Author Topic: OmniRPG - Main Topic  (Read 52568 times)

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Offline Spenceboy98

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Re: OmniRPG - Main Topic
« Reply #195 on: September 08, 2013, 08:04:48 am »
Is this dead? I hope not. I was looking forward to this. :P
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Offline TIfanx1999

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Re: OmniRPG - Main Topic
« Reply #196 on: September 08, 2013, 08:07:37 am »
Yea, I think it's pretty much dead. It didn't have enough direction.

Offline Sorunome

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Re: OmniRPG - Main Topic
« Reply #197 on: September 08, 2013, 08:16:51 am »
Unless you do some serious organization and some serious motivation it is dead :(

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Offline Matrefeytontias

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Re: OmniRPG - Main Topic
« Reply #198 on: September 08, 2013, 09:06:41 am »
IIRC, I still have the battle engine (not done) source backup, so I can continue it after I finish IkarugaX.

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Re: OmniRPG - Main Topic
« Reply #199 on: September 08, 2013, 09:27:33 am »
Yeah, I still come back to it from time to time. If I ever release my tilemap library thingy, it might make development easier. I use the same engine here:

Again, that is 6MHz, but I do have a screenshot where I toggle 15MHz mode in it:


Offline DJ Omnimaga

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Re: OmniRPG - Main Topic
« Reply #200 on: September 08, 2013, 11:26:35 pm »
It is close to impossible to keep a calculator project alive unless only one person works on it.

This looked cool, though. I wish someone would continue this.

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Re: OmniRPG - Main Topic
« Reply #201 on: September 09, 2013, 12:21:03 pm »
We already have a basic storyline, so tiles and programming seem to be the two main things needed right now.

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Late last night, Quebec was invaded by a group calling themselves, "Omnimaga". Not much is known about these mysterious people except that they all carried calculators of some kind and they all seemed to converge on one house in particular. Experts estimate that the combined power of their fabled calculators is greater than all the worlds super computers put together. The group seems to be holding out in the home of a certain DJ_O, who the Omnimagians claim to be their founder. Such power has put the world at a standstill with everyone waiting to see what the Omnimagians will do...

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Offline Sorunome

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Re: OmniRPG - Main Topic
« Reply #202 on: September 09, 2013, 02:01:46 pm »
Some programming is done, if you look at xedas post.
But yeah, still a lot of programming left....

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Offline Spenceboy98

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Re: OmniRPG - Main Topic
« Reply #203 on: September 09, 2013, 04:53:05 pm »
We already have a basic storyline, so tiles and programming seem to be the two main things needed right now.

I'll try some sprites later to try to keep it alive (it's like a fire that is almost out and you're trying to find twigs and stuff for it :P).
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Offline TIfanx1999

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Re: OmniRPG - Main Topic
« Reply #204 on: September 09, 2013, 05:51:00 pm »
Actually, the biggest thing this project needs is a project head. It needs someone willing to organize it and keep everyone moving and on the same page. Someone who is able to make final decisions on things and keep the project on track. Without organization you have a lot of people all trying to add to it, but each with their own desires. If things aren't kept organized and focused the whole thing loses direction and collapses in on itself. I'd say find that person. Then people can be grouped into what skill sets they have and what needs to be done. Then you can actually start to have real progress.

Offline DJ Omnimaga

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Re: OmniRPG - Main Topic
« Reply #205 on: September 10, 2013, 01:33:10 am »
The problem, though, is if the project lasts like 3 months or longer, will the head programmer remain interested in calc dev for that long? Many people start calc programming then quickly lose interest for some reason.

This is why I always felt that if a project was going to be a team one, that only one single person should work on the code and that all the sprites should be done as early as possible into development. Else it falls apart easily compared to solo projects. I mean, why has The Reign of Legends 3 only took 6 months to complete as a solo project when all team projects of similar size never came close to being finished? ???
« Last Edit: September 10, 2013, 01:40:12 am by DJ Omnimaga »

Offline willrandship

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Re: OmniRPG - Main Topic
« Reply #206 on: September 10, 2013, 02:53:42 am »
Another problem is the lack of easy inter-person development. The languages aren't designed for it, but that's mainly because the calculators aren't suited for it. Every time you want to update your code, you have to hook into a computer and manually add the new files, and if you've made your own changes to the same files you have to consolidate them. (And no programming language available for the calcs makes this easy.)

