I had no idea that a game like this was in the making.
New SNES game in development: Furry RPG (working title)
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Re: New SNES game in development: Furry RPG (working title)
Wow! This is really awesome. Looks and sounds great! I really hope that you will find time to finish this project.
I had no idea that a game like this was in the making.
I had no idea that a game like this was in the making.
Re: New SNES game in development: Furry RPG (working title)
Aww, right! How could I miss that in the first place?93143 wrote:Cool.
Does M7C get fed the negative of M7B? No need to waste a multiply on that if you can just flip a bit...
Thanks!Kreese wrote:Wow! This is really awesome. Looks and sounds great! I really hope that you will find time to finish this project.
Some of my projects:
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)
Re: New SNES game in development: Furry RPG (working title)
Pretty neat demo. But I hope Mode-7 map will be scrollable at greater speed. 
BTW, how do you guys compile? Tried wladx several times after reading tutors, never happend to work.
BTW, how do you guys compile? Tried wladx several times after reading tutors, never happend to work.
Re: New SNES game in development: Furry RPG (working title)
I use WLA-DX. Why it might not be working is a question that could be nearly impossible to answer though without more information.Nitroman wrote:Pretty neat demo. But I hope Mode-7 map will be scrollable at greater speed.
BTW, how do you guys compile? Tried wladx several times after reading tutors, never happend to work.
I'd suggest you start a new thread about it and we'll help you to get started - people are reasonably fastidious about staying on-topic in this forum and I just don't wanna derail Ramsis's thread here.
Re: New SNES game in development: Furry RPG (working title)
Sure thing.Nitroman wrote:Pretty neat demo. But I hope Mode-7 map will be scrollable at greater speed.
http://manuloewe.de/snestuff/projects/f ... d_00237.7z
Some of my projects:
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)
Re: New SNES game in development: Furry RPG (working title)
Yeah, fast nothing flies fast now, but only in straight foward direction. Fast nothing turns around not so fast.Sure thing.Please try this latest build, where you can fly in any direction (press the A button and left/right on the D-pad):
http://manuloewe.de/snestuff/projects/f ... d_00237.7z
Re: New SNES game in development: Furry RPG (working title)
As I said here, the code isn't optimized for speed yet. 
Some of my projects:
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)
Re: New SNES game in development: Furry RPG (working title)
Changed perspective a bit, and added a much-needed (yet preliminary) horizon blur effect.

Download:
http://manuloewe.de/snestuff/projects/f ... d_00238.7z

Download:
http://manuloewe.de/snestuff/projects/f ... d_00238.7z
Some of my projects:
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)
Re: New SNES game in development: Furry RPG (working title)
Much stronger effect now. But I suggest you use sprites for buildings and settlements on the map because they have wrong perspective.
Re: New SNES game in development: Furry RPG (working title)
First of all, demo GFX (ripped from Illusion of Gaia). Secondly, we've been through this before.Nitroman wrote:Much stronger effect now. But I suggest you use sprites for buildings and settlements on the map because they have wrong perspective.
Some of my projects:
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)
- Drew Sebastino
- Formerly Espozo
- Posts: 3496
- Joined: Mon Sep 15, 2014 4:35 pm
- Location: Richmond, Virginia
Re: New SNES game in development: Furry RPG (working title)
One thing I would suggest though is to try to tone down the brightness for the horizon by a little, and have you considered making it kind of blue tinted? I mean, whenever you look at mountains far away, they almost seem to turn blue if you know what I mean.
Re: New SNES game in development: Furry RPG (working title)
Thanks to Python, I can now adjust the "viewing angle" onto the Mode 7 landscape almost indefinitely (at assembly time only though). Also, it's finally possible to change the altitude during flight.



Download:
http://manuloewe.de/snestuff/projects/f ... d_00240.7z



Download:
http://manuloewe.de/snestuff/projects/f ... d_00240.7z
Some of my projects:
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)
Re: New SNES game in development: Furry RPG (working title)
By "viewing angle" do you mean whether it's pitched up and down, the field of vision, or something else? Because you can fake pitch by scrolling the whole view up and down and making slight adjustments to "altitude".
Re: New SNES game in development: Furry RPG (working title)
Not sure how to describe it, but I basically meant the "tilt" of the Mode 7 plane against the camera.tepples wrote:By "viewing angle" do you mean whether it's pitched up and down, the field of vision, or something else?
A top-down view like this would equal 90 degrees exactly:
Watch Tales of Phantasia's intro to see the "angle" become "steeper" as the camera appears to pan up and down.
Some of my projects:
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)
Furry RPG!
Unofficial SNES PowerPak firmware
(See my GitHub profile for more)
Re: New SNES game in development: Furry RPG (working title)
You appear to be describing a change in pitch.
I've never played ToP. But in F-Zero, the camera starts straight down, zooms in, and then rapidly pitches up to gameplay position. Is that the effect you're referring to? If so, it can be simulated by changing the horizon position and making small adjustments to other variables like height. You can solve this using similar triangles, or if that's too hard, you can ask one of us to do that.
I've never played ToP. But in F-Zero, the camera starts straight down, zooms in, and then rapidly pitches up to gameplay position. Is that the effect you're referring to? If so, it can be simulated by changing the horizon position and making small adjustments to other variables like height. You can solve this using similar triangles, or if that's too hard, you can ask one of us to do that.