The contest window for Heart of the OHR 2012 will be between June 1st and November 30th. Bugfixing period will take up half of December. You should have plenty of time to get it ready by then. I'm actually gonna try to have my game finished in that window; though, I predicted to have it finished way back in 2008, so who knows.
The window will be here before any of us know it. We're already halfway between the close of 2010's contest and the start of 2012's contest. Seems like we just finished.
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I've been working on Gluep a bit more, but I still don't feel like he is right just yet. I think he is improving though. The thing that makes it difficult is that he needs to somewhat retain the "human" shape and he also doesn't need to be huge because he's a squishy magic user.
Here's a brief before and after peek of the new Gluep Village. It is no longer up high on a mountain but rather way deep within the ground. Still a work in progress of course.
Before
After
Cornbread Chemist
Here's a brief before and after peek of the new Gluep Village. It is no longer up high on a mountain but rather way deep within the ground. Still a work in progress of course.
Before
After
Cornbread Chemist
I've decided to release a 25% demo here in the near future. I still have about a week or two of work to do myself, but then I'd like a few fresh eyes to take a look at the game as well.
If you have interest, let me know and I'll be sure to PM you a link to the game when it is ready for testing.
Cornbread Chemist
If you have interest, let me know and I'll be sure to PM you a link to the game when it is ready for testing.
Cornbread Chemist
I'm still in need of one playtester. I have someone looking at it that is outside of the community, but I'd really like an OHRRPGCE user to go through it as well. Please let me know if you have any interest.
Everything up to the end of the 25% demo is complete. I'm going to go through it a few times myself before I toss it out to the playtesters. If all goes well, the demo should be live within a few weeks.
EDIT:
Remember this boss fight? Yeah, it is a little more complicated now (not to mention the enemy received a graphic update).
Cornbread Chemist
Everything up to the end of the 25% demo is complete. I'm going to go through it a few times myself before I toss it out to the playtesters. If all goes well, the demo should be live within a few weeks.
EDIT:
Remember this boss fight? Yeah, it is a little more complicated now (not to mention the enemy received a graphic update).
Cornbread Chemist
James Paige wrote:
I can't read the first word of your logo. MOCBI? MOGBI? MOCRI? MOGRI?
It was a hostile takeover.
Judging by the URL, I'm going to say MOCBJ.
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
Thanks!
In addition to needing a tester, I could also use someone to make a few more songs for me. It looks like Jabbercat isn't going to be able to finish things in the time I need them, so I probably should go with someone else for the time being.
For the demo, I only lack 2-3 pieces. Let me know if you are interested and what the damage would be
Cornbread Chemist
In addition to needing a tester, I could also use someone to make a few more songs for me. It looks like Jabbercat isn't going to be able to finish things in the time I need them, so I probably should go with someone else for the time being.
For the demo, I only lack 2-3 pieces. Let me know if you are interested and what the damage would be
Cornbread Chemist
Holy necro-bump! Last time I posted in this was well over a year ago!
I don't intend on boring you guys with daily, minor updates on Ruin (although my blog covers EVERYTHING if that is your thing), but I do plan on sharing some of the bigger changes that come to pass.
There were some things I wanted to change/add/update to the demo content of Ruin before going beyond that. I thought I was done with the changes until I made a few tile tweaks yesterday.
It led to a great graphical update and caused me to completely re-draw two maps in the demo. Extremely happy with the graphical changes and they will help when working on future content as well.
The photos are pretty big, so if I need to just link to the page on my site instead please let me know.
More updates to follow shortly.
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Cornbread Chemist
I don't intend on boring you guys with daily, minor updates on Ruin (although my blog covers EVERYTHING if that is your thing), but I do plan on sharing some of the bigger changes that come to pass.
There were some things I wanted to change/add/update to the demo content of Ruin before going beyond that. I thought I was done with the changes until I made a few tile tweaks yesterday.
It led to a great graphical update and caused me to completely re-draw two maps in the demo. Extremely happy with the graphical changes and they will help when working on future content as well.