On PC-side development, synchronizing development work is as easy as (insert svn/git/hg sync command here) and it easily branches into several different development areas, but for calculators such methods are not really an option.

(Please don't misunderstand. Axe and Grammer are great, but they're designed for a platform that's not a great choice for community programming. Maybe calcnet could get something going, but size is still a limiting factor.)

Also, I'm a terrible project leader. ;) I don't work consistently on any one project, so I don't manage them well enough for others to do so.

Offline DJ Omnimaga

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Re: OmniRPG - Main Topic
« Reply #207 on: September 10, 2013, 03:11:03 am »
Yeah that's a problem as well. Of course we can write our code on the computer but testing calculator programs is cumbersome due to having to switch back and forth between a dev environment and an emulator. The only calculator on which I believe it could be easy to work on team projects is the HP 39gII or the HP Prime, as the emulator lets you edit code almost like in Notepad. For the HP 39gII/Prime, program files are saved in a computer folder as you edit them so they can easily be copied online or you can write a script to backup your stuff. TIGCC wasn't too bad due to the test on emu feature, but for most people it didn't even automatically launch the programs.

This is why with Axe and BASIC I always used the calc to code rather than an external editor. Of course I might be forced to switch to TokenIDE when I work on larger 84+CSE games, though, since typing is so slow in the program editor. That said, the problem is not just limited to Axe, though: It just seems that people aren't as dedicated to calc dev as they are for their main hobbies (Minecraft, Call of Duty, League of Legends, computer development, etc), so it's much easier for them to lose interest permanently.

Also in my previous post, I was gonna cite Reuben Quest and Metroid II as other examples, because it took 3 weeks per Reuben Quest games to complete and 2 for Metroid II, but in Reuben's case, almost every battle backgrounds and monsters were ripped from various NES/SNES games, the 2nd game was heavily based on the 1st and for Metroid II, it reused a lot of code from Diortem (although heavy modifications were required since Diortem used Omnicalc instead of xLIB APP). But I guess it can be another example of solo projects that went further (faster) than any team project. Maybe Reuben Quest would never have been completed if it was a team project.

One example of my calc games that suffered from being a team project was Mystique, because the guy vanished 1/3 into development then lost interest when he came back. The worst part is that we saw each others at school IRL (although I didn't have his phone number nor address). He just called in sick almost every day. The rest of the game was finally completed in solo by me, but it suffered in terms of story and it took twice longer to complete than Illusiat 12 (which was much longer). Mana Force 2 had problems as well due to my teamate being too ambitious and wanting to make the game overly difficult, so two dungeons had to be cut from the game. Illusiat 9 was fine, though.
« Last Edit: September 10, 2013, 03:13:24 am by DJ Omnimaga »

Offline TIfanx1999

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Re: OmniRPG - Main Topic
« Reply #208 on: September 10, 2013, 05:47:24 am »
The problem, though, is if the project lasts like 3 months or longer, will the head programmer remain interested in calc dev for that long? Many people start calc programming then quickly lose interest for some reason.

This is why I always felt that if a project was going to be a team one, that only one single person should work on the code and that all the sprites should be done as early as possible into development. Else it falls apart easily compared to solo projects. I mean, why has The Reign of Legends 3 only took 6 months to complete as a solo project when all team projects of similar size never came close to being finished? ???

Well, that would certainly be a challenge yes. In this case I'd say again a head programmer would need to be chosen and tasks divided up. Code should be commented in this case in order to keep stuff organized. People should be free to leave if they wish, but if people wish to join they should be able to as well.

In regards to sprites, I would have those done as things develop. The story team and the artists would need to be able to work closely together to see what's needed. Once you have your main plot designed you can do most of the spriting. The head of the programmers also needs to be in communication with the head artist so sprites are done the right size, with the proper amount of colors and the right format etc. That way things are done right the first time and don't have to be redone later(or extra work is at least minimalized).

I'm still not saying it would be easy, but organization and communication are key.

Offline Sorunome

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Re: OmniRPG - Main Topic
« Reply #209 on: September 10, 2013, 07:38:20 am »
Ok, now we all saw the point that we'd need organization on this - is there anybody who thinks he may be suited for this task, or any one of you can think of someone?
I myself have too may projects going on, keep switching between them....

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