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Slime Knight
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 PostMon Jul 05, 2010 3:47 am
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You're very welcome. Keep it up, I'm excited to play your game.
Email contributions to the OHR Collab project to:

ohrcollab@gmail.com

All contributions will be recorded in the credits.
Liquid Metal Slime
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 PostMon Jul 05, 2010 4:05 am
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Just for the record, you can use the same variable for FOR and volume. Just lose the decrement and change your step value to -1 instead.

Also, I don't know if you noticed, but your "fade screen out" has no bits attached. I guess that doesn't matter if you want black, but it seems odd that you left them out. I usually write fade screen out (0,0,0).

Anyway, you can use the FOR variable for other things. That's actually one of the uses for FOR.
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Slime Knight
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 PostMon Jul 05, 2010 4:13 am
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Oh, I know. I'm currently using it for quite a few things, including a smooth fade out and a sequence of backdrops.

And I left the bits out on the fade, just because I didn't need them.
Slime Knight
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 PostSun Jul 11, 2010 5:36 pm
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Well, no screenshots, because I'm not at my computer and I forgot my thumbdirve . But progress has been coming along pretty well. Here's what I have done so far:

    First town almost done; I still need to fill it with NPC's and give it an interior.

    Clouds over the town, The drift away and wrap and around the map.

    Custom UI almost done. It has a health bar and portrait for the character. It's practically done, I just need to redraw some portraits and decide wehere I wanna place it.

    Six to eight minutes of story done.


The demo I have planned will just be exploring the first town. No story or quests or battles, mostly just a graphical showcase for he maptiles, portraits, walkabout, and interface. I have some of the sotry done, but It's unpolished and some scenes are completely missing. I'll hopefully have ten to fifteen minutes of story by the 2nd demo.

I might have the demo up on Tueday, but it could be as long as Friday.

I'm switching to standard tileset mode for the town; I initially had a sort of "Map" with different sections of town that you select. Once one is selected, you'd be taken there, and It would be presented with a more Eye-level perpective. I had the system up and working, but after testing it, I decided the flow and feel of it was just unsatisfying. And drawing all the differwent parts of town completely by hand would kill too much time.
Slime Knight
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 PostThu Jul 15, 2010 6:49 pm
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I should have the demo up in a bit.

You'll notice the indoor graphics are horrific, but I've already begun enhancing them, and the results are excellent. As soon as I get my internet back up, I'll post some cxomparison shots. And write reviews for VoM and Wandering Hamster that for some reason I've been dying write.
Slime Knight
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 PostThu Jul 15, 2010 9:00 pm
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Link to the game: http://www.slimesalad.com/forum/viewgame.php?t=3773

I got my Internet back, so here's a screenshot of the newest interior graphics:


I don't have an older screen on hand for comparison, but after playing the demo the differences should be obvious.
Super Slime
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 PostThu Jul 15, 2010 9:13 pm
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That looks really great! I love the round look of the walls.

It could be the context, but the walkabout looks odd in the screenshot. (Then again, it could be that his foot and his face are about the same size.)
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Slime Knight
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 PostThu Jul 15, 2010 10:55 pm
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Oh, yeah... that walkabouts really, really old.

I've been playing around with a few different styles, and I think I like this one:


Thoughts?
Super Slime
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 PostThu Jul 15, 2010 11:40 pm
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He's hard to see. I'd make all your darks one shade darker and see how that looks.
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Slime Knight
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 PostSat Jul 17, 2010 3:57 pm
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Well, how's this one?


I've completely finished all the town's interior graphics and map. Flavor text included.

I've started working on re-scripting the intro scene to work with the re-done interiors, and I've started polishing the rest of it. I'll have work in the new style into all my current sprites, but I think that can wait until demo 3.

If things go smoothly, I should be able to finish re-scripting the intro scene with the new graphics, make everything overall smoother and more professional, and maybe start on a whole new scene.


Edit: Is it possible to set hero stats to strings? If so, could you explain how? It would probably be a good idea to show, in actual numbers, your remaining HP alongside the bar.
Red Slime
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 PostSat Jul 17, 2010 6:53 pm
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Use:

Code:
append number(string#, getherostat (hero#, stat:HP))


You have to make sure to include the .hsi file to use "stat:HP."

I'm liking the screenshots.
Slime Knight
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 PostSat Jul 17, 2010 8:12 pm
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Thanks a lot. I had to add a clear string command at the start of my script to prevent the numbers from stacking every time it updated.

I'm really proud of the interface; It shows your current HP and MP with numbers and bars. Now i'm thinking about making stages of damage portraits like in Doom. :p

Today's been incredibly productive. I might just spend the rest of the day trying to finish up the intro, and polishing the graphics.

Edit: I just realized my Thanks sounded kind of sarcastic- It's not! I really am thankful. The bit about adding a clear string command is just for anybody interested.

Edit 2: Quick question -Is it possible to unload an entire slice collection at once, or am I going to have to free each slice dependently?
Slime Knight
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 PostSun Jul 18, 2010 5:07 pm
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I've another slice question, -Isn't it possible to move rectangles? The set slice x/y command is working absolutely fine for all my other slices, but not the rectangle. Is this a bug, or just ignorance on my part?

I'm using the latest nightly build, I think. It's dated for the 11th, although I downloaded it about an hour ago.
Liquid Metal King Slime
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 PostSun Jul 18, 2010 8:07 pm
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If you free a slice, all of it's children are freed too.

Changing a rectangle's position works the same as with any other slice. The only thing that stops you from moving a slice is if it has been set to fill it's parent. Slices that fill their parents can't be moved or resized (but they will automatically move and resize if you move and resize the parent)
Slime Knight
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 PostSun Jul 18, 2010 8:35 pm
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Then I think we have some sort of bug.

The rectangle doesn't have a parent, and It's certainly not set to fill it. :/

And by the way, I propose you add a Free slice collection command. Parenting every slice is just as much work as freeing every slice. Gonk
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