The photos are pretty big, so if I need to just link to the page on my site instead please let me know.
More updates to follow shortly.
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After
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Cornbread Chemist
Wow. I'm pleased that this isn't dead.
With regard to the graphics, what really sticks to me out are the sharp corners and straight edges. I think that rounding the corners of the water, sand, darker grass patches would help a lot. Also, while the graphical changes are mostly very welcome, I think the vertical cave wall tiles look odd in that they are the horizontal walls rotated. There's some quite clever tile work (and interesting shading) going on there actually, where the vertical walls are seamlessly one tile thinner, but the shading is still the same, which gives the visual hint that you are looking directly top down. I would try darkening them, but I imagine it won't be trivial.
With regard to the graphics, what really sticks to me out are the sharp corners and straight edges. I think that rounding the corners of the water, sand, darker grass patches would help a lot. Also, while the graphical changes are mostly very welcome, I think the vertical cave wall tiles look odd in that they are the horizontal walls rotated. There's some quite clever tile work (and interesting shading) going on there actually, where the vertical walls are seamlessly one tile thinner, but the shading is still the same, which gives the visual hint that you are looking directly top down. I would try darkening them, but I imagine it won't be trivial.
Thanks for the feedback! I totally see what you mean about the caves appearing top-down. I will definitely working on the shading with "back and side" walls so that it will be less apparent.
I actually intend to have taller front cave walls in future maps. The problem with this particular map was that the original front walls were designed to only be two tiles high. Changing them to three at this time would look better but would cause a logistical nightmare on my end. I do intend to make a that side larger in future maps though, and I think that along with different shading on the outer walls will make things look much better.
I didn't even think about the the beach graphics, but now they are bothering me. I will definitely make them look more "natural" in future updates.
Cornbread Chemist
I actually intend to have taller front cave walls in future maps. The problem with this particular map was that the original front walls were designed to only be two tiles high. Changing them to three at this time would look better but would cause a logistical nightmare on my end. I do intend to make a that side larger in future maps though, and I think that along with different shading on the outer walls will make things look much better.
I didn't even think about the the beach graphics, but now they are bothering me. I will definitely make them look more "natural" in future updates.
Cornbread Chemist
I'm in the process of shrinking the outer walls and I think it is working in my favor now. Thanks for the advice!
Cornbread Chemist
Cornbread Chemist
Looks good. And fast work too!
The rails annoy me a bit as well; it looks bizarre that they just start and stop for no reason.
The rails don't look much like real rails that I saw in an abandoned mine. I saw rails which sort of progressively sunk into the ground (in places they were carved straight into the stone). So you could add some variants of that the rail tiles with the sleepers first missing (completely buried) and end pieces where the rails themselves sink into the dirt*
(*real mines don't have dirt floors, they have floors of stone, gravel, and pools of water, but nevermind)
The rails annoy me a bit as well; it looks bizarre that they just start and stop for no reason.
The rails don't look much like real rails that I saw in an abandoned mine. I saw rails which sort of progressively sunk into the ground (in places they were carved straight into the stone). So you could add some variants of that the rail tiles with the sleepers first missing (completely buried) and end pieces where the rails themselves sink into the dirt*
(*real mines don't have dirt floors, they have floors of stone, gravel, and pools of water, but nevermind)
Looks good, MBS. You've been away for a while, so you might have missed the announcement that the Heart of the OHR is now a biannual contest, so we'll be firing up the next one a year from now. If you think you're a year away or longer from release, you may want to shoot for the HotOHR release window as your target date (though earlier is better).
Oh, and it's a good thing you're back because we're long delayed on the next 8-bit contest if that's still on the table. (Though, the community's been a little quiet lately, so I don't know what kind of turnout any contest would get at the moment.)
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Oh, and it's a good thing you're back because we're long delayed on the next 8-bit contest if that's still on the table. (Though, the community's been a little quiet lately, so I don't know what kind of turnout any contest would get at the moment.)
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