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From: <ddm...@li...> - 2002-10-02 19:06:03
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Hello. Allow me to introduce myself to those whom I haven't met yet. I'm Stephan, and I'll be doing the 2d art for the project (and perhaps lend a hand anywhere else I can). I live in Maryland, USA. I'd like to get to know the rest of the group - who all is with us, how many of us are there, what are your functions, and where do you reside in the world? As for this issue, I concur with Thomi - I'm in an all-or-nothing mindset for this, and my schedule is similar to that. But whichever way we decide to do, I'd like to get started right away. There are many questions I'll need to have allaid before I start on sprites and tiles, like the format, dimensions, # of animation frames, how they're to look/how different they'll be from the original, if we're doing it anime-style and turn it into another Secret of Mana, etc. To help with this I think it'd be beneficial to chat real-time while we work. There's been talk of the group meeting in an IRC channel from time-to-time while we work. Thomi offered to set up a server, as could I at sauerburger.org, though I think it'd be perfectly practical to just pick a room on efnet or something and lock it once we're all in. Here's my contacts for anyone who doesn't have them yet: AIM: DrBlitzkrieg ICQ: 9779303 MSN: DrB...@ho... And Thomi, I got your MSN message. No I don't think the time zone difference will be a problem. I'm up at very odd hours, and it's quite likely you and I have the same sleep schedule. It might work out quite well afterall. =o) Thanks, talk to you all soon. ~Stephan~ >I think we should continue as planned. We can always cut back later. >personally, I have the rest of this year to work on it, and then three >more years to work on it, but at a reduced rate. so I'm good to go... >anyone else?? ------------------------------------------------------------ Free, BeOS-friendly email accounts: http://BeMail.org/ BeOS News and Community: http://www.BeGroovy.com/ --------------------------------------------------------------------- Express yourself with a super cool email address from BigMailBox.com. Hundreds of choices. It's free! http://www.bigmailbox.com --------------------------------------------------------------------- |
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From: <ddm...@li...> - 2002-10-02 23:03:04
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Well.... here goes me: I'm Thomi (pronounced "tommy"). I am the current admin for this projecty, = although i wouild like other people to share some of that job. If you are = interested, just email me :-) I live in Dunedin, New Zealand. I go to the local college, where i am = studying various IT related subjects. With regards to the roles i play: I try to get more people to help us in = the areas that we need them. I post to newsgroups, and try to get us some = more srtists. I also build the maps, using the map editor. i will also = probably do some small scripting tasks, as i know the basic elements of = C/C++, and dinkC is not all that different. OK, about the game, specifically the graphics: we are completely redoing the game. most of the graphics will be redone, = especially the "play dough" style houses, pine trees, which personally i = think look horrible. We are also redoing the plot and storyline. In thi9s = version, there are three charecters you can choose to play as: an elf = (uses bows and some limited nature magics), a wizard (uses magics of all = sorts), and a warrior (uses weapons). The BASIC storyline is: you start off in a city which has been divided into 4 main parts by war. = there are the three guilds, and a deserted area in the middle. You start = off in one of those guilds. You are basically trying to get your guild = more people, so they can win the war. this will be done by a series of = tasks, or quests. That is the BASIC storyline for the first part of the three part game. = there are two designers here, one of which is on holiday at the moment, = but they have a lot more detail. oops.. gotta go.. I'm at college. I'll send some more details about the = graphics formats to you when I'm at home. Cya all... |
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From: <ddm...@li...> - 2002-10-03 11:11:48
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> oops.. gotta go.. I'm at college. I'll send some more details about > the graphics formats to you when I'm at home. ok, here goes.. (feel free to correct me when i am wrong). First, you should download the CVS repository. NOTE that you have to have the original dink game installed as well for it to work. just install the original game, then install the cvs repositories to a subdirectory of the original game directory. When i release a version i will include all the executables, and so avoid this dependency issue. Now, under the repositary, there is a folder called "graphics". check under here for some of the old graphics. most of these are going to be replaced with newer, spiffy ones. Size and Resolution: ^^^^^^^^^^^^^^^^^^^^ The game plays at 640X480 resolution, but with all the status bars and such, the actual game play window is 600X400.You can look at the original graphics to get a feel for size, APART from the original "stone and thatch" houses, which were ridiculously small in the first place. on top of this, the game uses a fixed palette. It is a set 256 colour palette, which can be extracted from the tiles\Splash.bmp file. This is rather important, as any images which are not in this palette look really wierd. However, depending on your artistic methods, you may want to create the artwork first, then convert the palette, or you may want to work with the palette to begin with... One more thing. Just because a screen is 600X400, does not mean that a sprite (such as a building) cannot cover more than one screen. Having said that, if a building is going to cover more than 1.5 screens, it is probably better to split it into two files, but even I can do that... You will also notice that none of the buildings in the original artwork have doors. some don't have windows either. That is because they made the windows and doors seperately, so that they could combine different buildings with different windows, allowing for a larger variety of buildings within the game. I strongly suggest we adopt that approach, as it makes a lot less work for everyone in the nd (everyone except the artists!!.....maybe...heh...). Transparency: OK, this is really simple. white pixels are counted as being completely transparent. Black pixels can also be used, but white is the default, and unless there is a good reason for changing, I suggest that we stick to the white. To do shadows, simply crosshatch black and white pixels. looking at the original artworks will show you how this is done. soooo... any questions?? -- The software required Win95 or better, so I installed Linux. Thomi Richards, th...@im... |