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Gerhalt


Newbie


Joined: 30 Sep 2003
Posts: 7

Posted: 21 Jan 2004 04:25:04 pm    Post subject:

I've finally decided to announce this here, since I've begun to visit these boards more lately. Anyway, if you've been to either Maxcoderz or to Drubu Productions (My programming group) you may have already seen it. Anyway, here are the basics:

1.) Written in ASM
2.) Greyscale (Using Duck's Greyscale Pack)
3.) Interchangable maps
4.) Animated Tiles
5.) Many Quests
6.) Cool Enemies (Designed by Cyan)
7.) Skills like Fishing, Woodcutting, Smithing
8.) And more!

Ok, before you guys start moaning about it sounding like Runescape, I want to tell you something. It's sort of based on Runescape (By the way I despise that game, don't play it!), but it has many other themes in it as well.

This isn't something I just started either, it's been in progress for around 6 months. I have the text engine done, animated tiles & tilemapping routine done, sprite collision done, item engine done, and much more!

Please, tell me what you guys think! I'll post more information as I remember what I forgot!

-Gerhalt
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Jedd
1980 Pong World Champion


Elite


Joined: 18 Nov 2003
Posts: 823

Posted: 21 Jan 2004 04:28:11 pm    Post subject:

Why didn't you post the screenshot?

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Gerhalt


Newbie


Joined: 30 Sep 2003
Posts: 7

Posted: 21 Jan 2004 05:26:45 pm    Post subject:

I had forgot what the URL for that was... I didn't know if I still had that on my site or not. And besides, if you looked at the game now you would be able to see a big difference. There's many more tiles like cactus for the desert, cliffs, and other stuff. That shot doesn't do it justice, since it's so old. I would post a new screen (and I'm still trying) but VTI and my screenshot capturing program keeps goofing up.
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Jedd
1980 Pong World Champion


Elite


Joined: 18 Nov 2003
Posts: 823

Posted: 21 Jan 2004 05:28:54 pm    Post subject:

You could send the program to someone else and they could make you a VTI screenshot. Not me, though, since I have a Mac. But I doubt you want to release the code anyway. Do you want me to delete the screenshot in my post?
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Arcane Wizard
`semi-hippie`


Super Elite (Last Title)


Joined: 02 Jun 2003
Posts: 8993

Posted: 22 Jan 2004 10:28:35 am    Post subject:

How is it open-ended?
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Gerhalt


Newbie


Joined: 30 Sep 2003
Posts: 7

Posted: 22 Jan 2004 11:30:49 am    Post subject:

It's not necessarily open-ended, since you can continue playing it. It's more non-linear, where you don't follow a set storyline, but you can do quests if you want to. The interchangable maps will really increase the gameplay, and all the skills will be pretty cool too.

Update: I'm recoding the text engine, because I've decided it doesn't work like I want it to, it occupies too much space.
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Arcane Wizard
`semi-hippie`


Super Elite (Last Title)


Joined: 02 Jun 2003
Posts: 8993

Posted: 22 Jan 2004 11:51:17 am    Post subject:

Sort of like most mmorpgs?
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Toksyuryel
Crimson Dragon Software


Elite


Joined: 14 Jun 2003
Posts: 880

Posted: 22 Jan 2004 01:27:31 pm    Post subject:

how is "open-ended" != "continue playing" and "non-linear"?
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Gerhalt


Newbie


Joined: 30 Sep 2003
Posts: 7

Posted: 22 Jan 2004 03:31:54 pm    Post subject:

Quote:
how is "open-ended" != "continue playing" and "non-linear"?


Open-Ended indicates that you choose your path to an ending, and a game such as that usually has multiple endings. I see what your saying, I guess open-ended isn't exactly the right word. Non-Linear describes it better, meaning that it doesn't follow any set storyline. So scratch the open-ended, and put non-linear. Very Happy

Quote:
Sort of like most mmorpgs?


Yeah, pretty much. I'm going to try and add some unique stuff, but first I have to come up with it Smile.
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DarkerLine
ceci n'est pas une |


Super Elite (Last Title)


Joined: 04 Nov 2003
Posts: 8328

Posted: 22 Jan 2004 05:36:17 pm    Post subject:

Open-ended is like deadeyes where you have a set storyline, other than several items you don't have to get, and at the end you have a menu of two options.
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Darth Android
DragonOS Dev Team


Bandwidth Hog


Joined: 31 May 2003
Posts: 2104

Posted: 03 Feb 2004 01:18:20 am    Post subject:

i have vti/vti capture and would love to make a screenshot that does justice. just email me the game darth_android@unitedti.org
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Gerhalt


Newbie


Joined: 30 Sep 2003
Posts: 7

Posted: 03 Feb 2004 01:49:20 am    Post subject:

Thanks for the offer, I e-mailed you. Anyway, here's an update, in case anyone actually thinks this sounds cool. Right now I'm working on coding the battle engine, and it draws itself. You can select stuff, and the rest of it should be finished pretty easily. Hopefully Darth can make that screenshot, so you guys will be able to see pretty much what it looks like when you are walking around. Madskillz, a member of Greenfire, drew me a really nice looking fountain, as well as some cobblestones to replace the boring road. It's coming along...
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Darth Android
DragonOS Dev Team


Bandwidth Hog


Joined: 31 May 2003
Posts: 2104

Posted: 14 Feb 2004 12:26:46 am    Post subject:

ok, here it is:
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 14 Feb 2004 01:39:01 am    Post subject:

Looks good to me. Cool Nice large tileset. Fast rendering. Huge map. A recipe for success! The characters look a little chopped off, but I'm sure that's just a capture issue.

Speaking of capture: how'd you get the screenshot to capture for so long? Whenever I use VTI Capture, I can only record 300 frames.
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Darth Android
DragonOS Dev Team


Bandwidth Hog


Joined: 31 May 2003
Posts: 2104

Posted: 14 Feb 2004 12:39:56 pm    Post subject:

i dunno. i manage to stop that one at exactly 1000 frames. maybe its because i have lots of free ram (200+ mb)
my contra animations were large too...

it did better on capturing the grey scale then i thought it would. still not EXACTLY what i saw in vti though


Last edited by Guest on 14 Feb 2004 12:41:02 pm; edited 1 time in total
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