You can have up to three floor tile types (a base floor that will appear no matter what happens, plus two other floor types that can be drawn on a per-tile basis). There's two wall types as well, as well as NPCs (which you can use either as decoration or as some sort of odd third wall). I guess you could add more floor types in... but that would involve making the script [and the slice collection] I have even more bloated, and I'd rather not go that route.
And I'm talking about the GIMP, since I'm distorting each wall in that then throwing them in. Unless tmc or one of the other devs makes that sprite distortion thing I remember seeing a good while back an actual feature, that's really the only way to go about the angled walls, as far as I'm aware.
And I'm talking about the GIMP, since I'm distorting each wall in that then throwing them in. Unless tmc or one of the other devs makes that sprite distortion thing I remember seeing a good while back an actual feature, that's really the only way to go about the angled walls, as far as I'm aware.
That looks really great when you put in proper graphics - impressive work!
But yikes, that's a lot of graphics to distort by hand and import. I forgot to delve into the details and scripts earlier. This was clearly a lot of work. You could set things up so that changing the number of wall and floor types only requires a minor or no change to the scripts... but with that much effort to distort and import all the necessary graphics, you wouldn't want many floor types anyway.
Longer-term I definitely do want proper script commands to rotate, scale and distort graphics. However doing a perspective-correct distortion is quite complicated, with quite a lot of parameters (azimuth and altitude in addition to the rotation, scale and skew, or more practically in terms of homogenised projection matrices... but how many users are going to understand that? A feature no one understands is not worth adding). Even a non-perspective-correct distortion (which you can probably get away with although it won't look right at low angles) isn't straight-forward to specify. The location of the four corners is probably the best way. Anyway, I want to add floating point support to HamsterSpeak before that sort of thing.
But yikes, that's a lot of graphics to distort by hand and import. I forgot to delve into the details and scripts earlier. This was clearly a lot of work. You could set things up so that changing the number of wall and floor types only requires a minor or no change to the scripts... but with that much effort to distort and import all the necessary graphics, you wouldn't want many floor types anyway.
Longer-term I definitely do want proper script commands to rotate, scale and distort graphics. However doing a perspective-correct distortion is quite complicated, with quite a lot of parameters (azimuth and altitude in addition to the rotation, scale and skew, or more practically in terms of homogenised projection matrices... but how many users are going to understand that? A feature no one understands is not worth adding). Even a non-perspective-correct distortion (which you can probably get away with although it won't look right at low angles) isn't straight-forward to specify. The location of the four corners is probably the best way. Anyway, I want to add floating point support to HamsterSpeak before that sort of thing.
The Successor's Legacy is my project for the Heart of the OHR contest.
My aim with this game is to create to OHRRPGCE what Final Fantasy Mystic Quest was to SNES RPGs. Well, maybe with a little more depth and difficulty. But all in all, I want to create a game that's easy to pick up and hard to put down.
You take the role of the Successor, a mysterious hero created by a seemingly benevolent goddess to defeat an evil usurper. There are many characters you will meet throughout the game, a handful of which don't want you dead.
You can save anywhere in this game, and there are points scattered around the game to fully restore your HP and MP. Of course, this doesn't mean you should let your guard down. Being a hero ain't an easy task.
The current demo is downloadable in the gamelist, and I update it frequently. I hope you all look forward to this game's completion as much as I do!
My aim with this game is to create to OHRRPGCE what Final Fantasy Mystic Quest was to SNES RPGs. Well, maybe with a little more depth and difficulty. But all in all, I want to create a game that's easy to pick up and hard to put down.
You take the role of the Successor, a mysterious hero created by a seemingly benevolent goddess to defeat an evil usurper. There are many characters you will meet throughout the game, a handful of which don't want you dead.
You can save anywhere in this game, and there are points scattered around the game to fully restore your HP and MP. Of course, this doesn't mean you should let your guard down. Being a hero ain't an easy task.
The current demo is downloadable in the gamelist, and I update it frequently. I hope you all look forward to this game's completion as much as I do!
guo wrote:
I love the Hammerhead Crabs!
Thanks man! I'm really proud of them as well. Before making their sprite, I actually doodles a little sketch on a receipt during a hockey game. That's how it came into being.
In-game, they're extremely resistant to physical attacks, but weak to magic.
https://www.youtube.com/watch?v=tmQfl9421_w
For anybody interested, that's a commercial I made for my upcoming dinosaur game.
Check out Red Triangle Games!
For anybody interested, that's a commercial I made for my upcoming dinosaur game.
Check out Red Triangle Games!















