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| screenshots spacemanbow2
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wolf_ online
 msx legend Mensajes: 4827 | Publicado: Julio 16 2005, 20:50   |
He pressed F4 and went-up 1 stage .. then made another screenshot imediately ^_^
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POISONIC msx professional Mensajes: 883 | Publicado: Julio 16 2005, 21:06   |
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Sonic_aka_T
 msx guru Mensajes: 2269 | Publicado: Julio 16 2005, 22:24   |
Quote:
| Maybe i'm a bit stupid but why is on pic 1 the same score as in pic 2?
CTRL+C and then CTRL+V?
but any way keep up the goord work
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I guess they are pictures of the art that will be used in the game... From what I read in the other threads the game isn't completed yet... |
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BraK msx lover Mensajes: 79 | Publicado: Julio 16 2005, 23:07   |
Good work !! Nice to read that a playable demo would be done in two monthes !!!
C'mon ! C'mon ! C'mon !! It's a really impressive project !!
In the same way, does anybody dream about SD-Snatcher 2 or Solid Snake 2... It will be sooooooo coooooool !!!!
Playing new Konami-style games sounds so greeeeaaat !!! A quite incredible, but so great !
Grtx !
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wolf_ online
 msx legend Mensajes: 4827 | Publicado: Julio 16 2005, 23:12   |
SD-Snatcher2, is not impossible .. but it requires:
- 1 team/project-manager
- 1 scenario-writer
- ~3 graphicians
- 1 composer
- 2..3 main-coders
- 1 util-coder
- 2..3 mapmakers
believe it or not: only the first requirement is a real problem  |
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robertwilting msx addict Mensajes: 297 | Publicado: Julio 16 2005, 23:17   |
Wolf seriously I'm really thinking that you over rate the project-manager on that one.
I think the ~3 graphicians and 2..4 main-coders would be just as hard if your going for SD snatcher quality !!
Yes it's easy to get the persons however to get the persons working on such a long and big project would be the real problem. People don't have that time schedule.
No you could solve that by adding even more team members but I don't think you would find enough to get to SD snatcher quality.
Also a projectmanager can't play it a bit less nice because of the allready small people available for such projects .
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Sonic_aka_T
 msx guru Mensajes: 2269 | Publicado: Julio 17 2005, 01:40   |
Idd, the problem is not the project manager... I'd *GLADLY* manage a project like that -as would many people here- if... and that's the big if... there's any graphician to be found. Heck, I'd even code the whole thing myself, but you're never going to find a graphician in the amateur scene that can draw graphics like those in SD-Snatcher. Heck, we've got wolf for the music  , all we need is a good graphician (or two). |
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Maggoo msx professional Mensajes: 592 | Publicado: Julio 17 2005, 07:51   |
speaking of which... What's the status of that RPG engine we talked about on this forum some time ago ? A bit off topic here but I'm just wondering...
Oh and I agree with Sonic, finding ppl to make as much as as good GFX than SD Snatcher would be the toughest part... And it's not just a question of skills, who's got that kind of spare time these days ?
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AuroraMSX
 msx master Mensajes: 1278 | Publicado: Julio 17 2005, 11:29   |
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| Yes it's easy to get the persons however to get the persons working on such a long and big project would be the real problem. People don't have that time schedule.
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And that's exactly what the project leader is for
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| No you could solve that by adding even more team members
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Not really. There's a maximum amount of ppl you can add to a team and still have a productivity increase.
Actually, if the team gets too large, productivity will decrease!
(Compare: Although one woman can produce a baby in 9 months, you won't find a team of 9 women who can do it in 1.)
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Sonic_aka_T
 msx guru Mensajes: 2269 | Publicado: Julio 17 2005, 12:16   |
Quote:
| speaking of which... What's the status of that RPG engine we talked about on this forum some time ago ? A bit off topic here but I'm just wondering...
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The wolfmeister got a bit too excited and too demanding, as usual!  I had the scrolling part of it ready in about three hours, but then came to the part which handled events and whatnot. Initially, I wanted to do doors using events, and have the 'user' script all the specifics, but according to wolf this was no good, and it had to be automated. That's the last time I looked at it. Maybe I should stop blaming wolf and look at it again tho...
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| Oh and I agree with Sonic, finding ppl to make as much as as good GFX than SD Snatcher would be the toughest part... And it's not just a question of skills, who's got that kind of spare time these days ?
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Indeed, if there was just one such graphician I would start coding today. But alas, there is not... |
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ro msx guru Mensajes: 2353 | Publicado: Julio 17 2005, 13:25   |
there's plenty of good GFX folks around, but the SD quality is kinda top-notch. Else I'd give it a try, some post-future/neo styled shizle.
alto it's been years since I did some 8bit pixeling on our beloved machine, it is doable. dunno
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Sonic_aka_T
 msx guru Mensajes: 2269 | Publicado: Julio 17 2005, 16:11   |
Quote:
| there's plenty of good GFX folks around, but the SD quality is kinda top-notch. Else I'd give it a try, some post-future/neo styled shizle.
alto it's been years since I did some 8bit pixeling on our beloved machine, it is doable. dunno
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Well, the idea behind making an SD-Snatcher sequel is that you come up with a game worthy of the name/legacy. Personally, I don't know any graphicians that can draw like that. I've seen your pixelling, and some of it is very good, but you're probably too lazy to complete a project like that anyhoo  The most difficult part is always (and has always been) trying to draw those portraits though... It takes a real artist to be able to draw faces like those in SD-Snatcher with just a couple of lines and even fewer colors... |
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ro msx guru Mensajes: 2353 | Publicado: Julio 17 2005, 17:35   |
lazy's my middle name, you don't 'ave 2 make apologies t00bs 
Faces 'n stuff are really NOT my strong talents. Alho pixeling is. If you got a real (pencil made) drawning I can convert'm to 9bit color images, done that many time.
I've done many pixeling based on what I found in magazines and books.
for example: I rember the basic ideas for the pilars and arches on the following picture were from some comic book I once saw at my friends house, I asked him if I could borrow his copy 'cuz I like the drawing. Check the green gfx here:
while the following one is just a copy of the duck from "reproduck", recognize it? haha. (got it from a flyer)
so you see, lot's can be done when being inspired.
however, since this is the "sm2" thread, let's return topic or start another, aight.
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Maggoo msx professional Mensajes: 592 | Publicado: Julio 17 2005, 17:39   |
Those are really neat GFX. Which screen mode are they using ?
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ro msx guru Mensajes: 2353 | Publicado: Julio 17 2005, 17:45   |
thanx, scr5 ofcourse.
those pix are more than 10 years old, gheh. I already used the blur and contrast techniques to make object more prone when layered on a heavy background like the green pillars. contrast might be the one key GFX peeps should worry about when using scr5 pixeling. (it's kinda hard with less colours to make things blurry or not)
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