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i guess if you want to look at your game as a project to get out of the way, then yeah. ive finished two games, and i did them just to get them done for contests. they were doodoo because they were rushed. my main game that i've been on and off with for 7 years is only going to be "done" when i'm satisfied with it.
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Okay, so I get to smack myself in the forehead yet again. I found out that an anti-lag script I had in the RMVXAce was cause me a lot of grief, and that by simple removing it. I still don't have a ton of lag, and events are now global on the level instead of popping in and out. Then of course, in order to figure out how to do the best of a tiled engine AND a pre-rendered engine, I went back and looked at games like Diablo... I found a game called Celtic Kings, that while still being a tiled game, had that aspect that looked pre-rendered, and that in conjunction with the idea of starcraft II's custom doodads, it hit me. I can render pieces of maps as events, below characters, above characters, at the same level as characters in a way that I can still have the look and feel of the game I want with no problems with filesize and moreso, I can do much larger maps because of it.
Here's my Sunday Screenshot, still working on making sure my map style works for all kinds of different environments but I'm happy that now I can create even SUPERTILES, that act as an additional 3 layers and allow me a lot more freedom. Also got the 'resolution' engine done. This doesn't give me an HD resolution, but it is an optional window that allows one to change his window size to one befitting his desktop size, along the same aspect ratio.
with events and more I can really add details to my map, and the tilesets allow me to do pretty much anything I need to do. I even got rid of the basic wall pieces so that i can concentrate on less square multi-tiered levels. the way that i see it, if I can keep maps to less than say 60 static events, and maybe 30 animated events. I should be fine.
BLOG: JayVinci.blogspot.com
FORUM COMING SOON
Currently working on:
Ambitions: RPG Developer Bakin
Heart of Vox: RPG Developer Bakin
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(12-02-2013, 01:08 AM)JayRay Wrote:
this only faintly reminds me of RuneScape, especially the dude in the black robes. however this pic is far more detailed.
"Turning iron ore into iron swords is a hard process, for one must first dig out the rock, and melt it to refine it, then one must pour that metal into a mould, let it cool a bit, and pound on it while it cools even further. Games are no different." - Ahzoh
Universal Declaration of Human Rights in Vrkhazhian
ʾEšol ḵavud ʾelẕakud lav ʾezʾaẕud zwazaršeru ya lit žalneru lav lit t͛enud. Ṗal sa-ražheru lav raržižu paplam lav ṗal widsaṟam bemaḵu šuku lit ʾeyṭu waẏnilaẇ.
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
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Some new stuff...
Grassland Battleback Test
Okay, remember my Got Beef poster? I removed the cow and the wording and it got larger...
Eep, I guess I shouldn't have tested the boss with a level 1 party, I just got my ass handed to me -.-
Anyways, this is just a test battle to see how things look in-game. That and I've made some slight adjustments to everything, I think it looks decent for now. The Enemy Info window is going to be changed into a selectable window for when you're picking your targets.
Buried Inside
This interior is actually part of the first town you get to visit in the following chapters of Belly of the Beast . Next to the hole in the wall is where the actual door is supposed to be. As you can see, our hero didn't enter through the door, now did he? The problem here is there is an avalanche blocking the door so...
Yeah, this next chapter is going to involve quite a bit of some breaking and entering. Sometimes to save people. Sometimes to loot empty houses. Other times, both. But you'll need some tools; a ladder and a shovel.
Avalanche Town
The town's actual name is not Avalanche Town, because it would be stupid to have a town that is named for being prone to avalanches, I just call it that for lack of a better name (for now.) This is normally a rather hot and muggy sort of place but, due to the freak occurrence of the recent natural disaster, it lays buried in snow.
As you can see, that's the hole our hero entered. I mean, I guess he could've used a door or a window, but what's the excitement in that? :D
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wow that looks EXACTLY like the town i JUST made >_>"
what do the snow shadow autotiles represent? i used mine to represent a frozen over river. the trees are a little tall too. if the door is almost buried, more of the trees should be under snow. the fence too, should have the same snowdrift effect as the side of the house.
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(12-05-2013, 06:13 PM)KasperKalamity Wrote: wow that looks EXACTLY like the town i JUST made >_>" We're both suffering from RTP sameness, a town buried in snow lol. But you're right, I do need to make quite a few more edits to give it that 'omg there was an avalanche' feel.
Remember the 5 Minutes, 10 Minutes Ago contest we entered together a few months back? Truth is, this is the same project we started (kind of) but I've taken my own path with it, continuing it a bit. The main project I'm working on is geared more towards full custom graphics and all, but BOTB makes a good development base, just to keep things simple and fresh. I'll be using this game to refine my menu, battle, shop, etc while still sticking to EB!'s RTP.
Quote:what do the snow shadow autotiles represent? i used mine to represent a
frozen over river. the trees are a little tall too. if the door is
almost buried, more of the trees should be under snow. the fence too,
should have the same snowdrift effect as the side of the house.
^Mine represents a frozen river too, lol. I might edit the tile to look more icy and slick, but for now it is what it is. What you said is basically what's planned with shortening the fences, editing the trees, etc :D
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Snow town updated!
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I've always though that most snow tiles were too blinding. But I like the building setup and layout. I also like that your borders are covered so the player doesn't get confused as to where to go.
So this is my first time posting in a map and screenshot thread to post my own stuff. So tell me what you guys think. It's my save/load screen so far. I was trying to get it to show a screenshot, but failed so I opted for a central image. I'm going to get rid of the top Location display since it's already at the bottom, add some arrows where it says file so that players will know that they can scroll through saves, and I'm going to move the party members up some to take the space of where Location used to be.
My partner in crime = TREXRELL
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Very nice Yin, I love both the layout of your save menu and the fat sleeping tree lady lol! Once you make your edits, might I suggest adding the HP/MP bars for your heroes? Hm, some players might be interested in save file time stamps (Saved on MM/DD/YY @ HH:MM)
Blizzard
A preview of my blizzard 'fog' and body temperature gauge.
In the next few areas, the heroes will have to navigate through a heavy snow storm and, the thicker and faster the blizzard falls, the quicker their collective body temperature will drop. During the expedition, field visibility will vary and they will have to find ways to escape the elements to survive. Caves and buildings will provide temporary shelter, allowing the team to warm themselves up, but they must keep pushing forward to their target destination.
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I can definitely do the time stamp, but I think I'll have to wait for my battle system to be done before I can add HP/MP bars. I think that's a bit too difficult for me to do on my own right now lol.
That blizzard looks pretty cool. I would assume in game it would be much easier to see since you would know exactly where you are and the fog would be moving, but right now all I can see is the fog and a few things here and there. I really like that gameplay mechanic though.
My partner in crime = TREXRELL
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