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Developer / Technical / Re: Recommendations for Final Fantasy Tactics-like game
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on: January 06, 2012, 09:39:06 AM
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Well, I mean isometric games with varying levels have existed solely in 2d before. Hell, Final Fantasy Tactics Advance is a perfect example. That being said, it does add extra work for you, especially if you want to rotate.
Well, if making it in 3d makes it easier... I will also need to calculate visibility and cover.
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Developer / Technical / Re: Recommendations for FFT-like game
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on: January 06, 2012, 06:16:23 AM
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Dammit, I thought we'd get to recommend strategy RPGs.  Well, that could help me to get some ideas. The game theme will be post-apocaliptic fantasy, similar examples could help too, but since this is the Technical board, PM me. Personally, I'd just learn OpenGL. If you ain't doing anything terribly complicated with it (and I'd say an orthographic/isometric rotatable world with bill-boarded sprites for the objects falls into that description) then it ain't too bad. Just grab SDL and read the NeHe tutorials. I'll even chuck some C code your way just to get a window open and graphics loaded and turned into 1-bit masked textures to save you the faffing.
I took a look at NeHe. It says the tutorials are using an outdated libray (GLAUX). What should I use instead? I'd be thankful for reference code too. Just do it.
1. Make a system to draw your world. Make it work. Make it fast. Stabilize an interface.
2. Put things in your world. Make them move. Make them dance. Stabilize the interface.
3. Profit...?
It's hard work. But speaking from experience... you can do it! Just get ready to do frequent code reviews to clean up/recode things you've already done. My own project frequently got messy because I was learning on the fly. One step backwards, two steps forward. Good luck.
Dancing my way through game development.  Edit: No more title confusion now.
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Developer / Technical / Re: Recommendations for FFT-like game
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on: January 05, 2012, 08:35:23 AM
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One of the reasons why I want to make this project, regardless of how difficult it may be, is exactly to motivate myself. I used to make a tests and demos every now and then, but I never felt motivated enough to do much more, mainly because what was within my immediate reach with the skills I had didn't have much appeal to me.
I want to make something more meaningful, work towards a goal. Learn everything I need to as part of the process, rather than settling for less, because little disposable projects didn't get me anywhere.
While I intend to get help with graphics, sound and story, I want to do the programming myself and at least have something to show before I start gathering people.
I considered making it a top-down 2D game, but height is important. I'm basing it on a preexisting setting, so there is a set of parameters I'm following. I believe TBT is possibly the easiest way of doing it, even if it still isn't easy.
So, I would be thankful for any tips and resources.
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5
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Developer / Technical / Re: Recommendations for FFT-like game
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on: January 05, 2012, 06:02:54 AM
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You say you never made a game with C++ before, have you made any games using other technology in the past?
I made a few experiments using ActionScript. I never dealt with graphics directly, or 3D programming at all. You say you never made a game with C++ before, have you made any games using other technology in the past? A simple 3D with 2D sprites for objects can be easily done in pure OpenGL without the use of any engine, but I don't know if you have any experience with graphics programming.
OpenGL is generally too raw an API, it'll require more work for you than an engine unless you are doing something special with graphics. Also, it is actually less cross platform than many libraries built on it are, so there's that.
I'm inclined towards using an engine to handle graphics, since it would probably be far more efficient than anything I can come up with. Also, am I a terrible game developer if I read the title as 'fast Fourier transform-like game'?
If anything I am far less technical than the rest of the board. You need to decide early on if you are going to make your game 2d, and arrange tiles carefully to give an isometric perspective, or 3d, and use bill boarding for the 2d aspects. There are tactics games that take both approaches. FFT is the latter, which generally makes the game a lot more flexible, but gives you less tight control over the looks. This choice will influence your choice of engines and the over all look of your game.
I'm inclined towards the FFT style, including the possibility of rotating the view, so I would need to use a 3D engine. I will take a look at Irrlicht, Ogre and Panda. What are the differences between them?
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Developer / Technical / Recommendations for Final Fantasy Tactics-like game
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on: January 04, 2012, 12:24:15 PM
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I want to make a game similar to Final Fantasy Tactics: turn-based, simple 3D environment, 2D characters and objects. Preferably, it should run on both Windows and Linux.
I know some C++, though I never made a game with it before.
Is there an engine I can use? What libs do you recommend? Is there anything I should know?
I am considering the addition networked co-op/versus and expansible maps in the future. Does that create a limitation in possible choices?
