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Messages - AGP

#1
No, the characters (and some items) are fully 3d, whereas the backgrounds will remain 2d, and the game will stay screen-to-screen. Check it out and let me know, but remember it's early in the production.
#2
Update: http://www.agpgames.com/QuestforGlory.html

PS: Nobody go the root of that site yet: I just set it up today, and none of those links work!
#3
Thanks a lot, Trent. I'll look into it.
#4
What format and where can I find it? Was it any good?
#5
Quote from: ProgZmax on Tue 24/03/2009 12:50:13
I do think this has potential, but as with all fan projects I think you'd go farther just making your own original game rather than riding the coattails of someone else's design.  Two obvious perks of making an original game are you can potentially sell it (because everyone loves money!) and you don't have rabid fanboys of the source material spanking you for not being faithful for one reason or another.

Agreed, ProgzMax, but as I said I started this more out of curiosity, which was a wonderful thing because it got me to write this engine. Now I've just come so far that I could finish it but for some artwork. I have every intention of using this for a project of my own in the near future, though.
#6
I don't think that anyone with that big an inferiority complex could ever insult me, Renal. You've been, in fact, quite flattering. And thanks for being the voice of reason, Andail. By the way, don't judge it by the quality of the 3D models, which are a work in progress, but here's a screenshot:
#7
Rharpe, thanks a lot for the comments, I appreciate them. I am as we speak working on a new, more polished, version. And to be perfectly honest, I slapped that Sierra animation together without giving it much thought. But if I can achieve a near-identical result with a single GIF, I will for this next version.
#8
Yes, it's my own engine (which in its own right is a reason to do it!). The characters are all 3D, the backgrounds aren't (but they're much better and higher-res than the original backgrounds). I'm glad you downloaded it. Try running it again, and if it crashes, look for a log file that you might post here. It's probably the compiler's problem, but you never know. By the way, just to make sure, don't click to skip the Sierra animation, just wait for it to end.
#9
It's a fairly rude question, but the point of all what? The project itself? Modernize Quest for Glory. Or, if you prefer, a hobby. What did you expect?
#10
BUMP

If anyone's weirded out by the fact that it's only an IP, not an URL, it's just because I haven't picked an URL yet. Don't be afraid to check out the (monstrously simple) website and download the preview!
#11
General Discussion / Quest for Glory I 2.5D
Sun 15/03/2009 21:21:23
I started this thinking "wouldn't it be cool to see the QG hero in 3D?" Then, I got excited about the background my friend drew for the first screen, and it grew into this 12-screen preview. The RPG engine is my own (the 3D parts are jPCT). If anyone can draw backgrounds and would be willing to help me I could finish this really fast now, as most of the mechanics is already written. I'm already working on a more complete demo (should be done soon) which fixes the transparency issues, a few bugs, and adds two screens (one of which a save game to Erana's Peace).

http://66.160.166.159/
#12
OK, put differently, what algorithm does the changeRoom(x) function implement? A quadruply-linked list seems intuitive in the sense that for most games you only have four possibilities for screen change in any given room. I suppose it could also be something like this: hero crosses barrierX->is taken to screen Y, (perhaps each barrier being an object (or struct) holding the link to the next screen.
#13
For the individual screens (not the image storage in the hard drive, but their organization in the RAM). Hero moves to the right screen, list moves to its right, hero moves to the screen at the bottom, list moves to the bottom link.
#14
Is it a quadruply-linked list? For instance, when the hero moves to the right of his screen, in a quadruply-linked list the list would do the same. Or is it some other way? I want to know this because I'm writing an adventure/RPG by hand (redundant, I know, but I like the control) and I'd like to know what has worked in the past. Thanks in advance.
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