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madcrow Account closed
Registered: Oct 2003 Posts: 39 |
Looking for GFX and CODE for a game...
I've had a brilliant idea for a graphical adventure game for the C64, but am totally incompetent at pixeling and coding. Therefore I ask the help of the scene to make the best C64 adevture game ever. I have a plot written and am planning on writing the script, I just need somebody to either point out or code a nice graphics enigine (a la Maniac Mansion or Zak McCracken) and draw some graphics. I will wrie the script, design the gameplay, etc. More info about the plot and stuffa available on request.
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please have pity on the n00bish emu kiddie responsible for the post above. |
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Nafcom
Registered: Apr 2002 Posts: 588 |
Quote: OK, to be honest I'd define it in a quite extreme way, something that would be able to implement most features in Lucasfilm adventures..
- arbitrary shaped backgrounds with multiple Z-layers
- masking of sprites/objects when they go behind those layers
- scrolling
- smart pathfinding
- hugeass amount of data / text / rooms / animations possible -> need a nice memory manager and loadersystem, possibly non-DOS format to overcome directory size limit & lost space due to last sectors of files, IFFL is also fine
- scripted actions for NPCs etc.
- verb/noun interface as seen in SCUMM games
It may be that the original poster wouldn't even demand such engine, but it'd be better to blow the C64 scene away properly at once :)
I agree with you! :) |
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Intensity Account closed
Registered: May 2002 Posts: 337 |
I am still waiting for the CF-Adventure from Out of Order :D ! Computer-Flohmarkt, those were the times. |
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enthusi
Registered: May 2004 Posts: 677 |
I always wanted LOOM for c64 - quite doable with a decent artist at hand...
the scummvm.org - project recently added d64-support so there is 'nice' c++-code that interprets the original data. Worth a look I think.
Loom (or Indy3 :) but rather the former would be a fun idea since it could need the best loader there is, the best gfx there are :) and some good code as well. Actually since loom does have a rather simple point & click -system (and a wonderful wonderful plot) the code-part is proabably the least problem - well, pathfinding and clipping etc...
All in all something thats probably too big for volunteers :(
Still, I keep up the hope.
Even started to test some converters on the ega (not vga)-gfx of the original loom - after all its 16 colors :)
Maybe the first fli-gfx-adv? :)
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madcrow Account closed
Registered: Oct 2003 Posts: 39 |
If Loom EGA could be ported than so could (in theory at least) Monkey Island 1 EGA. It would be an interesting project.
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please have pity on the n00bish emu kiddie responsible for the post above. |
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Seven
Registered: Jan 2002 Posts: 202 |
Quote: mmmh aeg showed me a scumm-alike game he has started a long time ago....wasnt that ever released? *shrug*
whatever, such kind of engine isnt really that hard to write, the biggest problem on c64 would be fitting a reasonable amount of objects into memory :)
No, actually.. the real problem is getting a coder who claims it isn't that hard to do to actually get his ass up and do something.... anything ;)
That being said, I believe Logan by Byteriders was kinda like Maniac Mansion, wasn't it? And I think Sebastian Broghammer does qualify as a scener ;) |
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Burglar
Registered: Dec 2004 Posts: 1089 |
I think you will find a coder when I finish Troddlers Preview V2 ;) |
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WVL
Registered: Mar 2002 Posts: 899 |
Quote: OK, to be honest I'd define it in a quite extreme way, something that would be able to implement most features in Lucasfilm adventures..
- arbitrary shaped backgrounds with multiple Z-layers
- masking of sprites/objects when they go behind those layers
- scrolling
- smart pathfinding
- hugeass amount of data / text / rooms / animations possible -> need a nice memory manager and loadersystem, possibly non-DOS format to overcome directory size limit & lost space due to last sectors of files, IFFL is also fine
- scripted actions for NPCs etc.
- verb/noun interface as seen in SCUMM games
It may be that the original poster wouldn't even demand such engine, but it'd be better to blow the C64 scene away properly at once :)
you can steal masking of sprites/objects from the PD64 codebase.. it's really nice & fast code and uses nice packing of the mask data :).. calculating 3 ball sprites costs me about 24 rasterlines/frame. |
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chatGPZ
Registered: Dec 2001 Posts: 11360 |
Quote:
No, actually.. the real problem is getting a coder who claims it isn't that hard to do to actually get his ass up and do something.... anything ;)
hehe. i've written such an engine for the gba, and even there it wasnt trivial to fit everything into ram (most objects can be manipulated in some way, so the lots of rom space doesnt really help).... i have thought about porting the thing to c64 more than once, would be a really interisting project actually, but i couldnt come up with a decent idea on the memory problem yet :/ if i recall correctly that was also the problem aeg had - once you add a non trivial game/story to your point+click engine you face memory problems quickly. maniac mansion and zakmckracken became a lot more impressing after doing all that :) |
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T.M.R Account closed
Registered: Dec 2001 Posts: 749 |
They did? Bloody hell, i was pretty impressed already and i've never even tried that kind of engine! |
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chatGPZ
Registered: Dec 2001 Posts: 11360 |
@tmr: the original scumm v1 engine (which was used for the c64 games) uses a crazy mix of interpreted scripts and embedded machine code, then there is a simple form of virtual memory, a custom filesystem/discformat and some other nifty stuff. it must have been a lot of hard work to make those games work at all.... no wonder they had a *huge* team working on it back then. |
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