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Homebrew Games and Tools If you've created a trainer, texture editor, or a full-blown fangame we'd like to see it here. Show off your mad programming skills.

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  #3091  
Old 21st August 2010, 08:38 AM
Rock Rock is offline
Grunty's Reject
 
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If BKPianist would like to, he could submit the music he wrote for this game to Banjo-Kazooie RPG. We would re-arrange it but if he wanted to help with the game's music then he could do that himself.

We would appreciate that; he writes very nice music and I wouldn't want it going to waste, so BKRPG seems the best option to me.

Unless he would keep it for the next version of Crystal Jiggy, in which case fine.

Last edited by Rock; 21st August 2010 at 08:42 AM.


  #3092  
Old 21st August 2010, 10:54 AM
Skill Skill is offline
Clanker
 
Join Date: Sep 2005
Quote:
Originally Posted by mebecj View Post
Lupaie's got programming covered (I think? Was that what you were implying?) ... I could direct the project maybe? I've been looking for a good project to get me out of this depression I'm in.

EDIT: Thought I'd add the development approach I'd like to take. It's an approach I randomly decided to call "Think, Make, Test, Repeat." There's probably a much better name for it elsewhere.

1. Think - You've all done a pretty good job of throwing ideas around here, some decent ideas I might add. However, from a design standpoint, it's kinda just a cluster****. So think of it from a game standpoint and build it up from there. Start with the most basic and make what's needed for that.

For example, the most basic thing we could do is get Banjo on screen and moving. Not even animated, just controllable. MAYBE even add a jump. Instantly, there's progress. Sure, there should still be a master plan to keep things moving in the right direction. Actually, the programmer should probably be the first to get to work, making an engine of sorts with collisions and *******.

2. Make - After you decided what's going to be the next short-term goal for the project, make it reality. Do whatever it takes to make it reality, and don't just half-ass it. Focus everything on that aspect.

3. Test - Once that aspect has been added, test it in the full project, make sure everything works without a hitch, and when it's the best you can get it, move on and...

4. Repeat

I guess I'm just a programmer so that's how I look at things. Some people may prefer an outline of sorts, and many of you may not be keen on my approach. But the previous approach yielded nothing in the grand scheme of the game.

EDIT2: Sorry to say I'm very fickle, and want to pursue a game of my own. Still, I hope you at least attempt this development style
This is the same approach i have with my game

For me it goes:

1. Get a move that needs to be added to the current set.
2. Check the animation (is it still in its rough stage is it long enough? Should it be broken down? Are there missing stages?)
3. if the animation is rough, short or not spit fix it.
4. Write the code for the new move to work
5. Check to make sure that it is simular to the speed and movements of Banjo Kazooie (This is why Mumbos Mountain is used as i can load a save state in PJ and see if for example the jump height is right).
6. Test - My testing is really rough so what i do is i test it a bit and write down any bugs that happen, if i can fix a bug quickly i will do it then and there otherwise i take a note of it and work on it as i'm preparing other work.


This may sound like a bad idea but why not change CJ to a 2D game?

You could write it in XNA with little programing knowledge, most of your ideas will still map across the music can still be used etc and with it being written in XNA people could play it on XBOX 360 provided everything is set up correctly and the legal side of things works out (you might have to read up for that) even if you couldn't XNA has native support for the 360 controller so PC wise you could still play with a comfortable control.

The other thing is that XNA uses C# as its language which you could learn in about a 2 weeks anything specific to the api you can pick up as you go.

Just an idea and good luck!

Also Lupaie has a really nice technique that he uses in which he models his characters and renders them out into sprites this makes the sprites look very professional!

Quote:
Originally Posted by Galactic Mario View Post
You mean people on this team, or in this entire forum?
Concidering this forum has IceMario, Subdrag, CoolBoyMan, CoolIsCool, RuneHero and many others who are all very good programmers i'm thinking he means in the team

Last edited by Skill; 21st August 2010 at 11:06 AM.


