Hey, we could do a game all together [Saint Seiya for the MSX]

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By cesco

Champion (453)

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06-07-2008, 15:44

Hey, I was thinking that if we join the forces, all together we could develop a game for this year's MSXDev. Someone could do the graphics, someone else could code the program, and so on...

There are a lot of games that we could develop... for example something based on a Japanese cartoon from the eighties that I know was hugely popular here in Italy as well as in your countries (Spain/France/Portugal/Brazil/Maybe Netherlands too), called SAINT SEIYA (AKA "I CAVALIERI DELLO ZODIACO" / "LOS CABALLEROS DEL ZODIACO" / "LES CHEVALIERS DU ZODIAC" / "CAVALEIROS DO ZODIACO" )

I have made a quick rendering to demonstrate how a SAINT SEYA might look like on a MSX1. Basically I have borrowed some "Ye Ar Kung-fu 2" backgrounds and I have pasted on two Saint Seya sprites, ripped from the NES version and adapted to the MSX1 palette Smile

IMHO it's not too shabby for a 20-minutes work Smile

img354.imageshack.us/img354/2263/saintseyamsxqv6.png

What you think about this idea?

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By wolf_

Ambassador_ (10088)

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06-07-2008, 15:52

Noble idea, but I think it won't work. Tho, don't let this stop anyone who wants to prove me I was wrong.. Tongue

By PingPong

Prophet (4093)

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06-07-2008, 16:12

Hey, I was thinking that if we join the forces, all together we could develop a game for this year's MSXDev. Someone could do the graphics, someone else could code the program, and so on...

There are a lot of games that we could develop... for example something based on a Japanese cartoon from the eighties that I know was hugely popular here in Italy as well as in your countries (Spain/France/Portugal/Brazil/Maybe Netherlands too), called SAINT SEIYA (AKA "I CAVALIERI DELLO ZODIACO" / "LOS CABALLEROS DEL ZODIACO" / "LES CHEVALIERS DU ZODIAC" / "CAVALEIROS DO ZODIACO" )

I have made a quick rendering to demonstrate how a SAINT SEYA might look like on a MSX1. Basically I have borrowed some "Ye Ar Kung-fu 2" backgrounds and I have pasted on two Saint Seya sprites, ripped from the NES version and adapted to the MSX1 palette Smile

IMHO it's not too shabby for a 20-minutes work Smile

img354.imageshack.us/img354/2263/saintseyamsxqv6.png

What you think about this idea?

cesco, you've to many sprites on a scanline; six! you need to reduce the sprite colors ;-)

By RyJuZo

Master (236)

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06-07-2008, 16:17

I think it's a FANTASTIC idea !

Too bad I'm already comitted to another project/Team...

The problem with such joined ventures is that it is hard to find SERIOUS people who would commit to it until the end.

Making a game is a lot of work and most people can't handle it. In the beginning they're enthusiastic but after that wears offff...they quit !

That's why I'm glad I have my little team....I know they won't quit....OR ELSE !! (haha)

but good luck to you anyway....

greetz..

By Huey

Prophet (2694)

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06-07-2008, 16:55

Why not!

There are people around that can help. But it's not easy to finish a game.
Thinking up the concept is fun. The first test programs are fun etc.
Keeping everyone motivated is the hardest part.

My personal experience:
I started a game all by myself. After some time I got someone else interested in my little project. Once it matured a bit we looked around for another team member. Now 4 years later we are still working on the same project.

Anyway. What I meant to say is; go ahead on the project. Code some tests, rip some gfx. And start coding from that. Ask around a lot for help on the problems you encounter. Once people help you and see the great thing you're working on. They will be interested in helping.....

btw the screenshot does look great.

By wolf_

Ambassador_ (10088)

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06-07-2008, 16:57

RyJuZo pretty much sums up my thoughts..

