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Software and gaming - Which is the best Umax RPG?

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Author

Which is the best Umax RPG?

Ivan

msx professional
Posts: 885
Posted: October 03 2004, 12:32   
Which is the best Umax RPG?

Which one has better graphics?
DarQ
msx professional
Posts: 836
Posted: October 03 2004, 14:54   
i can only say: The Lost World and Pumpkin Adventure III
both are excellent games and the graphics are very similar. the problem is that the person responsible for graphics sucks in drawing human faces.
ro
msx guru
Posts: 2329
Posted: October 03 2004, 15:12   
Human faces are a drag to draw on MSX, although some have succeed quite nicely. John Robin smith for one did come close. Peter (umax) does/did a great job however!

I quess both dudes were one of the best (dutch) amateur GFX artists on MSX. Well, I myself did some okay GFX too if I might add. But things like human faces or any still life was not my thing to draw.

I haven't seen Realms of Adventure yet, bet they 'ave some nice gfx too.
[D-Tail]

msx guru
Posts: 3017
Posted: October 03 2004, 23:38   
RoA is nice, but I prefer Lost World to RoA, cos that's a finished game...
DarQ
msx professional
Posts: 836
Posted: October 04 2004, 00:43   
oh, i remember mr umax himself asked people to help create the next chapters of RoA.

status??? iirc d-tail and wolf decided to help.
wolf_

msx legend
Posts: 4713
Posted: October 04 2004, 09:57   
status? iirc the project is cancelled.
Latok
msx master
Posts: 1727
Posted: October 04 2004, 09:57   
For me, no doubt.....Pumpkin Adventure III.
ro
msx guru
Posts: 2329
Posted: October 04 2004, 10:32   
aborted wolf? hmm, and why didn't I know?! (as being a participant of roa updates)

wolf_

msx legend
Posts: 4713
Posted: October 04 2004, 10:42   
Well, I dunno if you can call it 'aborted' for sure .. what I know is that the 'team' that was formed this summer, isn't doing the game anymore .. I dunno exactly what happens with the code/gfx/story etc. Maybe the game does see daylight, someday..
DarQ
msx professional
Posts: 836
Posted: October 04 2004, 11:58   
F8ck that sucks man! push it, push it!
ro
msx guru
Posts: 2329
Posted: October 04 2004, 12:28   
Yeah, I never got a reply on Peter's mail. stupid. nah, let's focus on other new stuff then.
[D-Tail]

msx guru
Posts: 3017
Posted: October 05 2004, 23:11   
As I hope I have permission to quote this:
Quote:

omdat dit voorlopige plannen zijn en pas na 24 september het definitieve oordeel valt En we van Roman hopelijk kunnen vernemen of we al dan niet dat meerdere geheugen nodig hebben

This quote was originally in a mail Rob sent me about RoA. He asked me not to discuss on MRC, 'cos things were only in its preliminary stage. As the 24th of September lies behind us, I think the time to push has come now. We might have a nice discussion on this @ Bussum...

As for the translation of the e-mail quotation:
Quote:

... because these are the provisional plans and th final decision will be taken after the 24th of September. We can hopefully then hear from Roman [Note: ro] whether or not we need that extra memory [Note: 256kB requirement instead of 128kB]

As far as we know now, Rob has only let us know we could possibly hear something after the 24th of September. I'd say we go for a chat at Bussum. It would surely be a shame if a wonderful game like RoA wouldn't be finished...
ro
msx guru
Posts: 2329
Posted: October 06 2004, 08:37   
and I have replied already to that same question in a private mail so now we'll just sitback and wait for something to happen!

some inside info: Once there was a Midas driver for OPL4, but is was FM only (used in PAIII/Lost World (one of them anyway), can't remember) and now we want the *real* thing (wave) Since MSD has done a marvelous job on MB-Wave a new driver has to be compiled. Further more the original coder of the Umax base engine (Stefan Boer) did some stupid things concerning memory management which now pays it's toll (talking about strict 6k. space for any piece of music, hard coded some where in page 0 which is totally against the Midas philosophy) that sorta stuff has to be sorted out first in order to re-code some game shit.. and that's the whole burden we won't be bothered with, now do we. sigh.

Dunno if Peter still up for the job, I quess we should intensify efforts in order to finish yet another fine Umax product. But we all know this prolly won't happen in the next, oh, 100 years or so.
Umax
msx novice
Posts: 25
Posted: October 06 2004, 10:19   
I decided not to go through with it. Too few people responded to the request for help. apart from
ro and wolf, we had maybe two or three responses of people who could offer "some" help.

It's really a shame though because I already did quite some work for the 2nd part and
had some nice ideas. I still
would love to finish it, and will keep on working on it from time to time.

And ro is right, the memory management is screwed up. It would take too much time I think
to sort that out. I'm curious. Maybe ro can make an estimation on what needs to change and
how much time it will cost? (if you need info let me know).

Peter M.


wolf_

msx legend
Posts: 4713
Posted: October 06 2004, 10:32   
PM, is there any chance you're going to Bussum this saterday?
 
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