(x,y.....) then
         RelPset(x,y),c
   end if
next x
next y


*Sorry I forgot the params of RelInsideC.  Don't worry, its fast enough as it doesn't use SQR.


Title: Anyone wanna help with my RPG project.
Post by: barok on April 06, 2004, 10:53:36 PM
i would recommend my stuff, but rellib is so... complete!  dam you rel and your rellib!  you make it impossible to help people!  :D


Title: Anyone wanna help with my RPG project.
Post by: relsoft on April 07, 2004, 03:25:25 AM
Quote from: "barok"
i would recommend my stuff, but rellib is so... complete!  dam you rel and your rellib!  you make it impossible to help people!  :D


You know what? No lib is complete.  Lachie has been bugging me for ages to make a mouse sensitivity function, XMSput is still missing and Rellib has no 3d poly stuff. :*(


Title: Anyone wanna help with my RPG project.
Post by: barok on April 07, 2004, 11:50:50 AM
Still, everything i know is in that lib.  Must destroy rellib... :lol:


Title: Anyone wanna help with my RPG project.
Post by: Crono on April 08, 2004, 06:34:06 AM
Rellib doesn't have Timer function's. That's why I use a fusion of Rellib and CosmoX.


Title: Anyone wanna help with my RPG project.
Post by: relsoft on April 11, 2004, 12:18:43 AM
Rellib does not have a timer function because I chose not to include it for certain reasons.  Mainly because of some experiences with FJ,  I kinda use counters instead of timers. :*)


Title: Anyone wanna help with my RPG project.
Post by: oracle on April 11, 2004, 10:17:37 PM
No lib will have everything. I note that in the rellib documentation Rel says there will be no sound routines. So what? Why not use BWSB? Or DS4QB? Or QMIDI? Or make your own? RelLib's got a great reputation as a graphics lib, and I hope rel stays focussed on it :)


Title: Anyone wanna help with my RPG project.
Post by: Fling-master on April 11, 2004, 11:22:14 PM
Hey Rel, if it's not too much trouble could I get that SNES tile grabber thingy you made that you've mentioned a few times in this topic? I think it'd be quite a handy tool as I rip tiles/sprites from SNES roms every now and then to use in my engines every now and then. So yeah... If I could get it from you that'd be great. :)


Title: Anyone wanna help with my RPG project.
Post by: relsoft on April 12, 2004, 08:49:04 AM
Fling:  It's not actually as simple as it sounds. But kinda tedious as of the moment.

1. I use BGmapper to view the Vram
2. Set the pal using Bgmapper(stupid util can only use 16 colors at a time)
3. Convert it on my own pal
4. convert to pp256.

Now with the util I'm making, 2 to 4 should be just one single process.  So you can you wait a lil longer as I'm planning to send it to you once it's finished. (You'll be the first beta tester) :*)

If you can find a doc on the format of the Snes Vram, I would be happy to.  Since It's really a pain to use BGmapper. :*(


Title: Anyone wanna help with my RPG project.
Post by: Fling-master on April 12, 2004, 10:52:25 AM
I've actually been considering finding a doc about the SNES VRAM or at the very least how to do anything with ZSNES save states. Ever tried Romview (http://files.blarg.ca/software/Romview.zip)? It's (at least in my opinion) the best tool out there to rip tiles/sprites from SNES and NES roms (has the capability to read the ROM itself or save states). Only problem I have with it is that my computer doesn't like it too much and it won't run. So basically, I've been considering writing a ripper tool thingy in VB or something so that I won't have these problems. ;)

But I'd be happy to help test out your grabber utility when you get it done. :)


Title: Anyone wanna help with my RPG project.
Post by: relsoft on April 13, 2004, 09:05:39 AM
Kool!!!