Smonos, nice to hear that my project ins inspiring!
I did RPGs in late 90s and till 2005 or 2006. Then I had couple of years I did not do. But in 2011 I got an idea I'll do RPG. One requirement was to get good tileset and I found this FirstSeedMaterial. Almost year after that I found about OGA. Two previous RPG I was not able to finish since I was missing too much graphics. Original I was thinking about totally different RPG genre instead fantasy, but since there was not decent tileset for that. Then I decided that I go with fantasy.
I did not do any prototypes. I started from making a tile-editor which just reads PNGs and writes tiles into binary format. That format also contains information is tile blocked or not, what kind of light it emits and it's default positioning and possible animation. Next thing was do map editor which also uses the same engine as the game. Since editor also had animated character as "cursor" I was able to test animations and so on. Next thing was starting to do with game itself. Since engine was the same as in editor I had to add more game things like, inventory, talking, barteting, trading and fighting.
What I really like my engine is that I can do almost everything with editor. I do not have separate editor for scripts or talks like my previous engines had. That was pretty annoying to start a different editor. Editing talks was first quite a challenge how to do it. My older RPGs had either programed talks which require lot of work or simple keyword talks, something like in old Ultimas. Those of course allow player to cheat if they just know the correct keywords. This time I did something like in NWN talk editor. Each line what NPC can say is separate state and that state has player lines which can lead to another state. Each line can also have simple check if story variable equals something then go state A and if not got state B.
Each state can have actions which can give or take items from player, gain experience, add journal events or set story variable. All this is done with simple pull down menus and most of the talks are quite easy to do and require no programming.
GUI in game is done with Java SWING but custom skinning. Only library used is the OGG player. In the latest 0.8.0 version I did improvement for graphics. Instead of manually drawing each pixel of each tile I use Java's BufferedImages and when whole square is draw then I draw overlay shadow tile which puts correct light for the square. This dropped CPU usage from 30% to 50% depending on what is being drawn to screen.
Sorry for long text, but remember the past is kind of fun...
I think managed fix problem which caused problems when playing wav files from JAR. Trick was use wav files as URL resource not as InputStream. More detail explanation can be found from here:
Tileset is 32x32 but should scaledown quite easily. Just pick the green base for orc, maybe a chain shirt. Then some other base for knight and plate mail and helmet.
I have also added simple shadow casting for certain objects. These shadows are generated along with other light sources so when I create maps I do not need to manually add these shadows. Since they are generated there are some minor problems like that all shadows always fill one whole square.
Usually artist tells how to give attribution. You can find instruction under section:
Copyright/Attribution Notice:
So if you use CC-BY art in your game you should credits in your game. Link you gave talks about using CC-BY license art in logo. So if you use logo in a game it should be credited. If logo is used in web page it should be credited or used in a video it should be credit. But if you use art in game single place is enough for giving credits not every time art is visible or hearable.
Cool game! What sound you used for spiders? I liked that and I realized that in my game spiders does not have sound effect.
Smonos, nice to hear that my project ins inspiring!
I did RPGs in late 90s and till 2005 or 2006. Then I had couple of years I did not do. But in 2011 I got an idea I'll do RPG. One requirement was to get good tileset and I found this FirstSeedMaterial. Almost year after that I found about OGA. Two previous RPG I was not able to finish since I was missing too much graphics. Original I was thinking about totally different RPG genre instead fantasy, but since there was not decent tileset for that. Then I decided that I go with fantasy.
I did not do any prototypes. I started from making a tile-editor which just reads PNGs and writes tiles into binary format. That format also contains information is tile blocked or not, what kind of light it emits and it's default positioning and possible animation. Next thing was do map editor which also uses the same engine as the game. Since editor also had animated character as "cursor" I was able to test animations and so on. Next thing was starting to do with game itself. Since engine was the same as in editor I had to add more game things like, inventory, talking, barteting, trading and fighting.
What I really like my engine is that I can do almost everything with editor. I do not have separate editor for scripts or talks like my previous engines had. That was pretty annoying to start a different editor. Editing talks was first quite a challenge how to do it. My older RPGs had either programed talks which require lot of work or simple keyword talks, something like in old Ultimas. Those of course allow player to cheat if they just know the correct keywords. This time I did something like in NWN talk editor. Each line what NPC can say is separate state and that state has player lines which can lead to another state. Each line can also have simple check if story variable equals something then go state A and if not got state B.
Each state can have actions which can give or take items from player, gain experience, add journal events or set story variable. All this is done with simple pull down menus and most of the talks are quite easy to do and require no programming.
GUI in game is done with Java SWING but custom skinning. Only library used is the OGG player. In the latest 0.8.0 version I did improvement for graphics. Instead of manually drawing each pixel of each tile I use Java's BufferedImages and when whole square is draw then I draw overlay shadow tile which puts correct light for the square. This dropped CPU usage from 30% to 50% depending on what is being drawn to screen.
Sorry for long text, but remember the past is kind of fun...
And thanks for you comments, smonos
I just got 0.8.0 Alpha version done. Game is still working in progress and cannot played through...
New version is available from here:
http://tuomount.kapsi.fi/download.html
I think managed fix problem which caused problems when playing wav files from JAR. Trick was use wav files as URL resource not as InputStream. More detail explanation can be found from here:
http://stackoverflow.com/questions/20580025/java-io-ioexception-mark-res...
Then couple of screen shots from the new version:
I am going to advertise my own stuff:
http://opengameart.org/content/musclemanogreminotaur
Tileset is 32x32 but should scaledown quite easily. Just pick the green base for orc, maybe a chain shirt. Then some other base for knight and plate mail and helmet.
Ah, I missed the deep waters step. Here is another version. Couple of names added also.
Here is my result after tutorial part two. Doing the actually "geography" takes a lots of time. This was fun tutorial anyway. Thanks a lot.
PS.
Since I used YD's brushes license is CC-BY-SA.
If you used CC0 pictures as brushes maybe could add them here also. Second part for the tutorial would be nice.
Cool tutorial!! Very easy to understand and follow up. Plus I learned couple of new tricks from the Gimp! For me it took about 30 minutes to do it.
Here is the result:
Lately I have been creating a new tileset for Heroes of Hawks Haven. That tileset is available in OGA too:
http://opengameart.org/content/limestone-tileset-32x32
I have also added simple shadow casting for certain objects. These shadows are generated along with other light sources so when I create maps I do not need to manually add these shadows. Since they are generated there are some minor problems like that all shadows always fill one whole square.
Couple of screenshots as example:
Usually artist tells how to give attribution. You can find instruction under section:
Copyright/Attribution Notice:
So if you use CC-BY art in your game you should credits in your game. Link you gave talks about using CC-BY license art in logo. So if you use logo in a game it should be credited. If logo is used in web page it should be credited or used in a video it should be credit. But if you use art in game single place is enough for giving credits not every time art is visible or hearable.
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