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Bull's Hour (a new RPG project).
Posted: Sat Feb 03, 2018 2:43 am
by Tomahomae
Recently I decided to create a genre mix of classic RPG, visual novel (uses a pieces of code from
my old VN engine), space-sim (a la Elite), QTE-action (a la Shenmue) and adventure (a la Psy-O Blade or Star Cruiser), which is based upon the "
Час быка" (
Chas Byka, eng.
Bull's Hour or
The Hour of Ox) novel by russian sci-fi writer Ivan Yefremov.
For this moment, the different genres elements won't be fused to whole - for a first time I added a menu to the start of sketch demo, to choose a one of available game mechanics types (for this moment it's a top-down walking and visual novel).
I used the one of Xenogears (this game has a some common plot elements with original "Bull's Hour" book) sprites in the "jRPG mode" because of absence of own original graphics. In the VN mode, I planned to use a screeshots from the WIP cartoon adaptation (see
this YouTube video) of "Bull's Hour" - which looks like was abandoned by its creator for a long time ago - as a backgrounds.
Source is
here. You can see the
screenshots here.
SDK: SecondBASIC (earlier - BEX).
Re: Bull's Hour (a new RPG project).
Posted: Sat Feb 03, 2018 8:24 am
by mix256
Ran the bin in fusion and saw the background-tile drawing errors. Palettes don't seem to work at all, though.
The CD version seems to have the scroll X values wrong or the drawing starts at the wrong tiles.
ps. My first post here, yay!
Re: Bull's Hour (a new RPG project).
Posted: Sat Feb 03, 2018 9:41 am
by Tomahomae
mix256 wrote: ↑Sat Feb 03, 2018 8:24 am
The CD version seems to have the scroll X values wrong or the drawing starts at the wrong tiles.
ps. My first post here, yay!
I'm afraid this is not CD version source even. It's just my old BEX source (for this moment, BEX supports CD- and 32X-porting unlike SB) without some edits I had to do when I changed my SDK from BEX to SB. And it's very likely while I working with topic project, SB
creators will realize Sega/Mega CD and 32X support properly just in time already, and then I'll be not need a BEX sources.
Re: Bull's Hour (a new RPG project).
Posted: Sat Feb 03, 2018 3:08 pm
by SegaTim
Tomahomae wrote: ↑Sat Feb 03, 2018 2:43 am
Recently I decided to create a genre mix of classic RPG, visual novel (uses a pieces of code from my old VN engine)
Maybe my engine?
Re: Bull's Hour (a new RPG project).
Posted: Sat Feb 03, 2018 3:41 pm
by Tomahomae
SegaTim wrote: ↑Sat Feb 03, 2018 3:08 pm
Tomahomae wrote: ↑Sat Feb 03, 2018 2:43 am
Recently I decided to create a genre mix of classic RPG, visual novel (uses a pieces of code from my old VN engine)
Maybe my engine?
Sorry, from SegaTim's engine.
Re: Bull's Hour (a new RPG project).
Posted: Sat Feb 10, 2018 3:59 am
by Tomahomae
Background drawing bug had been fixed (for now in the BEX source only).
Re: Bull's Hour (a new RPG project).
Posted: Wed Feb 14, 2018 9:54 am
by Tomahomae
Re: Bull's Hour (a new RPG project).
Posted: Wed Feb 28, 2018 1:16 am
by Tomahomae
I need RDC decompressor code to use the map from Genesis RPG Creator example in my project.
Re: Bull's Hour (a new RPG project).
Posted: Wed Feb 28, 2018 11:34 pm
by haroldoop
Tomahomae wrote: ↑Wed Feb 28, 2018 1:16 am
I need RDC decompressor code to use the map from Genesis RPG Creator example in my project.
As an alternative, there are other map editors out there, though a converter would be needed either way.
Just to mention some options:
- Beehive is designed for Sega Genesis: viewtopic.php?t=2259
- Tiled is a very popular option: http://www.mapeditor.org/
- As a bit of a stretch, if you want something more rpg-oriented, maybe you could take a look at RPGBoss: http://rpgboss.com/ ; it saves the project data and the maps as a bunch of easy-to-understand JSON, CSV and PNG files; it would still be necessary to implement a converter, though;
- Dart RPG's format is even easier to understand: a single, very simple, JSON file plus a PNG; it would still need some conversion to be used on Genesis: https://github.com/brad811/dart-rpg ;
- Basically, there are quite a few options for designing the maps, but it will be necessary to write converters in order to work on Genesis; just to point out a few different possibilities: