Why NO SD Snatcher II or Solid Snake II ??

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By wolf_

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19-07-2005, 12:41

in-game gfx are usually limited to a certain part of a 16-color palette, when talking sc5 ofcourse. Any designer could co-op.. as long as he/she can deal with a handful of colors, it's mainly this last aspect that might be an issue. (I think)

By ro

Scribe (4670)

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19-07-2005, 13:02

I'm just wondering - isn't it just nicer to create your own, original game?

As for graphics; would have said artist have to have specific MSX sprite knowlegde, or would just providing gfx work?

both. a good MSX artist can manualy "convert" the gfx (as in pixeling a pencilmade drawing)

By ro

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19-07-2005, 13:14

Why trying to explain it??... see it yourself!! Wink

www.kurarizeku.net/ftp/dopromo.lzh

What do you think about it?? is it damn good or what??
Yeh, I've seen that one before. VERY impressive. is it gonna be finished?
sprites rule, they're just so darn quick. to bad they've got so many limits...

By Imanok

Paragon (1191)

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19-07-2005, 13:55

Yeh, I've seen that one before. VERY impressive. is it gonna be finished?
Sure!
sprites rule, they're just so darn quick. to bad they've got so many limits...
That makes Sutchan's work much more meritory...

By Samor

Prophet (2145)

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19-07-2005, 16:00

I'm just wondering - isn't it just nicer to create your own, original game?

As for graphics; would have said artist have to have specific MSX sprite knowlegde, or would just providing gfx work?

both. a good MSX artist can manualy "convert" the gfx (as in pixeling a pencilmade drawing)

I'd just manually pixel from scratch - I did some a while ago that way in paint or paint shop pro. I guess they're not very interesting quality-wise though, but I could post them... however, I'm afraid it makes me look bad Tongue
My MSX knowledge would need work anyway - not from a general kind of perspective, but anything programming-related - yes.

By Sonic_aka_T

Enlighted (4130)

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19-07-2005, 20:42

t00b's gotta be kiddin'. no really. whot, you got like 24/7 spare time?
I think such is posible. But not without proper coordination. (in wolf's terms "project manager", but there should also be a programmer's coordinator)
gotta 'ave a good and solid foundation to program on (midas ?) for example

but it's doable, no doubt. how about pippols II ?I said it could be coded in less than three months. In reality I could do it in way less, but whatever... The whole game itself would of course take more time, although making maps and writing the script don't take as long as the graphics would...

By Edwin

Paragon (1182)

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19-07-2005, 21:53

Is still think it's a bit optimistic. As they say, the devil is in the details. Standard software 90/10 rule applies with a vengeance I think.

So taking on a project like this has definitely a free time issue. But that wouldn't stop me personally. Nobody says it needs to be finished in three months.

The lack of graphics artists is a big problem though. Actually creating a whole set of game tiles and characters/monsters in a single 16 colour palette is not easy. And I don't think converting it wil help getting good quality. It appears to be a very a specific task that requires a specific talent.

By robertwilting

Champion (467)

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19-07-2005, 22:01

So why not first check if there's actually people who have that quality and time.
Maybe time for a competition ??

By Sonic_aka_T

Enlighted (4130)

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19-07-2005, 22:43

Well, I'd be game if there were graphicians to be found, but it wouldn't be easy to find people who can draw SD-Snatcher quality graphics for MSX...

By wolf_

Ambassador_ (9950)

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19-07-2005, 23:28

sd-snatcher monsters in battlemode could be raytraced for realistic 3d/phong... gametiles (trees, architecture, grass, etc.) are not *very* difficult to draw tho..

The key is dat you need a story before you start drawing, otherwise you'll draw the same cliche stuff always, with no direction at all..

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