« on: August 24, 2014, 06:40:23 pm »
232 pixels for height, because some emulators clip the screen (and some older TVs too). Same for status bar, 56 pixels in height instead of 64.
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Thanks, man. I've gone real in depth on the graphics end, but I actually meant as an artist only. Once Pyron wraps up, and a few of my side projects, I hope to find some homebrew developers to work with.
What should appear on each of these?
the sprites look good, but the background looks like dragon warrior, ie, not bad per say but super simple. Is that a limitation or just not having put in anything that uses shading yet?
Also, counter questions:No bigger than than 16x16
How big should the items be?
What types of enemies? Do you have themes in this game?Theme is fantasy. So anything that fits that.
For the projectiles, yet again, how big?the object itself shouldn't be bigger than 16x16.
When you hit the attack button, will there be an attack animation?Ideally. For right now, since I don't have any time - I was just gonna do a slash animation in the direction the player is facing (like strider)
I really like this idea though. I would like to help if I can.
But I've got at least a year's worth of stuff backed up before I can make that move.
See here: http://pcedev.wordpress.com/2014/08/21/game-2014/
Basically, I'm looking for pixels artists for sprites, BG tiles, map/area layout artists, portait/cinema artists, and chiptune musicians. So that's four different graphic artist positions (doesn't need to be filled all by the same person).
I'm also looking for someone to write the game story creation and design (and dialog as well). I have a game engine that's maturing, and I rather spend my time/resource as the coder and project overseer, not the designer/creator. I had an idea of setting, direction, and style (fantasy, action RPG, old school Falcom style) - but rest is up the writer/creator.
I've haven't worked on a game project like this, so the plan is to do a small single 'chapter' in an old school Falcom style action-rpg setting. Small characters (16x16-ish), high color, NPCs, dialog, some questing, a couple of minor bosses and one final boss, ...equipment, items, EXP, and money systems, etc. I'm not sure I need another coder, but if anyone is interested in contributing code/logic/AI/etc wise - I'd be open to the idea as well. It's all assembly - no libs (all custom code - 65x based). The target platform is PC-Engine/TG16 hucard (cart) 8megabit.
I have some place holder graphics and will be showing off some of the game engine soon. If you're interested or know someone that might be interested - post on the link (or my email), or PM here.
The title says it all.
Please don't tell me something like this:
I just want to know about the normal Gameboy, I need to know after how many CPU-CYCLES a Vblank-interrupt might going to be fired up.
:oMy god I'd like this to happen so much !
Someone "clean" (i.e. who isn't from RHDN) should really report them.
Pointing out bullshit or past history is not trolling. I love how people automatically think any harsh criticism or negative comments are trolling in today's online society. Trolling would have been me posting something along the lines of "This hack is shit" then saying nothing else just to get a rise out of all of you. I actually have no problem with the hack and thought it actually looked kinda cool. This thread was linked to me by friends that do frequent this site as a sort of "BTW did you see this?" sort of thing. I replied to simply point out what I thought was bullshit and to show there was a past history of it. I did not have to go looking for this, it came to me.
Can't speak to Nintendoage but GBAtemp is none too fond of repros either. Be it in the ROM hack, unlicensed multigame or clone game world.