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Author Topic: A charas project community game?  (Read 140025 times)

Offline Rahl

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Re: A charas project community game?
« Reply #315 on: June 16, 2009, 07:17:21 PM »
I can script random enemy encounters for an over world map if needed, somthing like Felix made if that what everyone wanted, or has someone already taken the game I posted and changed things in it?

I we cant just work on parts of the game separatly guys unless its somthing to do with spriting, So dont start mapping, dont start eventing, stuff like that until the actually game comes to you, we really need to set up an order of whos gonna get the game and when or this will just turn out ot be a complete mess.
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Offline Emerates

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Re: A charas project community game?
« Reply #316 on: June 16, 2009, 08:08:08 PM »
@ Drace:  I think that some MP3s would work just fine, but making the whole soundtrack MP3 would be just too much space, IMO.  Also, you can play with Long Ago and show me what you want first.  However, you should probably let me finish if first, as that was just a beginning MIDI.  I'm still writing/sequencing it.

EDIT:  I think we should vote on the overworld thing, since that would be a large part of the game.

DOUBLE EDIT:  We should probably get all major systems and graphics in stock before mapping the entire game begins.  Also, where are we going to put it all?
« Last Edit: June 16, 2009, 08:15:30 PM by Emerates »
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Offline A Forgotten Legend

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Re: A charas project community game?
« Reply #317 on: June 16, 2009, 08:10:23 PM »
I agree with Emerates.  Mp3's are rather large to use for the entire game.
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Offline Shady Ultima

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Re: A charas project community game?
« Reply #318 on: June 16, 2009, 08:40:26 PM »
Quote from: Rahl on June 16, 2009, 07:17:21 PM
We cant just work on parts of the game separatly guys unless its somthing to do with spriting, So dont start mapping, dont start eventing, stuff like that until the actually game comes to you, we really need to set up an order of whos gonna get the game and when or this will just turn out ot be a complete mess.

Well, the music and charsets team can do that, but I agree. As far as that goes, I have it right now, I'm adding the enemies attack and making sure the attacks all do damage. When I do that, I'll add a rough version of the CMS, with none of the pictures, it'll just have the items/spells you have acquired and something else. I'm not 100% sure what I can do, but I'll try adding a page that has mini-quests (like the skulltula collection in OOT) and an inventory. I'm going to try to have it so that you can have a choice of armors and weapons, like the first sword is weak, but the second is stronger, no disadvantage, but the third one will do more damage, but you also take more damage.

Same with the armor. One armor is no armor really, one adds defence, the third makes you invincible, but saps your magic quickly, so you can't wear it all the time.

If I can't program those in, when I add the CBS, I'll send it back to you Rahl, and you can set up the weapons like that.


*As for sprites we still need, we need the enemy sorcerer (it was too hard for me to make it look GOOD), the emperor, the main character's father, and the girl that HTML drew a few pages back
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Circle of 13 - Demo coming soon. Keep up to date with the development
http://www.charas-project.net/forum/index.php?topic=26245.0

Offline coreystranick

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Re: A charas project community game?
« Reply #319 on: June 16, 2009, 08:47:15 PM »
i'll do the sorcerer and the girl
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Offline Rahl

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Re: A charas project community game?
« Reply #320 on: June 16, 2009, 08:53:05 PM »
Quote from: Shady Ultima on June 16, 2009, 08:40:26 PM
Well, the music and charsets team can do that, but I agree. As far as that goes, I have it right now, I'm adding the enemies attack and making sure the attacks all do damage. When I do that, I'll add a rough version of the CMS, with none of the pictures, it'll just have the items/spells you have acquired and something else. I'm not 100% sure what I can do, but I'll try adding a page that has mini-quests (like the skulltula collection in OOT) and an inventory. I'm going to try to have it so that you can have a choice of armors and weapons, like the first sword is weak, but the second is stronger, no disadvantage, but the third one will do more damage, but you also take more damage.

Same with the armor. One armor is no armor really, one adds defence, the third makes you invincible, but saps your magic quickly, so you can't wear it all the time.

If I can't program those in, when I add the CBS, I'll send it back to you Rahl, and you can set up the weapons like that.


*As for sprites we still need, we need the enemy sorcerer (it was too hard for me to make it look GOOD), the emperor, the main character's father, and the girl that HTML drew a few pages back

My CBS takes everything directly from the characters base stats, so if you want to make him strong give him a weapon with more damage, or give him armor with more defence. That sort of thing.
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Offline Shady Ultima

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Re: A charas project community game?
« Reply #321 on: June 16, 2009, 08:59:37 PM »
Yea, I understood that much, but is it possible to have a sword that when is equipped will slow you down or will lower your defence? And for the magic armor to make you invincible, is that possible?
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Circle of 13 - Demo coming soon. Keep up to date with the development
http://www.charas-project.net/forum/index.php?topic=26245.0

Offline Rahl

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Re: A charas project community game?
« Reply #322 on: June 16, 2009, 09:01:57 PM »
Yes it is possible, I would have to work with it a little but it is possible.
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Offline Shady Ultima

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Re: A charas project community game?
« Reply #323 on: June 16, 2009, 09:06:30 PM »
Awesome. I haven't made any major changes as of yet, so just send me that when it's done.

