Monday, June 05, 2006
RPG Demo
The designs I did for Flat Red Ball finally found their uses, the RPG demo was just released!
Quoted from Victor Chelaru:
This project is an example of how a traditional top-down RPG could be created. The demo includes to simple tilemap levels created in the SpriteEditor, a character who can walk around, a few old men NPCs, and a battle screen which pops up randomly when you walk.
As a note, the development of this demo didn't quite go as planned. I had planned on releasing this much sooner, but the team was not working very well, and I was focusing mainly on IGB3. Just prior to the June 2006 release, I decided that it was time to get the demo out. Therefore, it is not quite as polished as I'd like it to be, and there are a few things in code which have been added with the anticipation of having more features which were never finished.
Please realize that the purpose of this demo is NOT to show how to organize code. The architecture on this project is not that great. Its purpose is simply to show how .scn and .ach files can be used, and how to effectively use SpriteGrids and SpriteFrames. Therefore, consider this an example of engine features.
http://www.flatredball.com/tutorials/RPGDemo.zip
Quoted from Victor Chelaru:
This project is an example of how a traditional top-down RPG could be created. The demo includes to simple tilemap levels created in the SpriteEditor, a character who can walk around, a few old men NPCs, and a battle screen which pops up randomly when you walk.
As a note, the development of this demo didn't quite go as planned. I had planned on releasing this much sooner, but the team was not working very well, and I was focusing mainly on IGB3. Just prior to the June 2006 release, I decided that it was time to get the demo out. Therefore, it is not quite as polished as I'd like it to be, and there are a few things in code which have been added with the anticipation of having more features which were never finished.
Please realize that the purpose of this demo is NOT to show how to organize code. The architecture on this project is not that great. Its purpose is simply to show how .scn and .ach files can be used, and how to effectively use SpriteGrids and SpriteFrames. Therefore, consider this an example of engine features.
http://www.flatredball.com/tutorials/RPGDemo.zip
