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Re: Project A-RPG

Posted: Mon Nov 10, 2014 8:36 pm
by Kannagi
Thank you,
I understand what you say, it motivates me to continue.

(French is a difficult language even for me ! ).

Re: Project A-RPG

Posted: Sat Nov 29, 2014 10:51 am
by Kannagi
So I have news.
I added a second background with a 'ZOrder' on the characters.
Map change, transition between the map, and transparency (water + animation).

https://www.youtube.com/watch?v=HQQKH3dfvJM

Re: Project A-RPG

Posted: Mon Dec 01, 2014 8:44 am
by mic_
I had a hard time reading the text because of the low contrast against the background. Other than that it looks good.

Re: Project A-RPG

Posted: Tue Dec 02, 2014 6:07 pm
by Kannagi
I know, I think I'm going to really do a font make instead of taking one that is not suitable.
I look forward to working on the gameplay fighting.

Re: Project A-RPG

Posted: Tue Dec 02, 2014 8:12 pm
by Sik
The real problem is the background actually (or better said, the total lack of background).

Re: Project A-RPG

Posted: Sat Feb 20, 2016 7:14 am
by Kannagi
I'm back.
I redid my project to zero, the code is optimized and easier to modify
You can push the NPC.
I add the menu ring.
It will be possible to have 3 heroes + 9 NPC at the same time on the screen for cities.
I have to finish some details, but I think I can finally started programming enemies :)

Image

Nesbox :
http://pixelretro.hebergratuit.net/NesBox/snes.html

Re: Project A-RPG

Posted: Sun Feb 21, 2016 11:00 am
by Ramsis
Awesome progress. :D

Re: Project A-RPG

Posted: Mon Feb 22, 2016 1:25 am
by Kannagi
Thank you, and good luck with your project ;)

Re: Project A-RPG

Posted: Tue Feb 23, 2016 1:56 am
by Erockbrox
I am really looking forward to seeing this complete. this looks very good.

Re: Project A-RPG

Posted: Mon Mar 07, 2016 1:57 am
by Kannagi
Thank you,

I made a new demo.
-add 11 character display
-Start the battle system

I think I have managed to overcome key constraints.
The rest are details, the calculation time is enough

I made a video :
https://www.youtube.com/watch?v=y4A-z9-6opM

NesBox :
http://pixelretro.hebergratuit.net/NesBox/snes.html

Re: Project A-RPG

Posted: Thu Mar 10, 2016 9:39 am
by Kannagi
I did some updating.
-add a new character
-in the menu, I add item, magic and option (up, down to change)
-for the damage, if the damage is greater than 200, they are bigger display

I just tested on my SNES:
Image
Image

NesBox : http://pixelretro.hebergratuit.net/NesBox/snes.html
Rom : http://www.mediafire.com/download/wxkh7 ... in.smc.zip

Re: Project A-RPG

Posted: Thu Mar 10, 2016 7:57 pm
by juef
This looks incredible! Thanks for the updates, I can't wait to see what's next.

Re: Project A-RPG

Posted: Fri Mar 11, 2016 7:30 am
by Kannagi
Thank you.
I don't think there will be big update.
There are also many details that I have to adjust and are invisible in the game.
I think working on a magic, then make music or mode 7 , I don't know.
My objective for now is to test the performance and difficulties.

For info I use 97 sprites:
-48 For the characters / enemies / NPC
-18 For the damage
-20 For the ring menu
-3 For the future icon
-8 are used for initialization

31 sprites will be used:
-23 For magic / effect
-8 For the boss (+ 24 sprites of enemies).

Re: Project A-RPG

Posted: Sun Mar 13, 2016 5:02 pm
by Kannagi
I finally put the magic ,it is really hard I got a lot of bug.

I put two shortcut L and R for magic.
For lightning, you must select: Image
For fire you can select the menu also.

Screen :
Image
Image


NesBox : http://pixelretro.hebergratuit.net/NesBox/snes.html
Rom : http://www.mediafire.com/download/wxkh7 ... in.smc.zip

I think I'll rest a little ;)

Re: Project A-RPG

Posted: Sun Mar 13, 2016 7:37 pm
by thenewguy
Your project is really, really cool, but I think you should reconsider your camera system. Camera systems in which you have to get close to the edge of a given direction to move in that direction are probably the most hated type of camera system among reviewers and speedrunners because you have very little room to see new enemies/obstacles ahead in the direction you're moving. A lot of games almost employ the opposite system where the camera is ahead of the player in the direction the player is moving, rather than behind the player.