As for your last point, you may laugh about it, but it's actually a really important aspect. You have a position in which you act as some sorta director/leader to which the 'employees' are actually show commitment. You are on 'the workfloor' each day, you can motivate your 'employees' each day, and you can detect when progress goes into the wrong direction. Furthermore, you're assured that your employees aren't turning against you. (or you'll send them to bed before 20:30 and hide their Konami games for a week Tongue). That's quite a difference from us. We live apart, some ppl even live in other countries. Game-developing people here are prolly in their 30's these days, maybe late 20's, some even in their early 40's. People are having stuff like work, family, study, which all isn't particulary good news for game development. Furthermore, because we're all adults we're also rather independent. One may not just accept someone else telling him what to do, even if it's all meant for good purposes. You can imagine that someone telling you to finish up the graphics because everyone of the team is waiting for it in order to continue may well appear a bit pushy. With kids this isn't a problem (they usually do what you ask from them), and with a professional (paid) team this isn't a problem either. But a hobby team? That's really a problem..

Conclusion: you're in an ideal position, and you deserve a penalty point @ MSXdev just for that, or we can't keep up.. CoolLOL!

By wolf_

Ambassador_ (10088)

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06-07-2008, 17:10

cesco, you've to many sprites on a scanline; six! you need to reduce the sprite colors ;-)
tiles+sprites hybrid maybe.. Tongue

By cesco

Champion (453)

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06-07-2008, 17:24

cesco, you've to many sprites on a scanline; six! you need to reduce the sprite colors ;-)

I could change the blue background with a light yellow, remove the yellow "skin" from the characters and save one color...

img372.imageshack.us/img372/9725/dettagliolf5.png

Could it be a good idea?

By wolf_

Ambassador_ (10088)

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06-07-2008, 17:47

That could work... if they keep standing there like that. What if someone's performing high/low kicks with their legs/feet or some punches with their arms/hands? The figure would surely become wider at some point and you'll run out of sprites. I think one of these guys should really be made out of tiles.

edit: see Yie-Ar King-Fu 1 & 2. Player = sprites. Enemy = tiles.

By RyJuZo

Master (236)

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06-07-2008, 22:32

RyJuZo pretty much sums up my thoughts..

As for your last point, you may laugh about it, but it's actually a really important aspect. You have a position in which you act as some sorta director/leader to which the 'employees' are actually show commitment. You are on 'the workfloor' each day, you can motivate your 'employees' each day, and you can detect when progress goes into the wrong direction. Furthermore, you're assured that your employees aren't turning against you. (or you'll send them to bed before 20:30 and hide their Konami games for a week Tongue). That's quite a difference from us. We live apart, some ppl even live in other countries. Game-developing people here are prolly in their 30's these days, maybe late 20's, some even in their early 40's. People are having stuff like work, family, study, which all isn't particulary good news for game development. Furthermore, because we're all adults we're also rather independent. One may not just accept someone else telling him what to do, even if it's all meant for good purposes. You can imagine that someone telling you to finish up the graphics because everyone of the team is waiting for it in order to continue may well appear a bit pushy. With kids this isn't a problem (they usually do what you ask from them), and with a professional (paid) team this isn't a problem either. But a hobby team? That's really a problem..

Conclusion: you're in an ideal position, and you deserve a penalty point @ MSXdev just for that, or we can't keep up.. CoolLOL!

yeah I know...I'm quite lucky....with my boys (Imagine if I had gotten GIRLS instead !! aaarrggh !)
I'm also allowed to work at home alot....so I can do pretty much all I want....as long my projects finish on time (which they always do) my employer doesn't care...

So indeed the game we're making is not only going to be finished on time it will be something to be proud of.

And keep yer penalty point to yerself...cause it's still A LOT OF WORK.....as you well know...LOL!

By viejo_archivero

Paragon (1395)

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07-07-2008, 07:59

Imho if you are already assuming a plain background I would make both the main character and enemies using patterns instead of sprites. Perhaps I can make a little try l8r... That will give you lots of possibilities about the color, you can make them bigger, and you can still use sprites for gfx effects or special moves: the only comeback is the blocky movement, but it is not that bad; just try Mortal Kombat for the SMS! Smile

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