Hey all,
well, the competition ends this day and I fear I wasn't able to progress that much due to some issues at work. This is now the final state for the competition, but ofcourse I will go on with this project. It's called Gaia DS.
It's supposed to be a RPG in the classic SNES style, currenlty the engine is on heavy development. Following things are already implemented:
- Movement & Collision, On-Run-Over Detection
- Dynamic Sprite System, Sprite Interaction, Sprite Collision
- Messagebox System
- Menu in early state
- Questlog, filled with dummies
- NEW: Inventory with use features (like swapping items, doh, there is no usable item atm)
Check out following controls:
Direction Pad: Movement/Menu Switch
Y: when pressed, toggle run/walk
X: Enter submenu & Quit submenu
A: Accept Button
B: Deny Button
But! There is one more thing. Since it's supposed to be a RPG, there is already a raw idea for the beginning of the story.
Story
As it's very raw, it must not be proper formatted, also please excuse some grammatic mistakes.
Download
Next:
inventory equip feature
npc movement
(within the npc movement feature, the story will be started to be implemented)
CODE
Updates:
rev 6:
inventory use and swap feature added
some code was tidied up
some story was written
rev 5:
menu added
questlog added
inventory added
questlog and inventory filled with dummies
press X to switch access
rev 4:
tile collision enhanced
on-tile-over detection
on-run-over support for events
bigger font
new map
splashscreen
rev 3:
overlay priority system added
sprite collision detection
refined tile collision system
sprite interaction system added (talk to upper Kento using A)
rev 2:
sprite display system added with "clipping"
unload on teleport and load before unblack added
rev 1:
dynamic teleport added, now able to enter the upper-left house
fading effect when teleport added
rev 0:
movement system
collision system
message system
So... thats it! I hope you enjoyed.
well, the competition ends this day and I fear I wasn't able to progress that much due to some issues at work. This is now the final state for the competition, but ofcourse I will go on with this project. It's called Gaia DS.
![GaiaDS000.jpg](http://trafurion.tr.funpic.de/GaiaDS/GaiaDS000.jpg)
It's supposed to be a RPG in the classic SNES style, currenlty the engine is on heavy development. Following things are already implemented:
- Movement & Collision, On-Run-Over Detection
- Dynamic Sprite System, Sprite Interaction, Sprite Collision
- Messagebox System
- Menu in early state
- Questlog, filled with dummies
- NEW: Inventory with use features (like swapping items, doh, there is no usable item atm)
Check out following controls:
Direction Pad: Movement/Menu Switch
Y: when pressed, toggle run/walk
X: Enter submenu & Quit submenu
A: Accept Button
B: Deny Button
![gaia0001.png](http://modmew8.syntax-austria.org/gaia0001.png)
![gaia0002.png](http://modmew8.syntax-austria.org/gaia0002.png)
![gaia0003.png](http://modmew8.syntax-austria.org/gaia0003.png)
![gaia0004.png](http://modmew8.syntax-austria.org/gaia0004.png)
![gaia0005.png](http://modmew8.syntax-austria.org/gaia0005.png)
But! There is one more thing. Since it's supposed to be a RPG, there is already a raw idea for the beginning of the story.
Story
As it's very raw, it must not be proper formatted, also please excuse some grammatic mistakes.
Download
Next:
inventory equip feature
npc movement
(within the npc movement feature, the story will be started to be implemented)
CODE
Updates:
rev 6:
inventory use and swap feature added
some code was tidied up
some story was written
rev 5:
menu added
questlog added
inventory added
questlog and inventory filled with dummies
press X to switch access
rev 4:
tile collision enhanced
on-tile-over detection
on-run-over support for events
bigger font
new map
splashscreen
rev 3:
overlay priority system added
sprite collision detection
refined tile collision system
sprite interaction system added (talk to upper Kento using A)
rev 2:
sprite display system added with "clipping"
unload on teleport and load before unblack added
rev 1:
dynamic teleport added, now able to enter the upper-left house
fading effect when teleport added
rev 0:
movement system
collision system
message system
So... thats it! I hope you enjoyed.