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Player / Games / Re: Games you can't remember the names of
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on: November 14, 2011, 12:28:10 PM
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I was trying to find a very short game I played a few years ago. I think it was part of a compo, but I'm not sure.
In it you control an astronaut that lands on an alien planet. As you walk around you sight alien monsters running around. The usual reaction, an automatic response for most gamers, is to shoot and kill. A little ahead you sight a bigger, similar alien. As you approaches her, she asks you whether you have seen her children. Then the game ends.
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Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!!
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on: November 14, 2011, 12:10:27 PM
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I was trying to find a very short game I played a few years ago. I think it was part of a compo, but I'm not sure.
In it you control an astronaut that lands on an alien planet. As you walk around you sight alien monsters running around. The usual reaction, an automatic response for most gamers, is to shoot and kill. A little ahead you sight a bigger, similar alien. As you approaches her, she asks you whether you have seen her children. Then the game ends.
Does anybody know it?
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Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!!
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on: February 12, 2011, 05:54:32 PM
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I hate when storytellers of whichever medium use "it", "that person" or "that thing" to hide something from the reader/player/viewer. I know they are trying to build a feeling of mystery and importance, but it's painfully artificial.
At the very least give a name/alias to the thing/person, even if you don't want to explain everything now.
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Player / Games / Re: Cave Story 3DS
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on: February 11, 2011, 06:30:02 PM
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>implying that pixel did the wii translation personally >implying that pixel was actually familiar with the fan translation, and with fans' appreciation of certain features thereof (cf 'huzzah')
First off, leave your 4chan-talk for 4chan. Pixel may not have been personally responsible for the Wii translation, but he did oversee the project. It is not impossible that it was Pixel's choice. Either way, I didn't mean it all that seriously. But, considering that "Huzzah" appeared almost everytime Cave Story was mentioned, it would be surprising if Pixel didn't know about it. In fact, it is very likely that Pixel himself played the fan translation. In that case, he would know.
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Player / Games / Re: Cave Story 3DS
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on: February 11, 2011, 02:59:10 PM
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I care and ask the same question. How dare Pixel change the fan translation of his game. 
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Player / Games / Re: Quote Dood!
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on: February 11, 2011, 01:55:31 PM
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It already had a prequel made.
It did? How did I not know about this? Idem. Is it true? Why can't I find anything about it I want a voxellated 3D Cave Story!  It seems this time it will have good additional stuff, they spoke about new areas new areas. It's what Wiiware's Cave Story should've been, only less retro. The character design seems to have a Megaman Powered Up vibe, but not as cute. I don't like it... I wish it was more like to the original Quote art. Curly and Misery sketches are cute, though. DA: Yeah, with the giant bugs. There’s a mode in the game that allows it to simplify the controls . And by using this feature, even a beginner, someone who hasn’t played an action game before, can easily pick it up and play the game. That’s one thing I thought was really neat about it. At the same time, there’s this other feature, a co-op mode, and that’s one of the highlights of it. Videogames are fun to play alone, but at the end, being able to play with other people is just so much more fun.
GR: It adds a continuously renewing feel to it; a good two-player game can kind of last forever, as opposed to a game that’s over after 60 hours…
DA: Cave Story’s a single-player game, but what helped it to spread so quickly was the internet. By using the internet, Cave Story – the art, and things like that – people started talking it over and chatting, and that multi-person aspect of it really helped Cave Story spread out so wide and quickly. Do I smell a Quote and Curly co-op mode? Hmmm, who knows.
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Player / Games / Re: Quote Dood!
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on: February 08, 2011, 05:38:03 PM
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Disgaea x Cave Story? Yet another Cave Story remake? Cave Story 2 published by NIS? I have no idea what to think about this, although I'd rather have Quote on my Cave Story games... and if it end up being just some clothes for a Prinny game, I'll be very disappointed. I'd wait for an announcement of what the game really is. (Remember this?) Yes I do. It's a poker game with no multi-player mode and dialogues that, although funny, get repetitive very quickly. It was a nice incentive to learn poker, but it didn't have a lot of lasting value. Not a big deal.
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Developer / Art / Re: The great 2D non-pixel art game graphics appreciation thread
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on: February 06, 2011, 05:36:57 PM
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I just love Vanillaware's graphics and I'm really, really looking forward to Dust. Although there are many great games in this thread, those colorful, detailed graphics are the ones who appeal to me the most. I think all those graphics (including Dust's) were hand-painted, weren't they?
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