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Metal King Slime
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 PostTue Apr 19, 2011 9:55 pm
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msw188 wrote:
So, um, tempo is still unalterable, I think...?


Some day we might support changing tempo of module music, or shifting the pitch of sound effects, depending on how we replace/improve the music backends. Panning and volume changes including fades for individual sound effects shouldn't be too hard and relatively near. Don't count on seeing anything else.

Camera shaking scripts

Slices Tutorial

The 'Random Effects' trick
Slime Knight
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 PostTue Apr 19, 2011 10:06 pm
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James Paige wrote:
I know FF1 style magic is weird and awkward. :P


When is the Level MP gonna get some love? I would love some more flexible numbers, or a way to heal Level MP in battle (or with an item non-scripted).
My life would be complete if that stuff happened Grin
Slime Knight
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 PostTue Apr 19, 2011 10:34 pm
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Quote:
MP based is what you can imagine most RPG's use nowadays. FF1 style is pretty much based off of Dungeons and Dragons, i believe.


Ah. That makes it a lot clearer now. Personally, never was a fan of the D&D magic style.
Metal Slime
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 PostTue Apr 19, 2011 10:39 pm
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i personally like the FF1 style MP system, but as it is right now, it's pretty limited. that is, unless you take the time to plotscript new amounts upon leveling up. mostly, i just use it for "skills" that are seperate from "magic", which i use the MP based system for.
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Slime Knight
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 PostWed Apr 20, 2011 1:53 am
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Well, coming from FRUA, which is a game maker based on AD&D 1st ed rules, I pretty much get enough of that on my other project.

However, my game doesn't use "Magic" but special Skills that use Action Points---I know, it's the same difference. But to vary it up a bit I'm thinking of giving one of the characters special "gun skills" and they require ammo to use. I think I saw something in the engine about needing setting item requirements for Attacks so that should work out, right?


Thanks for the links to those tuturials!
Metal Slime
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 PostWed Apr 20, 2011 2:02 am
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idk how far you got in my game, but yes, you can do that. bows in FDL use one arrow to attack. you can also do this for any skill. for example, Freki in Vikings of Midgard has an assortment of different skills she can use that require different "ammunition". hope you have something cool planned with this! Smile
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Slime Knight
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 PostWed Apr 20, 2011 3:19 pm
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Quote:
idk how far you got in my game, but yes, you can do that. bows in FDL use one arrow to attack. you can also do this for any skill. for example, Freki in Vikings of Midgard has an assortment of different skills she can use that require different "ammunition". hope you have something cool planned with this!


I played FDL again last night and that big monster thing beat my butt so I gotta play it again. I was going to look at the game in the engine but apparently it was made with a different version and won't open in the current engine that I'm using. I've been looking at Vikings, though and while it is a superb game I feel both inspired and intimidated by it's design features and graphics.

As far as "cool" goes I'm hoping to make a fun game with a compelling story and characters that is something different from the typical fantasy-themed RPGs seen so often. My biggest disability right now isn't scripting or game mechanics but trying to make decent graphics. I've read the tutorials here and other tips on pixel-art making but I'm still having trouble getting the game to look how I want it to.

Here's a screen shot of my latest map:

[img] http://i730.photobucket.com/albums/ww306/Shadesofdoom/SteelOffice001.png [/img][/img]


Okay, can't get the image to display but anyways. This is suppose to be an office. I didn't really place the windows and stuff at ideal locations but I was just testing the tileset to see how it all showed up in-game. Obviously it's not great art. I worked on this one tileset for an hour and half last night and been at it for another half hour or so this morning.
Super Slime
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 PostWed Apr 20, 2011 5:19 pm
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Coming from a guy who's done some bad graphics in his time, I have to say that the best advice at this point is to keep it simple. Forget about shading entirely and focus on getting the forms right and keeping your color contrast high. You can make attractive graphics without any consideration for texture or shading:



It's not exactly professional-caliber stuff, but it's easy on the eyes and not hard to pull off.
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
Slime Knight
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 PostWed Apr 20, 2011 6:39 pm
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Well, it's kinda discouraging when the one thing that is holding back from progressing is bad quality graphics. I'm actually worse at sprites than I am at tilesets so I can't get a good sprite to play around with.

I've just made and scrapped over a dozen Walkabout sprites for a single character. On the plus side, I think my last two were a lot better than the first couple I made. Practice! Practice! Practice! Right?
Metal Slime
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 PostWed Apr 20, 2011 11:25 pm
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oh, i've been using the nightly build to make the game, that's probably why it won't open.
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
Liquid Metal King Slime
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 PostThu Apr 21, 2011 12:22 am
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mjohnson092088 wrote:
oh, i've been using the nightly build to make the game, that's probably why it won't open.


The nightly build is really extremely super-close to becoming the new stable release.
Slime Knight
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 PostSun Apr 24, 2011 12:58 am
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I can't seem to figure out how/where to change the border on the Menus. Mine has a horribly nasty looking hot pink border. I've gone into Global Settings>Master Palette>Edit UI and tried to change the Menu border there but it doesn't do anything. (UPDATE: I realized I wasn't scrolling all the way down to see all the selections)

Also, I have sound effects set to the Menu which works except in the combat menus. Is the combat menu separate from the other menu? If so how do I configure it?
Liquid Metal King Slime
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 PostMon Apr 25, 2011 3:27 pm
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NinjaOverdrive wrote:
Also, I have sound effects set to the Menu which works except in the combat menus. Is the combat menu separate from the other menu? If so how do I configure it?


I think that was a bug in the ypsiliform stable release, but it is already fixed in the nightly wip builds
Slime Knight
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 PostMon Apr 25, 2011 7:37 pm
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Well, I was able to change the Menu/UI border to the color I wanted and it refelcts this in the editor but in-game it remains the same hot pink. Is that a bug too? All the other UI elements I changed in Master Palette took effect in-game.
Liquid Metal King Slime
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 PostMon Apr 25, 2011 7:52 pm
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NinjaOverdrive wrote:
Well, I was able to change the Menu/UI border to the color I wanted and it refelcts this in the editor but in-game it remains the same hot pink. Is that a bug too? All the other UI elements I changed in Master Palette took effect in-game.


The menu border color is always normally completely covered-up by the menu border sprites. The menu border color only matters for text boxes that you have disabled the border sprites for.

To edit border sprites, go to "Edit Graphics" and then to "Edit Box Edges"
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