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Liquid Metal King Slime
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 PostSun Sep 08, 2013 10:25 pm
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the dithering into different colors looks awesome nate.
Liquid Metal Slime
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 PostMon Sep 09, 2013 12:18 am
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Meowskivich wrote:
technically, you can have 4 colours a maptile, since you're not going to need transparency with them.

but it looks cool

I think this would break even that. I did find a workaround that I hope will be at least moderately pleasing to the eyes though.


Old version and numbered doorlinks, showing the locations of all the places I intend to put in the game if I do as I currently plan with the project.


New version, "In-Game" overworld map, while the old nice-looking version can be accessed via item.



And further, you may have noted that the town in the grassy area was named Gnomonia. There is a reason for this.


Spoonweaver wrote:
The dithering into different colors looks awesome nate.

Thanks a lot. It's a lot harder to do that in MSPaint than in the OHR with tiles, I realize. It just seemed to be the most appropriate way to indicate certain biomes.
Remeber: God made you special and he loves you very much. Bye!
Liquid Metal King Slime
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 PostMon Sep 09, 2013 1:16 am
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You have my gnome-pport
Blubber Bloat
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 PostMon Sep 09, 2013 1:23 am
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Nathan Karr wrote:


Me gusta

Nahtan Krar wrote:


No me gusta
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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Metal Slime
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 PostMon Sep 09, 2013 2:30 am
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I don't think I'll have enough done for my 8-bit game project to actually upload a demo for the contest, but I do plan on finishing it eventually anyway. (...Heart of the OHR 2014? Nah, hopefully it won't take that long! XD)

And I did get some work on it done this weekend (mostly adding in enemies to places that didn't have them previously, and the last bits of testing for the first dungeon's boss), so I guess I'll post some screenshots here.



A better battle screenshot than the one I put up the first time. You need a supply of arrows to attack (though they aren't always used up after attacking--they only break about 20% of the time.) The various magic that you get throughout the game uses MP instead, though some spells which shoot elemental-infused arrows use up an arrow too (and not just 20% of the time.)



A little shop. Sells cheap snack food, weak armor, and arrows to replace those that you use up in battle.



Starting a fire at a campsite. (The mosquitoes don't actually go away just by starting a fire. You have to kill them.)



...also, the entrance to the first dungeon.



A couple of dungeon screenshots. Also shown: the way random encounters work in the game. You can't run from fights (so far, anyway; might eventually make it possible), but you can avoid ever getting into them in the first place by not bumping into the critters on the map (like that mosquito going in circles around that pool of water, or that snake zipping back and forth on one side of the water.) Pretty much works like the enemies in Earthbound and the Mario RPGs.

(Also, the horizontal bridge in the first screenshot has some tile errors, it looks less flat in the actual game.)



After learning ice magic, you can freeze one-block-wide streams into little ice bridges to get into new areas and reach items. (The spell was not really intended to be used in this way, so larger ice bridges don't turn out sturdy enough to cross safely. Meaning, in game-mechanics terms, you can't make them. XD)
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Blubber Bloat
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 PostMon Sep 09, 2013 2:54 am
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Sounds intriguing so far.

Man, there are a lot of good game ideas running around lately. Grin
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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Slime Knight
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 PostMon Sep 09, 2013 3:47 am
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I've been working more in Google Notes than CUSTOM, working on the story...
Liquid Metal King Slime
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 PostMon Sep 09, 2013 4:17 am
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I added a few more portrait sprites for Wandering Hamster, and then got inspired to add text box mumble-voices similar to the ones I did for Death of Von Stabbingmore.

It is amazingly fun to make burbling noises into Audacity.

I got about halfway through adding them in to text boxes. I would have got further, but I discovered a lot of text boxes that didn't have portraits set up, and others that had multiple character's speaking in the same box, so I took the time to fix those.

I also added a tiny but useful feature to the Text Box Appearance editor. You can now hold ALT and press left and right arrow keys or type in a box ID number to jump to another text box without having to ESC back to the main text box menu. (basically the same as what you can do in the Attack and Enemy submenus)
Metal King Slime
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 PostMon Sep 09, 2013 5:09 am
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I implemented the ability for it to tell what kind of hand you have, and the strings to display that for both the player and the AI. Up next is the hard part, teaching the AI what to discard and what to keep, and after that the even harder part of implementing the wagering interface and then the logic as to when to raise, call, fold, bluff, etc. Mostly went well this weekend though. Hoping to be done soonish.
Metal Slime
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 PostMon Sep 09, 2013 7:53 am
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@Bob:
Quote:
You can now hold ALT and press left and right arrow keys or type in a box ID number to jump to another text box without having to ESC back to the main text box menu. (basically the same as what you can do in the Attack and Enemy submenus)


Thank you so much!
That was a feature I was waiting for! Grin

---
Your games all look great!
Seems like a lot has happend on this weekend.
FnrrfYgmSchnish, I like you graphics, and Giz I wish you good luck with the poker game. It sounds quite complicated, but I never understood how to play poker, anyway.
I like the faces on the cards, the Queen and the King look nice. And the Joker is a punk? Surprised
Metal King Slime
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 PostMon Sep 09, 2013 8:13 am
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The jack is, yes. I couldn't think of a better way to do it.
Metal King Slime
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 PostMon Sep 09, 2013 10:57 am
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Whoa! Giz is finally making the poker game that he's threatened to for years. Is that for the 8 bit contest? I once wrote a half decent poker bot for an assignment, but I can't find the source nor remember how it worked. But I'm pretty sure the magic part was using a 200+MB precomputed lookup table to calculate odds of different types of hands occurring. And training it to imitate a better poker bot.

I thought the Jack was meant to be Mr T without chin or chain.
Slime Knight
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 PostMon Sep 09, 2013 11:28 am
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hey, guys just cause i'm not around much doesn't mean you can decide who or what i am.
Metal King Slime
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 PostMon Sep 09, 2013 3:54 pm
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TMC: You're damn right I'm making it. It's amazing, with slices my juggernaut of a card shuffler and hand sorter went from a giant wall of code to like sixteen lines. I started out making it for the 8-Bit contest, but I think my cards actually use one color too many to count and I'm too lazy to redo 'em. I also don't think I'm gonna finish in the next twelve hours. Then again, if I put in a hell of a day of coding, maybe I could just barely get it out the door.

Jack: Yousa joker.
Blubber Bloat
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 PostFri Oct 04, 2013 2:10 pm
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It's once again time for
WORK ON YO' GAME WEEKEND!!!

Unfortunately, I can't promise me doing much for this weekend as I start my job at the local spookhouse scaring the muffins out o' folk, plus I have a program I need to get done first. But don't let that stop you! Post your achievements here!
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
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