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Liquid Metal Slime
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 PostThu Jul 25, 2013 2:18 pm
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It's been awhile since my last post, so I thought I'd give a small update on how things have been going in terms of Ruin.

I'm currently working on a rather large overhaul on a certain area, which will remain nameless until I'm completed with it. I still have several days of work left but will do a separate post about all of the updates/changes once it is complete.

In other news, I've never used any third party software to make graphics for the OHRRPGCE (besides a couple of "in-background bosses", which weren't even sprites and I wouldn't even count them). This made it extremely difficult for me to make certain graphics "look right". If you played The Omega, you'll know exactly what I mean when you face the Cadaverous Colossus towards the end of the game. It's the sorriest excuse for an enemy sprite that I think I've ever done.

With that being said, this area I've been working on required a boss sprite (not the CC) that is much larger than the OHRRPGCE's limitations. I decided to fire up GIMP and give it a shot. Here are the results:

Here is the boss from The Omega. Basically I had a friend draw this Blob and I colored/filtered it in Photoshop. I wouldn't even call it a sprite:

The Omega0000

Here is the new version in Ruin. I know things can still be improved, but I believe it is a start. The best thing to me is that I'm finally over my fear of drawing big sprites outside of the OHRRPGCE. I'm really excited to make some more for the game later on down the road.

Ruin0000
Cornbread Chemist
Liquid Metal King Slime
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 PostThu Jul 25, 2013 3:17 pm
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haha! That blob boss is great!
Metal King Slime
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 PostThu Jul 25, 2013 3:35 pm
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Dude, that thing looks awesome!
Being from the third world, I reserve the right to speak in the third person.

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Blubber Bloat
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 PostThu Jul 25, 2013 4:00 pm
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awwww, but the new one isn't DANCING anymorrrrrreeeeeehhhhh....

looks spookeh
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Liquid Metal Slime
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 PostThu Jul 25, 2013 7:26 pm
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Thanks guys, I appreciate it V
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Liquid Metal Slime
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 PostWed Aug 14, 2013 8:13 pm
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There's going to be a lot of pictures incoming, and hopefully it won't break the Internet...

----------------

It's been several weeks since my last update, but this one is HUGE. Although the area I've been working on is technically only a single playable map, a lot has changed and been added compared to its "The Omega" counterpart. The map I just finished tackling is the Augurpolis Spire, formerly known as Mage Tower in The Omega.

Before
mtold (1) mtold (2)

After
mtnew (5) mtnew (6)

This map received a complete graphic and functionality overhaul. Gone are the 30 doors that were used to get around the original and in its place are some much better things (no spoilers) that make for a shorter but much more enjoyable experience.

Enemies in the area have also received an overhaul...

Before
mtold (4)

After
mtnew (4)

And don't forget the new mage blob boss (now known as Magotanta):

Before
The Omega0000

After
Ruin0000

And a new villain, who plays part of the new storyline...

mtnew (8)

The biggest thing about this update by far is the new backstory for Harvey. In The Omega, very little is told about his past. There is a lengthy flashback cutscene (which I won't spoil) that is shown after you finish the tower that gives you a lot of information on his history, as well as new portions of the main story itself. I'm really excited about this update as it adds a pretty big chunk of new content for people that played The Omega AND newcomers to the game altogether.

If you played The Omega, you'll know that Harvey is actually a hamster when you first meet him. He doesn't become playable until a bit later in the game. In Ruin, he plays a big part of the events that take place in the tower itself and is, of course, playable right then and there.

Since he is available to play much earlier now, I had to revamp his graphics as well.

Before
mtold (5) mtold (6)

After
mtnew (3) mtnew (2)mtnew (1)

Once the next map is complete, I should be close to having Ruin 50% complete! Well, most of it anyways.
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Liquid Metal Slime
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 PostThu Aug 15, 2013 3:56 pm
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Just realized that I totally left Harvey's belt out on his walkabout graphics. It's been fixed though!

