> I didn't question the use/develpment of an RPG-engine, nor the actual
> number of games sold. I wanted to state that thinking that 4 out of 5
> MSX-ers have a tR is rather optimistic
>
> 'Nuf said
> Eric
Ok, sorry. misunderstood.
P.
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>
> The books are called "De eerste wet van de magie" up to "Ziel van het
Vuur"
> (the 6th book). I must warn you: each book is several centimeters (about 8
> or 10cm) thick.
>
> They're written by Terry Goodkind.
Hmmm. don't know them either, but I'll take a look. You've read The Wheel of
Time
.
> So, it's a money talk, and not about "users' response".
Let's make a deal then. You spent the next year creating an RPG or another
really good MSX game, and then you can give it away for free.
When I finish a game that took me so much effort to make, the people who
want to play it may give
> As said, I think most MicroCabin games are really programmed terribly bad.
> Take a look at the speed of Akin and Ys II / III (all three astonashing
> pieces of programming-art) and you might understand what I mean.
Yes, the scrolling of Ys2 and DS6 was many times better than that of XAK2/3.
B
>
> I think doing things like this lays a too big limitation on the game. Take
> for example RoA, only Nagash (the main player) remains the same, so all
the
> story has to concern him. It is hardly possible to create game elements
like
> love and relations, because the player could decide to 'dum
> > changes when the character reaches a certain level? A Mage could become
a
> > Wizard, then the sprite for it would change, other things could change,
a
> > Fighter could become a Warrior. You know, this could keep the interest
of
> > the player, to see "what next" his players will become
>
>
>
> The first part is not that long... You can at least finish that one I
think.
>
Actually, the first part was merely the release of the master disk. We added
some gameplay otherwise people wouldn't be interested. The actual game start
with part 2, bit it does continue where part 1 ended.
The
>
> I do think the loading in for example RoA is annoying during battle, yes
> (sorry Peter, and yes I know you probably couldn't have done it
otherwise).
> You see, I didn't immediately install my harddisk again after I got back
> from the fair... I played it from disk for some time, but the loa
> >selling copies.. well.. do you want to get rich of selling msx-games?
> >suppose you get 20$ clean in your hands for each game.. x 20 games is
> >400$.. divided by about 4 persons is 100$, for 8 months work :) Even in
an
> >economicaly broken country like the Chech-republic average ppl get 350
uld start on it.
let me know.
Peter Meulendijks
UMAX
n-line for anyone to use.
sorry.Gtz,Peter
Meulendijks
>
> Pessimism? I think your 20/25 ratio is rather optimistic :-)
Wrong. it sucks. I don't know about the TR, but part 1 of RoA sold about
100 copies (or more, I dont know, you should ask Sunrise). Reason enough to
start thinking about continuing building an RPG-engine.
P.
> Eric
>
>
>
>
> Agreed completely. And after all, if the game is sold well, you can drink
> quite some pints of beer (Guinness, preferrably, when spoken about pints)
in
> exchange for the effort of creating the game.
>
> But games nowadays are, after all, created for fun. There's no sense in
> creating a game
>
> It is anyway, if you only count the amount of sold games. Developing MSX
> game software is not the most profitable way of earning money. I thought
> that most of the developers wanted to create a satisfactory game. Ofcourse
I
> agree that it's not a matter of money to be earned, and I know i
> > In DS6, I simply can't start the game. It just ask me from where to
load
> a
> > game. I don't have any saved games (of course), so I can't start the
game!
> > How do I start a new game?
>
> Just do not touch the spacebar while booting... wait and see the entire
> introdemo and the game will
>
> I doubt that, to be honest. Do you know the games 'Tales of Destiny' and
> 'Tales of Phantasia' (SNES/PSX)? Those games' engines are nearly similar
to
> each other, and that's why, after having finished the first game, you
really
> don't want to fight the enemies of the other game anymore. An
>
> Make your game free software and then you don't have to worry
> about how many people will buy it.
>
Free... good joke. The software is practically free! Think about the hours I
put into creating it, and the little earnings I get from it, I say I deserve
every penny! Not that I do it for the
> "Rieks W. Torringa" wrote:
> (...)
> > Turbo R RPG, I'm really willing to buy it. There are so many nice things
> > that can be achieved using a TuR! But apparently there's nobody who cas
the
> > courage (or something like that) to run the risk of not selling 25 but
> > selling 20 instead...
>
> You're right, ofcourse. But I was rather talking about publishing the
> engine. And besides, writing articles is (if you have inspiration) very
> nice, and you will probably get lots of feedback on those articles. And
it's
> something else besides editing those screens and the storyline all t
>
> Well, Xak 2 works all right when played on a Turbo R... But I agree that,
> generally, most MSX-RPG's' scrolling is not really high quality... On the
> other hand, the fact that those Japanese companies' games' scrolling is of
> low quality, does NOT automatically mean that it's IMPOSSIBLE to
> Isn't it so that, by making the PA3-engine PD, you run the risk of many
> people creating the same genre of games? I.e., the GameBuilder-effect?
> Realms of Adventure is already the third game Peter created himself by
using
> the PA3-engine (although he made some changes to it to create the
>
>
> Invisible enemies in a RPG game, are IMHO, crap. I can't play a RPG game
> with invisble enemies for more than 5 minutes without getting mad and just
> turn off the computer. So, I guess you should stay with visible enemies.
I disagree. In RoA i have deliberately chosen for invisible enemies
>
> The PA3 engine does not scroll. Therefor, you have got quite some time
left
> to do things like this. However, when using a scrolling engine or even
> worse: a smooth scrolling engine, it is a better idea to combine this with
> the 'trigger' phenomenon, that way those checks are only done if
>
> Pfff. Three pages for the screen construction??? One is enough if you use
> flipping (disabling the screen), and otherwise two will do fine. The third
> page can then be used for pattern- and characterdata etc., and the third
> page is entirely left open for additional things like more in-ga
> > it sounds interesting. yes, please!
>
> I bet there are people who will use it. Especially among the people who
can
> only code Basic it will be greatly sppreciated. And even if not, what's to
> lose??? I say do it!
What's to lose? writing the course would take
suck. Only the Falcom games have
good scrolling.
I understand why they are so slow and non-smooth, but at that time choosing
between making an RPG with scrolling and all the troubles it would bring and
being uncertain if we could do it at all or making an RPG with rooms that
would
area program
Now, here you can do whatever you want. If you want something to happen when
the player is in room Z, at the
coordinates X,Y, why, you simply use an IF THEN routine and jump to the
appropriate event... If the player is not there, you can check for
something else. If all the checks have
Hi.
I decided to follow the discussion here and add remarks about the PA3
engine./ (see my message further down) so people can get some ideas of the
possibilities.
>
> > > like stated before: you indeed need atleast 2 maps, one gfx-map and
one
> > > data-map.
The PA3 engine uses only 1 map of
people are
interested, the engine will be released through MCCW, and I shall also start
an RPG course there.
Gtz,
Peter Meulendijks ([EMAIL PROTECTED])
UMAX
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