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Metal King Slime
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 PostWed Feb 11, 2015 11:14 am
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Cool! I think you're the third or fourth person to create a tech demo like this, but noone has made a game out of it yet.

When you rotate or move but the viewport doesn't change because the geometry's the same its rather disorientating. Obviously. But what if you drew four different versions (perspectives) of the floor and ceiling for the different directions? I don't know whether that's been done in any first person dungeon crawler.
Metal King Slime
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 PostWed Feb 11, 2015 12:10 pm
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TMC wrote:
When you rotate or move but the viewport doesn't change because the geometry's the same its rather disorientating. Obviously. But what if you drew four different versions (perspectives) of the floor and ceiling for the different directions? I don't know whether that's been done in any first person dungeon crawler.


Alternatively, there's the option of using transition views like in Arcana for the SNES. Potentially a lot more work, but it looks really cool.
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Slime Knight
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 PostWed Feb 11, 2015 8:49 pm
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I'd really like to do movement transitions, but that'll be sooooo much more work (mainly dealing with all the extra graphics), so I'll save that for another time.
Slime Knight
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 PostWed Feb 11, 2015 9:54 pm
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Well now, this looks a little bit nicer.

Here's the wall texture:



And here's the floor:



I scaled and skewed these to create perspective, which definitely shows in some places. For now I'll leave it but at some point I'd like to touch it up.

Here's the thing in motion:

Metal Slime
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 PostWed Feb 11, 2015 11:32 pm
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I am loving this so far.
Metal King Slime
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 PostThu Feb 12, 2015 12:53 am
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You've done a pretty good job creating all those perspective graphics! I don't see anything "showing in some places," with the exception that at the edges it's scaled to more than 100%.

Rather than drawing transition tiles, one option would be to do a slide transition between the two viewports. You'd probably want to put a black border between the two viewports, otherwise corners which aren't there would appear.

BMR wrote:
Alternatively, there's the option of using transition views like in Arcana for the SNES.


Wow, it's Dungeon Cards!
Slime Knight
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 PostSat Mar 07, 2015 7:15 pm
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I'm not dead. (Yet.)



This OHF is based on a blend between the fonts of Wizards & Warriors 2 and Castlevania 3, with modifications.
Liquid Metal Slime
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 PostSat Mar 07, 2015 7:36 pm
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Really fancy. Certainly better than using the default, in my opinion. I especially like the capital H. I don't know why, it just looks nice.
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Metal Slime
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 PostSat Mar 07, 2015 8:27 pm
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That lowercase Z is giving me some "okay, what letter is that!?" issues at first glance (I can figure out what it is in-context with the rest of the word around it, but if I saw it by itself I don't think I would ever interpret it as a Z), but other than that the font looks pretty nice!
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Metal Slime
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 PostSat Mar 07, 2015 9:52 pm
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That is a beautiful font. Giving me all the Castlevania III vibes.
Metal King Slime
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 PostSun Mar 08, 2015 10:34 am
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I had the same reaction to the z, and some of the other letters like s and j are also somewhat over-fancy, but the thing with fonts is that slight over-fanciness really doesn't matter much because you get used to it within a minute and then shouldn't have any trouble reading it. But maybe the z is a bit much.
Red Slime
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 PostSun Mar 08, 2015 4:28 pm
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Just hug the left wall to get out!
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