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Post by MBitt on Dec 21, 2003 10:40:12 GMT -5
I know we all have played 8 direction PSII and XBox type games, but everyone seems to want to do little pokemon type 4 direction GM games. It is size costly to add the 4 more directions and the larger animated sprites, but the results are very nice. It would appear that people that construct the next level of animated games would have an edge up on the other GM makers. What do you think?
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Post by IsmAvatar on Dec 21, 2003 13:33:16 GMT -5
This is a discussion, not a question. I've moved it to the General Board (don't worry about it, you didn't know, that's what mods are here for). Also, I've given your topic a more relevant title.
I like 4 direction because you can keep it to grid, which is better for maneuvering, rather than getting stuck between a rock and a hard place.
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Post by Noadi on Dec 21, 2003 15:07:22 GMT -5
Well another good reason is that these are PC games so the controls are the arrow keys which makes just 4 directions much more practical (yes some people have joysticks but in general it's the keyboard used for all controls). You can do 8 directions but for the more part it will only be the basic four that are used most of the time.
IA: maes = makes
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Post by IsmAvatar on Dec 21, 2003 17:56:29 GMT -5
If you hold down the left arrow AND the up arrow, then the character will move up-left. I think that's what he's talking about.
If you want a more accurate speed, then it'll take a tad bit of code to estimate how fast the player would move at that angle. actually it's just length_dirx(normal speed,direction) and length_diry(normal speed,direction)
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Post by MBitt on Dec 21, 2003 21:09:15 GMT -5
I was refering to the numberpad directions or a joystick and using 3d characters saved as bmp files from programs like 3dmax, 3dautodesk, etc. The sprites I have made seem to work fine. Much more detail and seems to look alot like a PSII game character. It just seemed to me that the GM authors were not using all the resources out there.
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Post by MBitt on Dec 21, 2003 21:49:46 GMT -5
I would be glad to send you an 8 directional sprite, to a couple of people, so that you can see the possiblities of a real RPG adventure. Making a game at this level is more time consuming and requries some more coding. But the results rival the professional games.
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mayhem
User
Monkey
No longer weird :D
Posts: 17
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Post by mayhem on Dec 22, 2003 1:54:11 GMT -5
8 direction isnt harder to code than four! Well i had no problems with it anyway... As for the sprites, well thats a different matter. Unless you're using anim8or or something like that the sprites are hell to make :@
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Post by victor on Dec 22, 2003 4:45:33 GMT -5
No, Actually it's easier with 8 directions ;D
And I dont like 8 directions, I am always using 4 directions in my games.
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Post by MBitt on Dec 22, 2003 10:52:43 GMT -5
From the latest changes in GM5.2 it appears the program is moving towards a tile based 3d program. The Room controls were modified to give ISO layouts. That is a 4 directional sprite at 45 degree angles. After you do all that work it might as well be 8 directional. 4 sprites at the orginal 90 degree angles and now the 4 sprites at the 45 degree angles, that's if you try to make the change to ISO.
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Post by Noadi on Dec 22, 2003 14:22:47 GMT -5
8 direction isn't difficult to do it just doesn't seem worth it for my game. It would mean twice the sprites to make. But also most of the time even with 8 direction sprites the players are going to use the regular 4 directions more often.
I'd just like to point out that there is no such thing as tile based 3d. You either have tile based or 3d not both. You can use prerendered 3d in tile based and you can use 2d sprites in 3d (however they are mapped to a 3d shape even though you can't see it). Isometric view is simply an optical effect that appears 3d but isn't.
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Post by MBitt on Dec 22, 2003 14:35:55 GMT -5
You are 100% right. I consider the Tile base statement as a program that slides flat shapes around the screen. Those flat shapes are the sprites giving a 3d appearence, not true 3D. The 8 directions is just a smoother transition between directions. Professional Game developers seem to push for the 8 directions on 2D games and rendered on 3D games. I am still learning and hope to get better someday.
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Post by MBitt on Dec 26, 2003 22:15:13 GMT -5
I do not think people will pay for games that are 4 dirrections with little GBA type sprites. They want sprits that move in 8 directions like normal games. They want nice graphics and they want a game that is programed well(Tight) They want spice. Yea you may have talent here and there but it takes cooperation to make something good. Not looking at every post for mistakes so you can flaunt you knowledge. I made a logo for these kids at s3.invisionfree.com/Gamemaking/index.php if you want to check it out. I used 3 of my sprites and some simple typing.
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Post by MatrixQuare on Dec 26, 2003 22:37:47 GMT -5
I personally prefer 8 directons, my Action RPG game uses 8 direction movement with 360 degree shooting (it's hard to explain what it's like... It's kinda like a tank, the base can move in 8 direction but the turret has a 360 degree attack angle). 4 direction is good for old fashioned RPG, but 8 direction seems to give the player more freedom (I can't get accustomed to the Pokemon controls after I get used to playing my PS2 . Well, that's my opinion on that. " I was refering to the numberpad directions or a joystick and using 3d characters saved as bmp files from programs like 3dmax, 3dautodesk, etc. The sprites I have made seem to work fine. Much more detail and seems to look alot like a PSII game character. It just seemed to me that the GM authors were not using all the resources out there." I can say with 100% certainty that no one here owns a legal copy of 3D Max or Maya or SoftImage (or any other 3D program that cost over a few thousand, unless you work in the industry). It's easy to get expensive programs over the net these days, but I prefer to use legal methods.
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Post by MBitt on Dec 26, 2003 22:46:26 GMT -5
I did those in 3d Canvas Pro, I think I paid about 70 dollars for it. Also Milkshape another 3d program is 25 dollars. There are plenty low poly programs.
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Post by MBitt on Dec 26, 2003 22:51:38 GMT -5
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