Also, the biggest problem I've found still is when I'm going to attack the enemy, more often than not I bounce back and lose health, even if I'm hitting the button to swing your sword, and I don't think it hurts the enemy...
« Last Edit: June 16, 2009, 09:12:10 PM by Shady Ultima »
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Circle of 13 - Demo coming soon. Keep up to date with the development
http://www.charas-project.net/forum/index.php?topic=26245.0

Offline Rahl

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Re: A charas project community game?
« Reply #324 on: June 16, 2009, 09:08:47 PM »
ok it'll be sometime tommorow, bedtime now.
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Offline Drace

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Re: A charas project community game?
« Reply #325 on: June 16, 2009, 09:32:14 PM »
I know MP3's take a lot of space but quality guys. Midi quality really sucks compared to the MP3 quality I can produce. Wait, lemme give an example I made for a different game.

I Don't Know midi
I Don't Know mp3
Infection 2 -Line Defenders- Battle Theme midi
Infection 2 -Line Defenders- Battle Theme mp3
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Offline Shady Ultima

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Re: A charas project community game?
« Reply #326 on: June 16, 2009, 09:47:15 PM »
Well, quality over quantity right. What if we really only use a few mp3s as opposed to midis. The midi's take up less space, but they sound like crap, where mp3s are more real.

Although the 2 versions of I Don't Know don't even sound like the same song...
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Circle of 13 - Demo coming soon. Keep up to date with the development
http://www.charas-project.net/forum/index.php?topic=26245.0

Offline Drace

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Re: A charas project community game?
« Reply #327 on: June 16, 2009, 10:14:41 PM »
Quote from: Shady Ultima on June 16, 2009, 09:47:15 PM
Although the 2 versions of I Don't Know don't even sound like the same song...

True. I use midi files, created in Guitar Pro 5, as a basis. The tune you hear in the midi version is the same tune used around 00:17 in the mp3. Thus, it has been "better dressed".

Quote from: Shady Ultima on June 16, 2009, 09:47:15 PM
Well, quality over quantity right. What if we really only use a few mp3s as opposed to midis. The midi's take up less space, but they sound like crap, where mp3s are more real.

I can live with this idea. Important tracks (like the main theme; battle theme; character themes) could best be made in mp3s then, being able to throw more... emotions and feeling into it. They are important tracks, so they should at least have good quality.

With less important tracks (for certain areas; dungeons; towns; etc) we could then use midi files because they play a smaller role to the actual story. They don't need to have a strong sense of feeling but at least a sense of adding some background music.

The battle theme is of course an exception and same for the boss themes. These are used in battles, are the most listened and should overall be of good quality because you'll hear them the most.

BUT...

I still say we should go for all mp3. I can always try to keep the filesize lower by using a lower quality or by making it more loopable and thus being able to use less space.

Though, it won't be that big a problem. Unless we're going to use a 100 files, we won't near the 500 MB. And these are a 100 files of the highest quality tracks. I still say we should have the best quality as music will be a major mood decider.
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Offline Shady Ultima

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Re: A charas project community game?
« Reply #328 on: June 16, 2009, 10:53:11 PM »
Quote from: Drace on June 16, 2009, 10:14:41 PM
I can live with this idea. Important tracks (like the main theme; battle theme; character themes) could best be made in mp3s then, being able to throw more... emotions and feeling into it. They are important tracks, so they should at least have good quality.

With less important tracks (for certain areas; dungeons; towns; etc) we could then use midi files because they play a smaller role to the actual story. They don't need to have a strong sense of feeling but at least a sense of adding some background music.

The battle theme is of course an exception and same for the boss themes. These are used in battles, are the most listened and should overall be of good quality because you'll hear them the most.

BUT...

I still say we should go for all mp3. I can always try to keep the filesize lower by using a lower quality or by making it more loopable and thus being able to use less space.

Though, it won't be that big a problem. Unless we're going to use a 100 files, we won't near the 500 MB. And these are a 100 files of the highest quality tracks. I still say we should have the best quality as music will be a major mood decider.

It depends on the amount of songs we have, but I agree. Mp3s for IMPORTANT songs, midis for the ones that are just there...
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Circle of 13 - Demo coming soon. Keep up to date with the development
http://www.charas-project.net/forum/index.php?topic=26245.0

Offline Alex

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Re: A charas project community game?
« Reply #329 on: June 16, 2009, 11:45:42 PM »
My 2 cents.

As i'm a musician too, my opinion would definitively be for MP3s too. So i mostly agree with Drace about this.

1st thing is about size itself: if the goal is to have an high quality demo, i think a limit based on size should not exists. Quality is not just an optional value: the best the demo will looks (and sounds) like, the best feedbacks will be obtained for future expansions/projects.
In other words, showing something COOL will let everyone think doing good is actually possible for real.

Anyhow, not all MP3s will need to be ultraCD quality: often a 20 kbps at 11mhz is more than enough for some themes (thinking especially to minor ones, but not only).
Naturally i can expect that important themes will need higher quality: but i don't really think that using all MP3s will ever lead to a 500 MB project.

Also MP3 naturally gives a better control on final result than MIDI (which is also strictly linked with the synth each player will have/use)

Finally, Chrono Cross's (and i repeat: Chrono Cross!) entire SoundTrack (2 CDs) in CD-quality MP3 is around 168 MB total.
So yes, i think going with MP3 will be absolutely fine!
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