  #3093  
Old 21st August 2010, 04:42 PM
Starblazer's Avatar
Starblazer Starblazer is offline
Mr. Pants
 
Join Date: Jun 2010
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Quote:
Originally Posted by Skill View Post
Concidering this forum has IceMario, Subdrag, CoolBoyMan, CoolIsCool, RuneHero and many others who are all very good programmers i'm thinking he means in the team
Well "in here" could mean anything, you know
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  #3094  
Old 24th August 2010, 07:54 AM
Lupaie's Avatar
Lupaie Lupaie is offline
Clanker
 
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Quote:
Originally Posted by Bradlestix View Post
Lupaie offered to program, I think.
Nope I did not...programming is my waterloo.
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  #3095  
Old 24th August 2010, 09:23 AM
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Bradlestix Bradlestix is offline
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My bad, that's just how it came across to me I guess... anyway, I'm not "taking over" this project by any means, but I'm thinking of making a 2D B-K platformer so I might use the title "The Crystal Jiggy", if nobody objects. Of course it might never come to fruition, so don't get exited or anything
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  #3096  
Old 24th August 2010, 02:58 PM
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Lupaie Lupaie is offline
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why not think of an original title yourself?
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  #3097  
Old 25th August 2010, 07:18 AM
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Bradlestix Bradlestix is offline
Bunnycomb
 
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Well, while the events in the game aren't related to this project, the story is about the Crystal Jiggy from Jiggywiggy's temple. So I figured I'd use the title "The Crystal Jiggy".
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  #3098  
Old 29th August 2010, 03:31 AM
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InTrepidCognito InTrepidCognito is offline
Brash Breegull
 
Join Date: Aug 2010
Location: Outer Wall
Will this game feature Stop 'n' Swop?

Durr hurr...


  #3099  
Old 29th August 2010, 07:02 PM
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GameMasterGuy GameMasterGuy is offline
Von Kriplespac
 
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Quote:
Originally Posted by Lupaie View Post
Nope I did not...programming is my waterloo.
http://thecrystaljiggy.webs.com/thecrew.htm
^Says you did.
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  #3100  
Old 30th August 2010, 09:47 AM
Lupaie's Avatar
Lupaie Lupaie is offline
Clanker
 
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mmm...wow, I must be great, coding without knowing it myself..maybe it's my alter ego, split personality thing. Cool, I am off, programming the heck out of my new game myself
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  #3101  
Old 30th August 2010, 07:58 PM
TRBB's Avatar
TRBB TRBB is offline
Von Kriplespac
 
Join Date: Nov 2009
Location: Ohio
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Okay...this is taking my computer WAY too long to load. May I suggest making a completely new thread? I can't help, but I still want to know EXACTLY what you have and do not have. Either that or update that website. I'm sorry, don't hate me. I'm just completely lost.


  #3102  
Old 31st August 2010, 06:20 AM
Bradlestix's Avatar
Bradlestix Bradlestix is offline
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The project's basically dead, so making another thread is pointless. Just reading through the last few pages would give you a good idea of where the project's at.
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  #3103  
Old 8th September 2010, 01:43 AM
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Brawler4Ever Brawler4Ever is offline
Glowbo
 
Join Date: Sep 2008
Location: The Crystal Jiggy Thread
It's been two years and we're still talking about it. That doesn't seem very dead to me...

[EDIT] Or, at least, they have. I quit a long tome ago. But i might come back. Depends on how bored I get (as if I can do anything useful). XD
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  #3104  
Old 8th September 2010, 06:18 AM
Bradlestix's Avatar
Bradlestix Bradlestix is offline
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I can talk about Adolf Hitler all I want, but he's still dead. Just like even though people are talking about this project, it's dead; there's no programmers, no leader/director, a shit ton of concept artists and "creative people" (but they aren't going to make an entire game by themselves), so it's pretty dead right now.
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  #3105  
Old 8th September 2010, 07:23 PM
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Keegan Keegan is offline
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wat is this alive why
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