Tavern RPG, help needed

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Fonzie
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Tavern RPG, help needed

Post by Fonzie » Mon Feb 05, 2007 12:17 pm

Hi,

Its been a while :)
The project is still on the road... And haven't stopped to improve, improve and improve again...

The game name is under change, storyline is under full rewrite again (with the help of a professional novel writter).

The sound track is already huge, tons of superb themes specialy designed/composed for the game.

:arrow: I wont hide we actualy have an engine far more advanced than any other segacd RPG (bit bugged on real hardware, haha but fixable) :)
With loading times even faster than some cartridge games and never-seen gfx capabilities.
Comes with full windows toolsuite (map editor, script editor, item editor, character editor, fight editor, magic editor...).

:arrow: Haha, seems crazy, isn't it? :)
In fact, it is... However, although we have a excellent sprite artist (who is specialist in sprites and low colors palettes), we don't have any background/cutscene artist in our team...
We also need a embleded small Z80 sound driver (that have inbuit some SFX like "boop, plop, dring" and few small tunes...)

Its been almost 2 years the project is started, still no background artist, nor map designers.

If you know anybody that want/can participate mainly as background artist, don't hesitate to contact me for more informations.

Thx a lot for your help.

Stef
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Post by Stef » Mon Feb 05, 2007 1:42 pm

I'm not competent for GFX stuff unfortunatly but maybe i can help for the Z80 sound drivers. Does it should play WAV sample or just some YM instruments ?

Fonzie
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Post by Fonzie » Mon Feb 05, 2007 3:31 pm

Hi, thx a lot for your help proposition.

Yeah, it would only require some inbuilt FM tunes/sounds.
It is limited to "inbuilt" because i don't have any room left for eventual external data.

For now we defined some little sounds (like "beep", "dong", "dudong"...) and few 3-4 notes melodies (like "ta taaaa" or "ting ting ting tong") :)


:arrow: Interface sounds
-Cancel
-Select
-Not allowed
-Bip...

:arrow: Melody sounds
-Before each fight
-At end of fight
-When saving
-When loading new map ...

:arrow: Fights sounds
-Attack (strong, medium, little)...
-Defend ....
-Hurt
-Jump

:arrow: Fights Melody sounds
-Various "magic" sequences < If space/courage left ;P

Stef
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Post by Stef » Mon Feb 05, 2007 4:02 pm

Fonzie wrote:Hi, thx a lot for your help proposition.

Yeah, it would only require some inbuilt FM tunes/sounds.
It is limited to "inbuilt" because i don't have any room left for eventual external data.

For now we defined some little sounds (like "beep", "dong", "dudong"...) and few 3-4 notes melodies (like "ta taaaa" or "ting ting ting tong") :)


:arrow: Interface sounds
-Cancel
-Select
-Not allowed
-Bip...

:arrow: Melody sounds
-Before each fight
-At end of fight
-When saving
-When loading new map ...

:arrow: Fights sounds
-Attack (strong, medium, little)...
-Defend ....
-Hurt
-Jump

:arrow: Fights Melody sounds
-Various "magic" sequences < If space/courage left ;P
No problems, you're welcome, that sounds fun :)
Is the Z80 area occupied with some other piece of computing ? or i can use the whole 8kb for the code and the instrument definition and the whole CPU power to process the music play ?
Are the instruments already done ? maybe we can grab them from genny game :p

Fonzie
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Post by Fonzie » Mon Feb 05, 2007 4:08 pm

Cool :)

You have free space and power, no problem.
No instrument are done at all... Its a medieval rpg for now... Don't hesitate to take instrument where you like :)

If you can express your creativity for "Various magic sequences" like "wind" "fire" "soil" "water", feel free :)

thx a lot mate :)

Stef
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Post by Stef » Mon Feb 05, 2007 7:33 pm

I never done any YM2612 music/SFX before so i hope that won't take me too many time also i'm not a music compositer, just a coder :p
let's the fun start !

Mask of Destiny
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Post by Mask of Destiny » Wed Feb 07, 2007 6:29 pm

Out of curiousity, is the PCM chip being put to use already?

