Jump to content
Posted 01 October 2011 - 12:56 AM
Posted 01 October 2011 - 11:28 AM
"App". is an acronym and must always be followed by a dot.
Posted 01 October 2011 - 02:38 PM
Posted 01 October 2011 - 04:33 PM
Posted 01 October 2011 - 06:42 PM
Posted 01 October 2011 - 07:23 PM
An important thing to get a story in a roleplay game is to have level specific modules that are saved together with a mission. Since Python is not compiled, there should be an easy way to do dynamic loading of the code.
Layers! A nice looking 2D rpg generally includes images at different layers to give a sense of depth and height without leaving 2D.
I'm not used to working with python, but things to look in to to accomplish this are the draw order in the program, collision detection and opacity.
Awesome! Wow! You're on your way to accomplishing a long-term goal of mine: to make an old-school, console-style 2D RPG.
I don't really have any advice -- I'm way behind you in experience -- just wanted to give some well-deserved encouragement.
What is the game's genre, background story and goal? Normally, RPG's are medieval fantasy, but this appears to be contemporary fantasy.
Great to see an RPG with some cute GFX!
This reminds me of the oldies like the Ultima series, - although I used to be in the other camp, the ones involved with the Bard's Tale series. Turn-based combat rulez!
I can't give you any fine advice unfortunately, but encourage you to finish it someday, and keep us informed.
Posted 01 October 2011 - 10:04 PM
Posted 01 October 2011 - 11:23 PM
Posted 02 October 2011 - 12:02 AM
Wow. I can't even imagine how you can do this.
Keep us updated!
Posted 02 October 2011 - 10:52 AM
Posted 02 October 2011 - 11:05 AM
Posted 02 October 2011 - 08:33 PM
It depends on what programming model you're using, but what I'm doing is putting the menu displaying routine in its own event loop and drawing the menu on screen over the rest of the game. I accept menu-related input and then exit the routine when it's done. The game redraws the window automatically when I quit the routine since I draw the whole screen every move (my game is step-by-step, no animations etc.so it's not that bad
could you please tell me how you implemented the pop up interaction menu for the objects. I am trying to implement something similar and seem to be stuck
Posted 02 October 2011 - 08:37 PM
It looks really nice with that classic feel. Let us know when you have any bit of it out to play it
Posted 03 October 2011 - 06:27 PM
Posted 04 October 2011 - 11:30 PM
Posted 05 October 2011 - 12:08 AM
Posted 05 October 2011 - 12:11 AM
Posted 05 October 2011 - 12:16 AM
I am using GIMP as of now. It's not really very friendly as a fat bit editor which is more optimized for pixel and tile based graphics, which is what I really want. But there seems no fat bit editors in Linux.
I am using the zoom feature in GIMP at around 800% to 1000% to draw the smaller tiles.
The biggest problem with GIMP is that there seems no way to display "Tile boundaries". It is a pain to count pixels on screen.
Posted 05 October 2011 - 12:23 AM
Posted 05 October 2011 - 12:34 AM