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Liquid Metal Slime
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 PostWed Mar 19, 2014 7:04 pm
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Thanks James!

It's funny that you mention the snowy/non-snowy areas as that is actually discussed in-game. There's a specific and somewhat comical reason as to why some parts are snow-covered while others are grassy.

I've really tried to make each house's exterior completely unique from each other, and I think I've done a decent job of it. My only regret is not having even more tiles to construct with at my disposal.

Because the game is a remake and is the same RPG file as The Omega, I have huge clusterslime of assets from both games. It would take too much time to re-sort the maptiles in an optimal way, so I'm doing the best I can with what I have. Unfortunately it means that I can reach the layer limit on a lot of maps fast.

This won't be a problem in a future games, since I will be able to optimize the tilesets more appropriately than I've done here.
Cornbread Chemist
Liquid Metal Slime
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 PostWed Mar 26, 2014 4:06 pm
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Morkheim (formerly Duskburg in The Omega, then changed to Tenebrae until FFXV used it) is basically done, outside of a few things that will be completed at a later date. Before moving on to the next area, I wanted to share some additional teasers of the town. If you happened to miss the video from last week that shows off the first updates in Morkheim, it can be found here.

I didn't include any names or dialogue, so these images should be pretty much spoiler free. While there are some pretty substantial plot elements below, you can't really tell much about them from just images alone.

Before:

Omega (5)

After:

Ruin (3)

Before:

Omega (6)

After:

Ruin (8)

Before:

Omega (7)

After:

Ruin (9)

Before:

Omega (8)

After:

Ruin (1)

Before:

Omega (1)

After:

Ruin (2)

Before:

Omega (2)

After:

Ruin (4)

Before:

Omega (4)

After:

Ruin (7)

And for those that have played the original, this is also new and might interest you.

Ruin (6)

Now to move on to the next area! I'm getting very close to the end map-wise, though there's still much more work to be done before Ruin is officially complete!

One last note; most of you are aware that I'm cleaning up the dialogue from the original game. While I'm the furthest thing from an English major, you would be amazed at the difference in dialogue quality from The Omega to Ruin.

Going back and fixing this stuff now really makes me regret not working on it more before the original release. I can assure you that the quality of writing in Ruin will be 100% better than it was in The Omega.

Some would probably argue that this feat could be achieved with little effort though, considering how bad most of the text was in The Omega. Smile
Cornbread Chemist
Blubber Bloat
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 PostWed Mar 26, 2014 5:31 pm
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I hate it when my head gets torn off when I trip onto my bed
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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Liquid Metal Slime
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 PostWed Mar 26, 2014 5:57 pm
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Thanks buddy.

Hey, if you ever want to add thoughtful, constructive information to the discussion that would be cool. Perhaps this is the wrong forum for that though (or just me with wishful thinking).
Cornbread Chemist
Slime Knight
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 PostWed Mar 26, 2014 6:07 pm
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Awesome job, you can definitely see the improvement. The textures are a lot nicer-looking, and the shadows from the walls really help. The cave walls look a lot more natural too, now that they don't all turn at sharp, 90 degree angles.
Liquid Metal King Slime
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 PostWed Mar 26, 2014 6:15 pm
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I am digging the new tiles. I especially like the rocky walls, both the stone walls that replace the white walls in the church, and the walls in the prison-cave area.

Do you have any before/after screenshots of text boxes so we can see the change in the dialog? (even if it is a little spoilery)
Liquid Metal King Slime
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 PostWed Mar 26, 2014 6:33 pm
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I dunno, I think you ruin'd it.
Liquid Metal Slime
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 PostFri Mar 28, 2014 4:39 pm
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Valigarmander wrote:
Awesome job, you can definitely see the improvement. The textures are a lot nicer-looking, and the shadows from the walls really help. The cave walls look a lot more natural too, now that they don't all turn at sharp, 90 degree angles.


Thanks sir!

Valigarmander wrote:

I am digging the new tiles. I especially like the rocky walls, both the stone walls that replace the white walls in the church, and the walls in the prison-cave area.

Do you have any before/after screenshots of text boxes so we can see the change in the dialog? (even if it is a little spoilery)


I don't have any before and afters on the text, but that is a really good idea. I may try and do that here shortly.

