BladeDragon
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That is to say, Win V1 to be exact. These aren't necessarily "required" things, but I wanted to find out if editing the Verge Source files could allow for these additions to take place, or if anyone had a good idea how to do them/accomplish them with coding.
1) Changing the Speech Portrait size from 32x32 to 48x48. I can't seem to find the old portraits I had done for V1 eons ago, but the new ones I can get ahold of are all 48x48. Long story on how I get them from Langrisser games for this genre of game I'm creating. ;p Anyway, I was hoping I could find just a simple line within the code files to edit it, but I couldn't for the life of me.
2) Overlapping 'troops' in a battle scene. Unlike V2 and later editions, I know V1 ONLY let you place entities on the 1st layer, the 2nd acting as a foreground, and the 1st acting as the background. Due to the attacking coding, there's got to be an allowance for overlapping troops, so instead of having each unit be a 'character' entity, I was going to try to make each of them animated PCX files, which would allow me to, in theory, overlap as many as necessary, plus they move with the camera, which is ideal also. If anyone has a better method of knowing how to handle this, the engine I'm designing is modeled after Warsong for Genesis, Langrisser series from Genesis, SNES, Saturn, and Playstation versions. I'm sure I can adapt if no one can help with this one, in case I'm shooting too high for the old V1. ;p
3) Rides. That is to say, FF3 chars on Chocobos. I'd like to try to make certain monster troops, summons, and horse-type mounts in my game proportionate to the character like chocobos were to FF3 chars, I was wondering if there was a way to 'hack' the Win V1 engine with reasonable understanding to get such characters. Otherwise, I suppose this can be done by making the 'mounts' or oversized characters simply PCX files with a coded obstruction zone following them.
4) I can't really think of all the random questions I had to ask of Vecna or anyone else who knew the engine, but I should just add this for a final summary. Is there ANY difference between Win V1 and Dos V1 that allows for anything 'extra' to be done? For instance, can Win V1 make use of Speed Bump's music system to play IT's also? Is there the ability to use larger chars and more animation frames for characters? Customization of any sort for windows? I know Win V1 is simply a port, at least when it was announced, but I figured it would be worth asking, since V1 would only need so few changes to be the truly ideal engine for this strategy game of mine.
Thanks for everyone's time.
~Blade Dragon
Posted on 2001-12-02 03:04:47
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BladeDragon
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That would certainly help a bit, the main reason I ask these questions is because, V1 was very code light, which is preferable when a whole game can be done in a week with 1 engine design and all the animations being FF3-style. Anyway, I had already done several unreleased demos back in the day with V1, so that code's already memorized more or less, and I thought V2 needed you to actually define the most rudamentary functions yourself, from the buttons, to how to save games, to speech boxes. I just really didn't need THAT much configuration, hence this post. But if you know where to find his/her library for the V2 engine, I'd appreciate it. Thanks.
~Blade Dragon
BladeDragonX@netscape.net
Posted on 2001-12-04 05:58:51
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TheGerf
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http://zara.verge-rpg.com/games.html
Check 3/4 down the page, and check the desciption for EZV2. There's also a demo with it that shows what it looks like, and offers examples, etc.
TheGerf, not just any gerf.
Posted on 2001-12-05 19:06:38
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