Dreamcaster wrote:What about the sprites, you've ripped them by yourself or you used some ready solution?
Ah! That's another good one.
Especially since it's one of the things I forgot about: Giving credit to the brave sprite rippers without which the D-Engine would still use Stickler, the stickman protagonist from "The Best Game Ever". Shameless cross-game-promotion aside, those are the people who really deserve praise:
- Lord Zymeth, who ripped the Ryu and Ken sprites used in the Beta.
- Yawackhary, for ripping the Ryu Stage from Street Fighter II. Good stuff.
They usually post something like "Not necessary to give credit, but don't claim as your own", but they really deserve the rep.
The other sprites (the blinking "Fight!" animation from MK3/ SFA2 Lifebars) weren't ripped by me either, but I am currently unable to locate the original ripper.
Of course they will get mentioned in this thread as soon as I find out who exactly is to receive the credit.
Another person that has to be mentioned would be the BoR main programmer, known under the nickname Opla, who shared a great idea with me concerning the hit detection.
*Sigh*, there are so many more who need to have their names here, ranging from idea contributers to those who went out of their way to promote the engine. Like the credits.txt in the game files stated, all of you will get the cred you deserve in the final release. Just hang on a little longer...
Dreamcaster wrote:And the most important question, do you plan to release this tools in the future for modding the beta, before you release the 1.0 version?
Oh, I believe that wouldn't be a good idea. Mostly because things change way faster than the tools get updated. Also, just imagine if someone was to put a lot of effort into creating a character, which later ceases to be compatible. That would be really annoying!
One thing I can release however is the PKG converter. It still consists of only a command line program and requires KMGs instead of PNGs as input, but hey- it should make it easier to guess how many overall frames the D-Engine can handle.
PhiseJr wrote:I'm New to this forum. I Heard about this engine and i've been stalking it for the past week. I have interest in making Sprites but I was puzzled as to why 128x128 and it expanded it to 256x256. thank you for clearing it out that the engine also uses the 256 pixels aswell. I'm an artist and I currently Learning to model in Blender3D, my plan was to make some sprites for the engine but make them in 3D and convert them into sprites and toon shading ti resemble 2D characters. and create moves and specials in frame by frame animations. Because even though sprites do look better they are to tedious to create and require a lot of time. Which will be too much for a game that i cant market.
Welcome to DC-Talk!
Your plan sounds great, the new 256x256 sprite size should make it way easier to change these 3D models to good 2D sprites! Those Cel-shaded graphics look real good on a DC, in fact there was a fighter using cel-shading announced called Maid Fight. Sadly, it was later revealed to have been a fraud, so I'm extremely happy to hear about your game.
Since your characters sound like they are using a whole lot of frames, plese keep in mind that the maximum amount of frames is limited by the Dreamcast's RAM. Since The binary and other shenanigans takes away a few MBs from the DC's 16MB main RAM, that would leave you with 8-10MB for both characters.
PhiseJr wrote:
Does the Engine support online play ? and or Online support?
No, that's because the D-Engine relies on KallistiOS, which in turn does not appear to be capable of complex networking stacks.
But honestly I have to admit, I haven't really looked into it yet.
PhiseJr wrote:My question is does the engine support Tagging. kinda like MVC/2/3 or will i be able to have assists like in MVC1. I had a plan before to make a Dreamcast Fighting title but limited to do the things cause i cant program AT ALL. I would enclose some of my ideas but I dont want to just yet.
Tagging really isn't possible. It would only be possible by limiting the colors of both fighting characters to 15 colors (+1 transparent color) per character. That's where the problem lies, since a moddable engine could theoretically pit a 256x256 (256 color) character versus one of those "tagging" characters.
Assists on the other hand shouldn't be that difficult to implement, as long as they are treated as normal "Special Effects" (or a fancy Special Move if you will). On the downside, those Special Effects eat up a lot of memory.
for example, a single 256x256 frame's memory use would be either 128kb (true color format), 64kb (256 colors) or 32 kb (16 colors).
In case someone wonders how Capcom did it, Marvel vs Capcom 2 chars only use 16 colors. It really doesn't look like it, does it? Those designers really knew their stuff! Heh, I hope you can put the D-Engine to its limits as well!
Really sorry to say your cel-shading + tagging project is as good as impossible on the Dreamcast.
If you wish to continue on that game, I wish you the best of luck. In case you need more information on the engine or want to have anything I rambled about earlier clarified, feel free to ask me.