Fonzie
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Post by Fonzie » Wed Feb 07, 2007 6:49 pm

Yeah, the game is based on this technology :P Streaming in 16khz from disc with a 4seconds buffer :D And it works, at least on emulators :)

It can also handle standard music playing from disc :)
All is driven from the game script :) you can even chose looping points of the pcm :D

Fonzie
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Post by Fonzie » Fri Mar 30, 2007 10:52 am

Ok, i'll recode the engine a bit next two weeks to remove the shitty LZSS thing (eats too much ram to decompress, and seems to corrupt the compressed source if situated in ram).
Dcatcher RPGengine (and tavern rpg) will be quickly portable to cartridge (in one click).

I PM you steff :D

commodorejohn
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Post by commodorejohn » Fri Mar 30, 2007 1:38 pm

Do you still need a background artist? What level and style of graphics are we talking? The Sega CD could do Sierra AGI-style graphics with ease (think King's Quest 1-3, Space Quest 1-2,) and I've had some experience with that, but I'm not sure I could help with more advanced stuff.

Mendicant
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Post by Mendicant » Tue Apr 03, 2007 5:38 am

Hi. I can help... I think. I'm still having problems with 32X32 3-4 color tiles... (Photoshop spoiled me with it's 24 bit colors & 72 dpi resolution... :roll:)

*sigh* I guess it's back to MS Paint again... :lol:

Fonzie
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Post by Fonzie » Tue Apr 03, 2007 7:46 am

^^ :)
You're welcome :D You received back your tree at sega-16? Maybe your PM box is full.

If you want to use mspaint, i would advice to use paintshoppro6 (not the later version)... You can configure your tools for pixel art :)
Good luck

Mendicant
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Post by Mendicant » Tue Apr 03, 2007 9:22 am

I was only being sarcastic about using MS Paint. Actually, I'm still using Photoshop. (Appearantly, for tiles, it is better to start with a mouse & a 32X32 3-color image, rather than paper & pencil...)

The offset-filter & define-pattern features are greatly helpful. So what I'm doing now is:

- Make a tile. (32X32 or 64X64)
- Use the offset-filter to make sure the edges tile properly
- Define it as a pattern
- Fill a large area (800X600)
- Zoom in and/or out to see if there are any um... "anomalies"... that create the dreaded "Grid" look
- Curse
- Go back to the original tile and modify it
- Define it as a pattern
- Fill the large area, again
- Zoom in and/or out to see if there are any um... "anomalies"... that create the dreaded "Grid" look
- Curse, again.
- Go back to the original tile, again... you get the idea.

Atleast I'm getting the hang of it now... :D

Fonzie
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Post by Fonzie » Thu Apr 26, 2007 7:51 pm

Héhé, the project is not dead, the team is growing :)
We are still searching for cutscene/background artists and especialy map designers (who will use our insane mapeditor).

However, for now, i'm searching to complete the sfx engine (z80based, all psg/fm samples inbuilt into the driver).
Stef brought his help but we are now searching for peoples able to create the psg/fm samples ^^

I saw many fm/psg gurus registrering this board, nobody interested? :D
Haha, don't force me to PM everyone ^^

I recall the samples needed (psg or fm) :
:arrow: interface sounds
-Cancel
-Select
-Not allowed
-Bip...

:arrow: Melody sounds
-Before each fight
-At end of fight
-When saving
-When loading new map ...

:arrow: Fights sounds
-Attack (strong, medium, little)...
-Defend ....
-Hurt
-Jump

:arrow: Fights Melody sounds
-Various "magic" sequences < If space/courage left ;P
Thx a lot for support !

TulioAdriano
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Post by TulioAdriano » Wed Jul 11, 2007 8:22 pm

I would like to know if anyone is following up on this.

I saw Mendicant joined the team and has been communicating with the team, is anyone else in this board still intrerested in TRPG work?

We are now going to stage of develping the first demo, if someone would like to join, this would be the better time... after some time we will need to close the team and you will not see your name traveling arround the world in the credits! ^_^

Conceptual artists are welcome as we have a high demand for storyboad/pictures that will be used in the cutscenes.

Thank you for all the help!!! :D :D :D

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