Here's a quick look at the graphical updates of Neve, formerly known as Winter Haven in The Omega. It is one of the last cities that your group visits in the game. Ironically, it also one of the least affected areas by the recent disasters.

Old:

whbefore (1)
whbefore (2)
whbefore (3)

New:

whafter (2)
whafter (3)
whafter (4)
whafter
Cornbread Chemist
Liquid Metal Slime
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 PostSun Mar 30, 2014 10:43 pm
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I had meant to reply after you had posted the video of the big town. I really like what you're doing with it. Helps that I'm a fan of large towns. Looks quite in-depth. I'd be curious to know, or willing to suggest, if the town has "sectors" that might differentiate personality types, factions, or whatever. A large town is made better when smaller districts are carved out of it and made to represent something. You might want to consider something like that if you haven't already. Keeps it from feeling like it's too big.

The snowy area looks really cool (no pun intended). The reflections in the water are a nice touch. This is shaping up to look like a great, detailed game. Hopefully you'll have it ready before November 30th of this year. Looking forward to checking it out.
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Liquid Metal Slime
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 PostSun Mar 30, 2014 11:40 pm
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Pepsi Ranger wrote:
I had meant to reply after you had posted the video of the big town. I really like what you're doing with it. Helps that I'm a fan of large towns. Looks quite in-depth. I'd be curious to know, or willing to suggest, if the town has "sectors" that might differentiate personality types, factions, or whatever. A large town is made better when smaller districts are carved out of it and made to represent something. You might want to consider something like that if you haven't already. Keeps it from feeling like it's too big.

The snowy area looks really cool (no pun intended). The reflections in the water are a nice touch. This is shaping up to look like a great, detailed game. Hopefully you'll have it ready before November 30th of this year. Looking forward to checking it out.


Thanks for the feedback, PR. The big town does in fact have three distinct districts. I did my best to differentiate them not only by the inhabitants and their dialogue, but the housing design as well. Hopefully that will come across properly in the finished product.

I'm very close to having the game "finished", and what I mean by that is graphics, dialogue and scripting essentially 100% complete. You could theoretically play through over 75% of the game now, but there are some features missing that I intend to add, and enemies are not implemented completely (despite having 90% of their graphics completed).

I could very well have this finished in just a few months if I continue working on it at a steady pace.
Cornbread Chemist
Liquid Metal Slime
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 PostSat Apr 05, 2014 12:20 am
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So some of you might be wondering, "what's really the deal with this guy and why is it not talked about much in The Omega"?

mirefortress (9)

This is Mire Fortress, which will shed light on many unanswered Gluepy questions.

mirefortress (3)
mirefortress (4)

The road won't be easy, however. Creepy, abandoned temple? Check. Death-inducing traps? Check.

mirefortress (5)
mirefortress (6)
mirefortress (8)

One wrong move and you may look like this guy.

mirefortress (1)

And if the fall doesn't kill you, these guys might...

mirefortress (2)
Cornbread Chemist
Blubber Bloat
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 PostSat Apr 05, 2014 4:42 am
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Wacky foes, me gusta
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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Liquid Metal Slime
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 PostSat Apr 05, 2014 10:24 pm
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I had a ton of fun making them.
Cornbread Chemist
Liquid Metal Slime
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 PostTue Apr 08, 2014 7:45 pm
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Here's a WIP shot of the new Flesh Gigas, formerly known as the "Gigantoboter" in The Omega.

The old graphic is by far my biggest regret in The Omega. I designed him during a point in which I was rushing to just complete the game, and it obviously shows. I've been looking forward to overhauling his graphic for a long time.

Here is the old graphic:

ofg

This is about an hour into the new graphic. I designed the basic shape and did the preliminary shading in GIMP:

fg1

This is six hours into refinement. I imported the entire thing into CUSTOM as a tileset and have been editing it that way.

fg2

Overall, I'm very happy with the changes so far. I still have a few more hours to go until it is complete, however.

There are some adjustments to the shading I need to make, and I also intend to add some more detail to make him less bland. The backdrop itself is a placeholder and needs more refinement as well.
Cornbread Chemist
Blubber Bloat
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 PostTue Apr 08, 2014 8:36 pm
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I would advise a different positioning. It looks like he's staring into the fourth wall rather than the party.
edit: He also looks more in the foreground than actually in the battle screen.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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