Gaia DS (WIP) (DS Entry)

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

Apr 10, 2011

Gaia DS (WIP) (DS Entry) by MoDmew8 at 12:59 AM (5,238 Views / 0 Likes) 20 replies

  1. MoDmew8
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    Newcomer MoDmew8 Newbie

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    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

    Member Rydian Resident Furvertâ„¢

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    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

    Member soulx GBAtemp Legend

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    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

    Member Rydian Resident Furvertâ„¢

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    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

    Member Ron somehow a weeb now.

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    This has some real potential in it.
    Good luck
     
  6. Mateogodlike

    Newcomer Mateogodlike Newbie

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    Looks pretty good :]
     
  7. Slasher Zero

    Newcomer Slasher Zero Advanced Member

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    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

    Member SignZ Timelord

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    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

    Member BobTheJoeBob The most optimistic person on the temp. :)

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    This looks interesting, I'll be following this.
     
  10. MoDmew8
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    Newcomer MoDmew8 Newbie

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    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

    Member Rydian Resident Furvertâ„¢

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    Alright, version scheme changed, and r1 uploaded.

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

    Member Evo.lve All that you could be.

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    Do want.

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

    Contributor Tom Bombadildo Honk!

    pip
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    Looks pretty great. I'm excited to see how this turns out!
     
    EZ-Megaman likes this.
  14. twiztidsinz

    Member twiztidsinz Taiju Yamada Fan

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    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
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    Newcomer MoDmew8 Newbie

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    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

    Newcomer MoDmew8 Newbie

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    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
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    Newcomer MoDmew8 Newbie

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    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
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    Newcomer MoDmew8 Newbie

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    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

    Member SignZ Timelord

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    Well, I really hope you keep on working on it, as I'd love to see what this could turn into.
     
  20. Another World

    Former Staff Another World Emulate the Planet!

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    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
     

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