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Messages - shmibs

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961
TI Z80 / Re: community-driven RPG
« on: August 11, 2011, 10:00:43 pm »
so... magical steampunk? that could be very interesting...

A passenger airship, enroute to the Americas, was caught in a thunderstorm and forced to land on a tiny island in the Caribbean. The passengers, for the most part, survive and are able to set up a makeshift camp. however, after the first night, they begin disappearing, one by one. You (a cabin boy/girl) decide to explore the island and try to find the source of the problems. you encounter a Baron Samedi-like character with voodoo powers and his tribe...

962
TI Z80 / Re: community-driven RPG
« on: August 11, 2011, 09:52:27 pm »
/\ok, cool =D

here are a few genre possibilities:
steampunk (includes automatons, airships, characters with fancy 19th century clothes, etc)
classic rpc (dungeons, dragons, and all that)
cyberpunk (cyborgs, evil government organisations, credits rather than cash, various inventions, ai's, etc)
space exploration (not much to say here :P)
flagship era (small islands in the caribbean, trading with natives, pirates and treasures, etcetera)
mashup (magic and robotics, space pirates, etcetera)

do any of these sound good? do you guys have a better suggestion?

963
TI Z80 / Re: community-driven RPG
« on: August 11, 2011, 09:43:04 pm »
@chatta ooh, that's cool/\
should we have pre-drawn sprites that the player can choose from, allow him to draw and use his own, or both?
i really like the idea of a game that is designed as you go, and, with a low resolution, it would be a lot easier than with something like Drawn to Life. allowing the player too much creative power takes away from the plot, though, so i think designing the main character (or characters) would be enough. it could work a little like this:
when a new character is introduced, the player is presented with a page that describes that character's character (hehe) and the player is then allowed to choose his/her name and design his/her sprite, with a few default sprites included for the lazy or those who need a base to start from.

EDIT: geek, that could work, but games with plots like those have been done before. maybe we could do something else and just make sure to include a gratuitous helping of site references?

964
TI Z80 / Re: community-driven RPG
« on: August 11, 2011, 09:35:02 pm »
/\that's probably a good idea.

what about main character/s and plot?

965
Introduce Yourself! / Re: Hello Omnimaga!
« on: August 11, 2011, 09:33:19 pm »
ohithur, you!
do you know any lua? if so, you should check out the contest that's on right now. we don't have many entrants yet, and there is a prize for first =DDD
it ends in 3 days, though :P
http://www.omnimaga.org/index.php?PHPSESSID=dhbjhdv6g35igm8gi9q99ugll2&topic=8982

Welcome To Nomnimaga!

966
TI Z80 / Re: community-driven RPG
« on: August 11, 2011, 09:26:14 pm »
i've almost always used the character in the middle method, and it does make things a lot easier to keep track of. how would the not exactly smooth scrolling work with that, though? movement would start to feel a little choppy, wouldn't it?

EDIT: @chattahippie, you could also have a specific tile that is drawn outside of the tilemap's boundaries in order to save space.

967
TI Z80 / Re: community-driven RPG
« on: August 11, 2011, 08:43:22 pm »
ooh, that sounds fantastic. i am a fan. would we need smoothscrolling for it to work, though? battles may feel a bit cramped on 96*64, particularly with large bosses.

968
Official Contest / Re: Nspire Game Contest: Who's participating
« on: August 11, 2011, 08:07:45 pm »
hmm, i wonder if i can figure out lua in time...
what tools did you use to make yours, dt? i don't have an nspire either :P

969
TI Z80 / Re: community-driven RPG
« on: August 11, 2011, 07:46:35 pm »
@finale: that could work, and wouldn't be all that hard to set up. is it more fun than other battle systems, though? are there baddies who are different sizes/move at different rates, items you can wear that upgrade or change your movement, and different types of battle 'arenas'? there needs to be something to hold the player's attention through dozens of battles.

970
Other Calculators / Re: Documentation on the secret key combinations
« on: August 11, 2011, 07:42:58 pm »
fantastic! i've been wanting this for some time.

971
TI Z80 / Re: community-driven RPG
« on: August 11, 2011, 07:37:32 pm »
yeah, documentation would have to be fantastic for this to work.

972
TI Z80 / Re: community-driven RPG
« on: August 11, 2011, 07:23:50 pm »
i never got around to playing through Y's, and i'm still at my parent's house (only a few more days  *.*) so i can't watch the videos. how did battles work in that? a seem to remember, from a topic dj posted a while ago, that it's semi-live action?

973
TI Z80 / Re: community-driven RPG
« on: August 11, 2011, 06:53:09 pm »
i was thinking both, as they can be used together and that would result in the largest crowd of people who could work on it, but if nobody feels like adding asm code or axe code then it could end up being all one or the other. it's whatever people want.

974
TI Z80 / community-driven RPG
« on: August 11, 2011, 06:44:22 pm »
ohithur, everyone.
a little while ago i had a sudden hankering to start working on an RPG of some sort. however, i was a bit daunted by starting such a massive task (and i've noticed that not many rpg's have been coming out recently). starting yet another project that will only be completed halfway and then abandoned to the anals of the server's HDD would not be good. thus, i decided to try something different. let's make an RPG together!

a community-driven RPG, to which anybody can contribute by adding graphics, plot elements, maps, or engines, seems like it just might result in a project that doesn't die halfway through. i was thinking the 83/4+ line simply because we have the most people who could work on it. additionally, that would allow both the asm and axe crowds to work together on things  ;D

does anyone think this will work?

we should probably start by nailing down a plot of some sort. i was thinking that something with airships/tropical islands/steam punk robotics would be nice, simply because those haven't been featured much in calc games. any other ideas/ideas to the contrary?

oh, and lastly, what would be best as far as program specs? 4 level grey? smooth-scrolling? a chrono trigger like battle system? what would be realistic?

oh, and here are those zelda tiles i was working on earlier. feel free to post any other graphics you may have made and then not ended up using for anything so they can be recycled =D

975
Gaming Discussion / Re: Ys Seven
« on: August 11, 2011, 05:46:54 pm »
is it available for ps2 as well? that looks fantastic.

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