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Slime Knight
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Blu Eternal Graphics Update! 
 PostMon Nov 16, 2009 11:55 pm
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For any of you who have been wondering what I've been doing with my Blu Eternal game, here is a new screenshot. I've been vamping up the graphics quite a bit.


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Metal Slime
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 PostTue Nov 17, 2009 12:55 am
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That is the greatest tree.

Ever.

exited to play it Grin
Blip.
Slime Knight
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And a Teaser Screen 
 PostWed Nov 18, 2009 2:44 am
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This isn't a screenshot, but I put it together using tiles from my game. It's just a little teaser for anyone interested. Grin


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Slime Knight
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 PostFri Nov 20, 2009 4:58 am
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hey! i just finished animating the ocean tiles and thought it'd be fun to post the result for funzies. Smile


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Metal Slime
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 PostFri Nov 20, 2009 5:15 am
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That is the most beautifully animated water I have ever seen in an OHR game.

Hell, that's even better than most commercial RPGs.
To friends long gone, and those I've yet to meet - thank you.
Metal Slime
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 PostFri Nov 20, 2009 5:49 am
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MOMOKA DEMAND TUTORIAL VIDEO

Seriously, that's really good.
Slime Knight
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 PostFri Nov 20, 2009 6:00 am
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Thanks Fenrir and Mamoka! Smile I spent a good deal of time on it.

I also wanted to post a link to the main piano theme for Blu Eternal. It's childlike and the mood fits the game well. Hope you enjoy it too!

Blu Eternal Piano Theme

I might actually do a tutorial on the water, Mamoka. I saved most of the base tiles I was working with so it shouldn't be too hard. I'll see what I can do.
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Liquid Metal King Slime
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 PostFri Nov 20, 2009 6:32 am
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I can't tell for sure just by looking, but it seems like you used more frames of animation than the maptile animator allows. Did you use the built-in animation? Or did you animate that in some other way?

I really need to implement maptile animations keyed by global variables.
Slime Knight
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 PostFri Nov 20, 2009 6:53 am
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Loops utilizing 'writemapblock()' work wonders. That's all I'm saying. ;)
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Liquid Metal King Slime
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 PostFri Nov 20, 2009 4:30 pm
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VampiDucki wrote:
Loops utilizing 'writemapblock()' work wonders. That's all I'm saying. ;)


Aha!

So you would definitely benefit from global variable based map animation.

My idea is that you could configure an animated tile to use a particular global variable as an offset from the starting tile.

Then to control the animation, you would just change the global from your script, and the map drawing code would handle the rest. For just a single tile it would be no faster, but if you were trying to animate a large number of tiles, it would be massively faster and easier.
Metal Slime
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 PostSat Nov 21, 2009 12:15 am
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Oh god.. IVE BEEN HYPED!

RELEASE PRE-MATURE DEMO NOW!
Blip.
Liquid Metal King Slime
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 PostMon Nov 30, 2009 6:40 pm
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Figured I'd hype Slimes a little more.... ( he he he )
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Mad
Angel
Zombie
Surprised




It's out now! Go play it!


( Finally! My avatar makes sense! )
Liquid Metal Slime
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 PostFri Dec 04, 2009 6:34 am
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Here's a preview of Tightfloss Maiden's new look:



Marking cacti in the "Anthill Canyon."



Getting lost in the "Cave Network."



Crossing the sandfall in the "Trans-Canyon Passage."

With this, all I really have left to do graphically is to update the reflection sprites. Then once I add a few more gameplay elements, we'll have a re-release, hopefully before December ends.
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Liquid Metal King Slime
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 PostFri Dec 04, 2009 2:54 pm
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Those graphics look tight!
Metal Slime
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 PostSun Dec 06, 2009 8:41 pm
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Coming close to finishing Chapter 5; just need to finish one portrait graphic, a handful of text boxes, and a bit of scripting (and, of course, test it out) before I'll be at the next "end of demo" point. All the stuff that's left is for the chapter's last boss fight... though you can skip the fight if you did a certain sidequest in Chapter 4.

So I figure it's about time to post some Chapter 5 preview screenshots!




After that, the only thing standing in the way of a 5-chapter demo release is the rest of Chapter 4's secret area. And here's a couple more screenshots of it...

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