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LaLaPico

Member Since 19 Jun 2013
Offline Last Active Jul 02 2013 06:52 PM

Posts I've Made

In Topic: Thinking of a Classic JRPG Design. Help me understand

23 June 2013 - 06:23 PM

Servant,

 

Thanks for all the info.. It's really got me into it now and thinking in terms of how to proceed! I am super excited!

 

And thanks biggrin.png My trees have actually come a long way --- this was one of the first tile map screens I ever put together YEARS ago..

 

P.S. I dig your site by the way!


In Topic: Thinking of a Classic JRPG Design. Help me understand

20 June 2013 - 12:25 PM

Right now, I'm splitting my time between learning to understand programming, and doing tile art :D Which I do really enjoy!


In Topic: Thinking of a Classic JRPG Design. Help me understand

20 June 2013 - 12:12 PM

 

 

Classic RPGs are the kind of game for which the most gamemaker kits and engines exist.  Unless you want something particularly fancy for combat or realtime minigames or hybrid sim or racing elements, you don't actually have to learn how to program a classic RPG as much as script it within whatever third party piece of software you pick.  For this same reason it is fairly easy to find a partner to handle the programming side of this game for you.  On the other hand, the art is harder than you think it will be, and will take more time than you think it will.

 

And you are absolutely right.. But, part of this is two issues: I really do want to learn "the ways of the force", but also I think the pain would be finding pre-existing kits that fit with my creative vison of the flow of the game. I have seen a lot of different implamentations of even the basic mechanics of the simple RPG ideas, everything from the movement of the characters, the scrolling within areas, ect..

 

Wanting to learn to program is a good enough reason to learn to program.  If you're imagining doing all the art, story, and coding for an RPG yourself, though... that's an awful lot of knowledge and time needed from one person.

 

 

 

Well, I wouldn't do everything by myself.. Eventually, I would attempt to gather a team. But I have seen others who wanted to make a game, and pretty much act as the director or game designer, and only offer their ideas and need to rely on others to do art, coding and such. Usually those projects only progress so far. If I start a project, I want to be able to add more than just "I want it to do this... Can you draw the graphics and write the code for me?"


In Topic: Thinking of a Classic JRPG Design. Help me understand

20 June 2013 - 12:10 PM


Nope, because here's a secret: Each area is a different tile map. You only need to load the area the the player is currently in.
Player starts game.
Load "peaceful_town_outdoors.map"
Place character at tile (150, 75).
Player walks around.
Player walks on top of the tile that looks like a door.
Unload the previous map.
Load "peaceful_town_indoors.map"
Place character at tile (30,30).

 

Ah! Yes. Gotcha. You set the program to unload and load each area when the player hits the "warp" coordinate, and not have to worry abount having the data in memory or using pointers. I guess I got stuck on pointers and how to use them.

 

For the "map" data, would that all be defined in a piece of code, as in each map or location would be defined line by line for placement of tiles and whether that tile is walkable, not walkable, or wrap somewhere else... Can it be done that way?


In Topic: Thinking of a Classic JRPG Design. Help me understand

19 June 2013 - 10:09 PM

Classic RPGs are the kind of game for which the most gamemaker kits and engines exist.  Unless you want something particularly fancy for combat or realtime minigames or hybrid sim or racing elements, you don't actually have to learn how to program a classic RPG as much as script it within whatever third party piece of software you pick.  For this same reason it is fairly easy to find a partner to handle the programming side of this game for you.  On the other hand, the art is harder than you think it will be, and will take more time than you think it will.

 

And you are absolutely right.. But, part of this is two issues: I really do want to learn "the ways of the force", but also I think the pain would be finding pre-existing kits that fit with my creative vison of the flow of the game. I have seen a lot of different implamentations of even the basic mechanics of the simple RPG ideas, everything from the movement of the characters, the scrolling within areas, ect..


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