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Super Slime
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8-bit MADNESS 
 PostMon Aug 22, 2011 1:58 am
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And not the eight bits you're thinking, either!

Here's the situation: I've reimplemented huge portions of the OHR within plotscripts. Map handling, text boxes, the works! Actually, the engine is pretty much still doing the heavy lifting, but the scripts adapt the presentation to give an entirely different appearance.

I'm trying to build up suspense, so I've put the screenshot behind a spoiler. Go ahead and pretend this is suspenseful.


Here's what I've got:
- Some awesome scripts. You build the game in CUSTOM just like normal and the scripts automagically transform it into what you see above.
- An excellent battle system concept. Honestly, I told you that story so I could tell you this one. This is the part I'm really excited about. But for now, that's for me to know.
- A limited but tasteful selection of graphics. Pretty much exactly what you see above.

Here's what I'm looking for:
- MONSTERS. So you want to be a monster artist! [i]Fantastic.[/b] The style I'm aiming for is Final Fantasy Legend and the monsters can be up to 80x80. (But remember that that's over 25% of the entire 160x144 screen!) I need lots of these, so all 4-color submissions are welcome.
- Music. It's on my "nice-to-have" list, but I know that at least a couple of you are handy with chiptunes! I almost typed "chimptunes."
- Story. Got a plot you've been dying to put into game form? I don't!
- Anything else you feel like chipping in! I am flexible here, guys.
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Liquid Metal Slime
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 PostMon Aug 22, 2011 4:37 pm
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I can get you plenty of sprites. I used to have a few old game plots...which I now really wish I'd written down.
Remeber: God made you special and he loves you very much. Bye!
Liquid Metal King Slime
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 PostMon Aug 22, 2011 6:02 pm
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This seems incredibly cool!

Are you doing the maptiles with a gridslice?
Liquid Metal King Slime
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 PostMon Aug 22, 2011 6:23 pm
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Didn't you just cover the edges of the screen with a GB and make the pallete a 4 color one?
The battle system sounds cool though, I'm looking forward to that.

Oh and I'd be willing to write for a game made this way.
Super Slime
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 PostMon Aug 22, 2011 8:25 pm
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James Paige wrote:
This seems incredibly cool!

Are you doing the maptiles with a gridslice?

I don't know what that is. *looks it up* No. It looks like a cool feature, but it does not look like it's any less work than using plain ol' containers.

Spoonweaver wrote:
Didn't you just cover the edges of the screen with a GB and make the pallete a 4 color one?

You'd like to think that! I considered it, actually, but decided against it for various reasons. Look more closely -- the tiles are 16x16, for one thing.

Quote:
Oh and I'd be willing to write for a game made this way.

I'd be willing to have you write for a game made this way. The only limit I will impose on the plot is three primary heroes. I am OK with temporary heroes (a la FF2j, FF3DS, FFMQ, or whatever), but the core party should consist of exactly three members.
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Slime Knight
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 PostMon Aug 22, 2011 8:30 pm
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I might be interested in working on this, or maybe I'm just interested in getting the scripts. Anyway, get in contact with me.
Metal Slime
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 PostTue Aug 23, 2011 7:17 pm
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Oh wow, 16x16 sprites and everything?

The colors may be too dark--everything on the "screen within a screen" is barely distinguishable from black on my old crappy monitor, and even on brighter monitors the lightest shade of green seems a bit too dark. I know the old Game Boy wasn't backlit, but the background color at least always seemed fairly bright to me if I was playing it in a room with a decent amount of light... and the red battery light is definitely not bright enough, those little lights the old Game Boys had were ridiculously bright.

Still, the whole "make your game look like it's being played on a Game Boy" thing is really neat. I've attempted to make "looks like Game Boy" games a few times (Puckamon is just the only one that's actually been released, not the only one I ever started) but I never had the idea to do something like that, and I'm not really that good at scripting so I doubt I'd be able to pull it off.

I wouldn't mind if you used some enemy sprites from Puckamon, if you need enemies that are OHR cameos. They're not quite Final Fantasy Legend-ish, though (most of them are facing to the right and probably wouldn't look quite right in the front-view battle system, for one thing.) The walkabouts for some of the Puckamon might work, too--I know at least some of them are small enough to fit in a 16x16 box, though some of the bigger guys probably won't.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Super Slime
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 PostTue Aug 23, 2011 8:21 pm
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Full disclosure: I gave away my original-model Game Boy to a filmmaker roommate who wanted it for a prop (as a bonus, it was functional!), so I didn't remember offhand whether the battery light was always on or only when the battery ran low. The photo I used was, of course, of an inactive Game Boy; if I can find a shot of a running one, I'll gladly consider replacing the one I've got (perhaps with a brighter palette as well -- though this one looks fine to me on several different monitors).
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 PostTue Aug 23, 2011 11:22 pm
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When I first got my GBASP, I left the light off all the time for the first several months to extend the battery life. That looks like about the right screen brightness to me.

Okay, so you're using walkabouts in battle, right? I wanna make sure I know what size the heroes are when I get making enemies.
Remeber: God made you special and he loves you very much. Bye!
Super Slime
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 PostWed Aug 24, 2011 1:15 am
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Battles are in the style of Dragon Quest, et al. The heroes are invisible.

Anyway, Shizuma has indicated some willingness to do all of the game's monsters (and then some), so you might want to check with him before you start, especially since he has mentioned he would like to do all of the game's monsters.
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 PostWed Aug 24, 2011 1:21 am
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Should I outline my ideas for the game's plot here, or wait till later?

Oh and how long of a game should it be?
Liquid Metal Slime
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 PostWed Aug 24, 2011 1:27 am
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That's okay, I've got plenty of other games to draw stuff for anyway.

*Gets back to drawing dwarves*
Remeber: God made you special and he loves you very much. Bye!
Metal Slime
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 PostMon Aug 29, 2011 1:21 pm
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This looks pretty awesome. Can't wait to see what you have planned for the battle system.

Have you found a musician yet? I'd like to write some songs for the game, if that spot isn't filled up already.
Slime Knight
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 PostMon Aug 29, 2011 9:22 pm
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no pressure to use this dude, but he's yours if you like.



(just a quick four color recolor of a pixel sketch thats likely to never have a home)

there is a possibility i missed something in the recolor, but it should not be much work to fix, i swear

also, if you are looking for people, i would love to do some maptiles. 16x16 is a much more pleasant tiling experience for me... for some reason. i believe gameboy actually uses 8x8 though...

heck, i would love to do 8x8 map tiles if that is feasible...

check here:
http://www.wayofthepixel.net/pixelation/index.php?topic=7930.0

(scroll down until you see the tiles used) its nuts. straight up awesome.

EDIT: Also, since you are only using 4 colors for in game stuff, you should make a palette where as many colors as possible are used for the gameboy layover.
Liquid Metal Slime
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 PostMon Aug 29, 2011 11:11 pm
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Some games (like Super Mario Land) used 8x8 tiles, others (Final Fantasy Adventure, Legend of Zelda: Link's Awakening, and Dragon Warrior I & II) used 16x16.
Remeber: God made you special and he loves you very much. Bye!
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