#126043 - DakeDesu - Thu Apr 19, 2007 3:44 pm
Hi, some of you may remember me from the drama that goes on at GameDev.net. Essentually they don't want me there, so I am here asking a question.
Originally I wanted to make the game work on SNES hardware, so as to make it easier to put onto the Wii, as a method of Indy game distribution. However, I don't know of any communities for SNES emulation that are as decent as this one (if you know one, it would be perfectly on topic mention it in this thread--yes, I did do a google)
Enough of this babble, what is the game:
Summary: A continuation of the Kid Radd _game_ series you can find out more about kid radd by reading the official comic: http://kidradd.com (doesn't work in IE6--surprised it works in any browser to be honest). The game is called "Super Radd Proceed: Super Radd: Kid Radd 4", To disect the name "Kid Radd 4" means it is the fourth game in the series (yes, the fans of Kid Radd have made up a series of fan games--none are anywhere near completion), Super Radd means it was for a parody of the SNES, SENS, Super Radd Proceed, means the fictional companies Sosumi Co and Seveightgo stole an idea from Nintendo and ported a SENS game to a system the fans of the series call "Game Kid Proceed" (which should be easy to figure out what _that_ is parodying :P ).
The game is to be handdrawn. Which, from what I am find is: the sprites aren't really much harder to hand draw--levels may be different. But that is heresay in this forum (or atleast off topic).
What I need to know is what Mode would be best todo a hand drawn game with. I don't imagine too many tiles would repeat themselves. Even doing tricks found in FFV and FFVI, I don't think I could lower the tile count enough to make it worth it. Unless yuo guys can say different that is (you, alledgely ,are the experts =^.^= )
What I was thinking of doing was storing, in ROM memory, all the sprites facing one way, then loading up the game into sprite mode, flipping some copies of the sprites, and then slipping into the othe mode where I write the screen using a one dimensonal loop (should be kids stuff--correct me if I am wrong here). This would be done inbetween levels, so that only the sprites that are needed are loaded into the appropriate part of RAM, and only the ones that need to have been flipped are flipped. This is only to be done if the mode does not allow flipping.
An idea is to go for a nontilled mode with multiple layers, put the sprites onto the first background (there is no sprite memory for non tiled layers, right? so I simply use a background as a sprite layer), have two backgrounds (one close, one further back), and a hit detection layer. With rgb(x,0,0) be a PC (where x is an id), rgb(x,y,0) be pickup object where x<<8+y is the object id, rgb(0,255,0) be wall, rgb(0,0,x) be baddy (with the number be the baddie id), and rgb(x,0,x) be an attack of some kind, with x being the direction id.
Most of the stuff I am asking about in this post is recalling after months of not touching GBA, and most likely wrong. I am posting this to ask what mode would be best for a handdrawn game (and some ideas I have), so that I don't have to research six times as much information for an anwser somebody here might know the answer to. I won't bother googling "handdrawn GBA game demos" as I _know_ it will be a waste of time, as I've yet to see much of anything for the GBA that qualifies as handdrawn.
Oh yeah, game design doc:
http://www.krfp.dakedesu.info/temp/2007/04/19/super-radd-proceed-kid-radd-4/
_________________
[ Main Site | Kid Radd Fan Project | Forums ]
Originally I wanted to make the game work on SNES hardware, so as to make it easier to put onto the Wii, as a method of Indy game distribution. However, I don't know of any communities for SNES emulation that are as decent as this one (if you know one, it would be perfectly on topic mention it in this thread--yes, I did do a google)
Enough of this babble, what is the game:
Summary: A continuation of the Kid Radd _game_ series you can find out more about kid radd by reading the official comic: http://kidradd.com (doesn't work in IE6--surprised it works in any browser to be honest). The game is called "Super Radd Proceed: Super Radd: Kid Radd 4", To disect the name "Kid Radd 4" means it is the fourth game in the series (yes, the fans of Kid Radd have made up a series of fan games--none are anywhere near completion), Super Radd means it was for a parody of the SNES, SENS, Super Radd Proceed, means the fictional companies Sosumi Co and Seveightgo stole an idea from Nintendo and ported a SENS game to a system the fans of the series call "Game Kid Proceed" (which should be easy to figure out what _that_ is parodying :P ).
The game is to be handdrawn. Which, from what I am find is: the sprites aren't really much harder to hand draw--levels may be different. But that is heresay in this forum (or atleast off topic).
What I need to know is what Mode would be best todo a hand drawn game with. I don't imagine too many tiles would repeat themselves. Even doing tricks found in FFV and FFVI, I don't think I could lower the tile count enough to make it worth it. Unless yuo guys can say different that is (you, alledgely ,are the experts =^.^= )
What I was thinking of doing was storing, in ROM memory, all the sprites facing one way, then loading up the game into sprite mode, flipping some copies of the sprites, and then slipping into the othe mode where I write the screen using a one dimensonal loop (should be kids stuff--correct me if I am wrong here). This would be done inbetween levels, so that only the sprites that are needed are loaded into the appropriate part of RAM, and only the ones that need to have been flipped are flipped. This is only to be done if the mode does not allow flipping.
An idea is to go for a nontilled mode with multiple layers, put the sprites onto the first background (there is no sprite memory for non tiled layers, right? so I simply use a background as a sprite layer), have two backgrounds (one close, one further back), and a hit detection layer. With rgb(x,0,0) be a PC (where x is an id), rgb(x,y,0) be pickup object where x<<8+y is the object id, rgb(0,255,0) be wall, rgb(0,0,x) be baddy (with the number be the baddie id), and rgb(x,0,x) be an attack of some kind, with x being the direction id.
Most of the stuff I am asking about in this post is recalling after months of not touching GBA, and most likely wrong. I am posting this to ask what mode would be best for a handdrawn game (and some ideas I have), so that I don't have to research six times as much information for an anwser somebody here might know the answer to. I won't bother googling "handdrawn GBA game demos" as I _know_ it will be a waste of time, as I've yet to see much of anything for the GBA that qualifies as handdrawn.
Oh yeah, game design doc:
http://www.krfp.dakedesu.info/temp/2007/04/19/super-radd-proceed-kid-radd-4/
_________________
[ Main Site | Kid Radd Fan Project | Forums ]