Gaia DS (WIP) (DS Entry)

Discussion in 'NDS - Emulation and Homebrew' started by MoDmew8, Apr 10, 2011.

  1. MoDmew8
    OP

    MoDmew8 Newbie

    Newcomer
    6
    0
    Apr 10, 2011
    Australia
    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.

    [​IMG]

    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

    [​IMG][​IMG][​IMG][​IMG][​IMG]

    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.
     


  2. Rydian

    Rydian Resident Furvertâ„¢

    Member
    27,883
    8,107
    Feb 4, 2010
    United States
    Cave Entrance, Watching Cyan Write Letters
    You didn't give a version number for this release so I just titled it Alpha 1 on filetrip for the time being. If you'll tell me the numbering scheme you'll use, it wouldn't take me but a moment to edit it.
     
  3. soulx

    soulx GBAtemp Legend

    Member
    10,130
    4,707
    Apr 4, 2009
    Canada
    Well, I can't really comment on this since the game has just started development.

    I do want to know what tool you are using to port RPG-Maker 2000 games to the DS.
    or are you coding them yourselves?

    Also, I'm assuming Rydian referred you here from Gaia.
     
  4. Rydian

    Rydian Resident Furvertâ„¢

    Member
    27,883
    8,107
    Feb 4, 2010
    United States
    Cave Entrance, Watching Cyan Write Letters
    Heh, yeah, I've got the homebrew bounty link in my sig there, but so far I don't know of anybody that's come because of that. [​IMG]
     
  5. Ron

    Ron somehow a weeb now.

    Member
    2,840
    388
    Dec 10, 2009
    Canada
    here
    This has some real potential in it.
    Good luck
     
  6. Mateogodlike

    Mateogodlike Newbie

    Newcomer
    4
    0
    Dec 6, 2009
    United States
    Looks pretty good :]
     
  7. Slasher Zero

    Slasher Zero Advanced Member

    Newcomer
    71
    0
    Sep 13, 2009
    Saudi Arabia
    Saudi Arabia
    You should try adding flowers and stuff to the scenery oh and if you can make them
    move in there place don't i really hated that on Dragon Quest vi : realms of revelation Good Luck [​IMG] .
     
  8. SignZ

    SignZ Timelord

    Member
    2,107
    786
    Jul 16, 2008
    Gambia, The
    Now this looks great already. I love the graphics (probably because the SNES is my favorite console). [​IMG]

    How are you gonna make the battle system? FF-Like or SoM-Like?
     
  9. BobTheJoeBob

    BobTheJoeBob The most optimistic person on the temp. :)

    Member
    1,691
    18
    Aug 2, 2009
    London
    This looks interesting, I'll be following this.
     
  10. MoDmew8
    OP

    MoDmew8 Newbie

    Newcomer
    6
    0
    Apr 10, 2011
    Australia
    Hey there,

    teleportation was added, check out refreshed download link! You are now able to enter and leave the (empty [​IMG] ) upperleft house. Due to this, my next step will be a fading effect when teleporting, and next to this an door-opening-animation.

    I've got already an idea for the battle system, it will be a side-view-battlesystem in FF-Style. But I won't go on with any further information, only time will tell!

    Btw. thank you all for the positive replies [​IMG]
     
  11. Rydian

    Rydian Resident Furvertâ„¢

    Member
    27,883
    8,107
    Feb 4, 2010
    United States
    Cave Entrance, Watching Cyan Write Letters
    Alright, version scheme changed, and r1 uploaded.

    Yup, people love stuff like this.
     
  12. Evo.lve

    Evo.lve All that you could be.

    Member
    1,786
    21
    Oct 11, 2010
    Away from you.
    Do want.

    Looks promising, and to top it all off, looks fantastic too.
     
  13. Tom Bombadildo

    Tom Bombadildo Honk!

    pip Contributor
    GBAtemp Patron
    Tom Bombadildo is a Patron of GBAtemp and is helping us stay independent!

    Our Patreon
    10,385
    10,211
    Jul 11, 2009
    United States
    I forgot
    Looks pretty great. I'm excited to see how this turns out!
     
    EZ-Megaman likes this.
  14. twiztidsinz

    twiztidsinz Taiju Yamada Fan

    Member
    4,981
    6
    Dec 23, 2008
    United States
    Very nice [​IMG]

    Two suggestions:
    First, make the steps 'bigger'. What I mean is every tap of the < or > arrow should kind of 'snap' you to 4px or so to make it easier to get aligned with things like doorways and paths.
    Second, walking into a door will enter that door rather than pressing A. That is unless you add a Closed door for inaccessible and open door sprite for accessible.


    Keep up the great work.
    I would love to see a sort of remake of an oldskool SNES RPG using this (I had originally though of Illusion of Gaia based on the name).
     
  15. MoDmew8
    OP

    MoDmew8 Newbie

    Newcomer
    6
    0
    Apr 10, 2011
    Australia
    Hey there,

    new update: sprite display system with clipping was added - currently just with the playable sprite, gonna extend it when the correct overlaying and the collision detection for sprites is supported.

    Bigger Steps aren't that easy, because you are able to walk diagonal. But you are right, I'm already thinking of setting up another method of movement due to the not exact scrolling. But that's on lower priority.

    Closed doors will be there, so using objects including doors require hitting a button.

    Next update won't take that long...
     
  16. MoDmew8
    OP

    MoDmew8 Newbie

    Newcomer
    6
    0
    Apr 10, 2011
    Australia
    Hey there,

    some updates:
    tile collision enhanced - some additional features for... dunno [​IMG]
    on-tile-over detection
    on-run-over support for events - check out running the path along
    bigger font
    new map
    splashscreen for the homebrew bounty

    the next step:
    the sub-screen menu and the game-title-screen

    (I hope the mods don't mind doubleposting in development topics?)
     
  17. MoDmew8
    OP

    MoDmew8 Newbie

    Newcomer
    6
    0
    Apr 10, 2011
    Australia
    Hey there,

    the extra week is really nice, due to some real life issues my update frequency is below ev'rything.

    Latest updates:
    menu added
    questlog added
    inventory added

    Next:
    use-features in inventory
    status menu
     
  18. MoDmew8
    OP

    MoDmew8 Newbie

    Newcomer
    6
    0
    Apr 10, 2011
    Australia
    So, that's it.

    My small amount of time wasn't capable for more, first post was refreshed.
    Some story was published, the inventory was enhanced with swap feature and slots for equip are predefined now. Stack's were implemented either.

    I hope this WIP is worth to be called a homebrew bounty entry!
     
  19. SignZ

    SignZ Timelord

    Member
    2,107
    786
    Jul 16, 2008
    Gambia, The
    Well, I really hope you keep on working on it, as I'd love to see what this could turn into.
     
  20. Another World

    Another World Emulate the Planet!

    Former Staff
    10,495
    1,654
    Jan 3, 2008
    Colombia
    From Where???
    i always wanted to do a project like this just so i could write the story! lol. keep it up, this could turn into something great. anguna took just under 3 years to complete and its a pretty great game. so don't feel like you need to have this done in the next 6 months. we would all rather see something complete then find another great project get lost and forgotten!

    -another world