Author Topic: community-driven RPG  (Read 17073 times)

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Offline Geekboy1011

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Re: community-driven RPG
« Reply #60 on: August 13, 2011, 07:44:47 pm »
looks great shmibs!

and ill take that as my que to go learn axioms lol

Offline LincolnB

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Re: community-driven RPG
« Reply #61 on: August 13, 2011, 07:50:55 pm »
The way I see it, we'll probably need a couple of dedicated/experienced programmers, a couple people to make sprites/tilemaps, and some storyline/level design people before we can really kick this off. Any volunteers? I volunteer to program in Axe.
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Offline Geekboy1011

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Re: community-driven RPG
« Reply #62 on: August 13, 2011, 07:51:47 pm »
im game for working on the battle engine in asm and other asm needy things lol

Offline AngelFish

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Re: community-driven RPG
« Reply #63 on: August 13, 2011, 07:53:27 pm »
I just lost The Game.

Thanks Geekboy >.>
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Offline LincolnB

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Re: community-driven RPG
« Reply #64 on: August 13, 2011, 07:53:40 pm »
shmibs and dionysus, would you be willing to work on sprites and tilemaps? From what I've seen you guys are really good at that kind of stuff.
Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler For Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)



Offline Runer112

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Re: community-driven RPG
« Reply #65 on: August 13, 2011, 07:56:50 pm »
Those tiles look great shmibs, but do we want to copy the graphics of Link's Awakening and/or other games? Personally, I think if Omnimaga is making it's own RPG, it should make its own graphics too.
« Last Edit: August 13, 2011, 07:57:48 pm by Runer112 »

Offline shmibs

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Re: community-driven RPG
« Reply #66 on: August 13, 2011, 07:58:41 pm »
@butts: we have been already, so yes? i can help on the axe side as well. tilemappers are easy enough for me to set up. we can both work on plot stuff as well.

EDIT: i was just going off of the zelda games because, as i've said before, they have my favourite sprites out of any game. if you would rather they be different, though, that's doable. this doesn't need to be some official omni rpg, though. i just thought it would be fun to work on something with other people, so i don't think it matters that much.
« Last Edit: August 13, 2011, 08:01:32 pm by shmibs »

Offline Geekboy1011

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Re: community-driven RPG
« Reply #67 on: August 13, 2011, 08:05:05 pm »
i would prefer to have like one more person other than me working on the battle engine if thats going to be in pure asm. as depending on how fancy you all want it it can turn into alot of work

Offline chattahippie

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Re: community-driven RPG
« Reply #68 on: August 13, 2011, 08:11:01 pm »
I can help with axe if needed, but I don't know asm (yet), so sorry GeekBoy

Offline Geekboy1011

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Re: community-driven RPG
« Reply #69 on: August 13, 2011, 08:12:41 pm »
not a problem im actually hoping someone more experianced than I jumps on the bandwagon because my experiance is still lacking
im learning as well xD

Offline chattahippie

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Re: community-driven RPG
« Reply #70 on: August 13, 2011, 08:14:30 pm »
not a problem im actually hoping someone more experianced than I jumps on the bandwagon because my experiance is still lacking
im learning as well xD

I can add two numbers, but that's about it :P

Offline Geekboy1011

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Re: community-driven RPG
« Reply #71 on: August 13, 2011, 08:23:38 pm »
I've got a couple projects being worked on and one made just takes practice ^_^

still have no idea what you guys are actually expecting in the battle engine other than ys style correct?

Offline chattahippie

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Re: community-driven RPG
« Reply #72 on: August 13, 2011, 08:34:01 pm »
Maybe some basic items (health potion, magic? potion, attack up) might be a nice addition to the system.

Offline Geekboy1011

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Re: community-driven RPG
« Reply #73 on: August 13, 2011, 08:40:29 pm »
well items were kind of a given I think.

what version of ys do you suggest for a first time player? i actually have never played them......

and probably me being paranoidal but i like to have every thing written first before i start coding makes it easy to remember every thing

so so far we have
ys style fighting
items??

Offline FinaleTI

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Re: community-driven RPG
« Reply #74 on: August 13, 2011, 09:37:23 pm »
If you want an introduction to the Ys series, I would suggest some version of Ys 1. I've only played the DS remake of it, so I can't really comment on the older console versions, but from what I've seen, the NES has a slightly different story than the others.

Also, I thought we were using techs and magic as well. Perhaps some effect granting equipment too.
« Last Edit: August 13, 2011, 09:38:35 pm by FinaleTI »


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

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I will be combining Blur and Collision Course into a single gamepack. On hold.

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Prequel to Nostalgia. On hold, especially while the story is re-worked.