Hope to have more updates shortly.
Cornbread Chemist
Liquid Metal King Slime
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 PostThu Aug 15, 2013 4:20 pm
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I think the wrinkles on Harvey's portrait will look better if they are concentrated in certain areas, rather than randomly scattered



I just concentrated the wrinkles on the forehead, and the corners of his mouth and eyes
Liquid Metal Slime
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 PostThu Aug 15, 2013 4:31 pm
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Thanks James! I agree it does look better. I'll be making some adjustments shortly.
Cornbread Chemist
Red Slime
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 PostThu Aug 15, 2013 5:10 pm
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Really cool stuff! I love how the Augurpolis Spire map looks. How do the characters walk down the sideways-facing stairs, if I may ask? Do you have to just keep pressing left and then down or did you animate them walking down diagonally?

The graphics are much improved, kudos. I do have one question about them, though (similar to James's suggestion, really): why do so many of the sprites (not as much the tiles) have a sort of "noise" effect to them? It seems that they have scattered darker pixels around where the shading changes; I feel that it gives the characters a brittle, "crackly" appearance that may not be what you are going for.
Liquid Metal Slime
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 PostThu Aug 15, 2013 5:21 pm
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sotrain515 wrote:
Really cool stuff! I love how the Augurpolis Spire map looks. How do the characters walk down the sideways-facing stairs, if I may ask? Do you have to just keep pressing left and then down or did you animate them walking down diagonally?


Thanks! the floor design is partially inspired by Vikings and FFIV, though I think I added things that make it stand out on its own as well.

Scripts handle moving up/down the stairs, and they move you down them diagonally.

sotrain515 wrote:
The graphics are much improved, kudos. I do have one question about them, though (similar to James's suggestion, really): why do so many of the sprites (not as much the tiles) have a sort of "noise" effect to them? It seems that they have scattered darker pixels around where the shading changes; I feel that it gives the characters a brittle, "crackly" appearance that may not be what you are going for.


Honestly I have no idea. I guess that is just where my technique is at this point. I know I still have much to improve on, but I'm happy with the direction I'm going nonetheless.
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Liquid Metal Slime
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 PostThu Aug 29, 2013 5:23 pm
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It has been two weeks since my last post, but things are still coming along in Ruin. Part of the lack of frequent updates is that the areas worked on recently have required quite a bit of effort compared to previous zones. Also, things have come up that in turn have given me less time to devote to game development. Regardless, things are still chugging along!

Ruin is now 50% complete! Well, sorta. In The Omega, I considered the part where you find the boat to be 50%, and I just finished almost everything up to that point. Those who have played The Omega know that there are some pretty story-driven content during the time you leave the "Mage Tower" and when you find the boat in Hamburg. While many of the story elements have remained intact for Ruin, there have been numerous changes cosmetically and story-wise to the area known as Burg (or Hamburg in The Omega).

ruinafter (7)

Before:

omegabefore (3)

After:

ruinafter (8)

Those who know are familiar with Hamburg from The Omega may be surprised to see a new, unknown enemy here. He plays a large role in the events that unfold in Hamburg, but you'll have to wait and play it for additional details. Needless to say, the script for this area has been completely re-written, so even Omega veterans will be in for a surprise.

ruinafter (6)

Burg is also where Fred receives new armor...

Before:

omegabefore

After:

ruinafter

Now for something totally fresh for newcomers and Omega veterans alike!

The path to get the boat in The Omega is fairly uneventful. I expanded this portion of the game in Ruin and titled the outcome the Burg Channel.

Before:

The Omega0000

After:

ruinafter (5)

Ruin0000

ruinafter (4)

Though it is still a relatively small zone, it adds some new enemies as well as a remake of an old sprite...

Old Sprite:

omegabefore (1)

New Sprite(s):

ruinafter (2)

There's even a brand new boss fight, which takes place sometime after the team gets on the boat.

ruinafter (3)

That's all for now. I hope to have more soon!
Cornbread Chemist
Liquid Metal King Slime
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 PostThu Aug 29, 2013 5:35 pm
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Wow! that skeletal turtle boss sprite is awesome! Good work
Blubber Bloat
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 PostThu Aug 29, 2013 5:53 pm
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The purple specter is awesome too
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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Metal Slime
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 PostThu Aug 29, 2013 5:58 pm
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I really likew the water tiles, they look so fluid... like they'd move anytime.
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