It's not really a matter of being able to work with 3 channels or 24. For the Infinite MSXDEV'05 game I'm doing PSG music you know, even with chn3 doubling as sfx channel so I have to count with 2-channel music in the worst-case-scenario
It's mainly a matter of what kinda music you want to make.. with PSG you're usually doing either chiptunes or tunes like those old Konami-tunes .. just nice 3-channel tunes. With FM-Pac/musmod you're stuck with a certain type of music as well. I use the moonsound because I want to make *new* music, new style.. bigger, more 'realistic' .. orchestral/movie'esque wherever possible.. working with 'sounds' rather than just notes.
vscreen=screen4 eh. hmmm...
slight off-topic @Maggoo: you could also use multiple screens (like 4 & 5) screensplits in vscreen (later), or are you already doing that ?
Could be a cool feature for your engine, right
slight off-topic @Maggoo: you could also use multiple screens (like 4 & 5) screensplits in vscreen (later), or are you already doing that ?
Could be a cool feature for your engine, right
Doing that already
The scorebar at the bottom is screen 5.
What one could consider, however, is porting existing sequels to MSX games to MSX, e.g. Ys 4 and Xak 3 could be done pretty well if you ask me .
I agree with Rikusu's sentiment here. And it wouldn't be as big a challenge on grafx artists as they can be inspired by the original game.
You could even make some inprovements upon the originals in the gameplay or otherwise. If you ever played through Xak 3 you know there's room for improvement...
And apart from using Vscreen isn't Dante 2 a viable 'engine' to use for such a project? Or is Vscreen so much superior?
Vscreen = Scrolling platform / action game engine.
Dante2 = RPG game designer.
So if you want to make a RPG beleive me, forget about Vscreen.
On MSX Magazine 3 there was an RPG-System3. Didn't have the time to play around with it a lot, but it might be an interesting system as well
Really depends on copyrights and wether or not you can make stand-alone games with these types of editors. I might some day -in the very far future- continue work on openRPG, but I think the zero-code version wolf was asking for is not very likely though. If it is going to be zero-code however, it'll involve some very heavy script-editing. I must say I haven't seen any european Dante2 games though, and something tells me openRPG wouldn't be more popular either...
Really depends on copyrights and wether or not you can make stand-alone games with these types of editors. I might some day -in the very far future- continue work on openRPG, but I think the zero-code version wolf was asking for is not very likely though. If it is going to be zero-code however, it'll involve some very heavy script-editing. I must say I haven't seen any european Dante2 games though, and something tells me openRPG wouldn't be more popular either...
I agree. and the biggest problem with 100% editor based games is that if you don't add any piece of custom code, all your games are going to end up feeling pretty much the same even if GFX are somewhat different....
more like: every monster fullscreen, until you're really stronger than this monster.. and you can kill it YS-method. So, only the dangerous monsters are fullscreen, for a while..
usually those stupid spiders in SD-snatcher (first monster) is about the leave the fullscreenmode quickly then..
For RoA this is not possible for many reasons. It involves creating two seperate (and totally different) battle modes for one. Not to mention that it would be very awkward. But this got me thinking.
how about an option you can set in the config menu, which when ON, simply ignores enemies that are much weaker than the player (level-wise). (no battle is initiated upon contact). This kinda has the same effect, with the only difference that lower enemies are ignored instead of destroyed.
any thoughts?