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Liquid Metal Slime
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 PostTue Feb 24, 2015 8:38 am
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sheamkennedy wrote:
Also it doesn't matter this time around but next time feel free to comment on the graphics too. They are by no means finished but I'd like to be steered in the right direction.


I wouldn't know what to say other than polish up some things. The only issue would be things like repeated tiles, which already isn't a big issue in this game. However, because the rooms are only one screen large, I think it would do the game magic to put heavy attention to detail in every room. Make every room memorable, add small monuments that give insight into the game's lore.

Now, the reason I don't find it completely necessary to say this is that you've already done so to a certain extent. The blood (or robo-fluid, not sure what) on the floor in the second room, or the hole in the wall the freezer room, which you see a similar example of later on, all of these things really connect the whole dungeon into a living and breathing place. Small details like this give you that uncomfortable feeling that there are things living here that you weren't previously aware of; there are creatures in the walls, something could be watching you at any moment.

These are the things that really engage a person into a game, and the problem is, you have to make every small detail engaging in these ways in order to fully captivate one's attention. And to use these small details to their fullest extent is to connect them, reference them, be consistent. The statues' descriptions are cryptic and ominous alone, but incorporating the same emotions evoked through them into other aspects will really flesh it out and make your universe complete. For example, one of the statues explains to make the player anxious, sad, which is a nice touch, and personally gave me some chills, or at least raise an eyebrow. However, if the player later found the scrawling of some unknown scribe who was driven insane by the condescending faces of the statues, that would add another level of depth to the effect of the statues and make the player question: are they really just statues? The greatest things about this is that it doesn't require any new game mechanics or anything complicated, just a few text boxes and maptiles.

I don't know, just something to think about I suppose. Again, I think you probably already have the inspiration to come up with things like this, I'm just reaffirming that I believe that in this case, attention to detail will really separate your game from just being a dungeon-crawler/RPG, or, dare I say, another one of those poorly made OHR games (because we all know they exist, mainly because most of us made them ourselves). I think this kind of detail will make Void Crypt a worthy title to mention, with potential to move on to other mediums of game distribution.
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Metal Slime
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 PostTue Feb 24, 2015 6:47 pm
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Willy Elektrix wrote:
I'm not in love with the flashing light either. How exactly would I implement your idea?


Since I'm not adept at scripting yet, the way I would do it is make three background layers for the laboratory map:
Layer 0 normal and fully lit,
Layer 1 dimly lit,
Layer 2 with near zero visibility.

Make an autorun script which, at random intervals, disables and re-enables Layer 2 (the super dark layer) to reveal Layer 1 (the dimly lit layer). When the circuitry is fully repaired, disable both Layer 1 and 2 to reveal the fully lit, normal Layer 0.

Of course, if you're good at palette tweaking and other plotscripting tricks, then you could perhaps figure out a way to do that instead of copying the tileset and manually editing each one. Although you could maybe export the tileset, use an image editor, and re-import with decent results rather than edit stuff in CUSTOM.
Liquid Metal King Slime
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 PostTue Feb 24, 2015 7:01 pm
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I haven't seen the flashing effect in question, but here is a rather simple script for a mild flash with palette tweaking

Code:

script, mild flash, begin
  tweak palette(10, 10, 10)
  update palette
  wait(1)
  reset palette
  update palette
end
Liquid Metal Slime
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 PostTue Feb 24, 2015 8:09 pm
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Bob the Hamster wrote:
I haven't seen the flashing effect in question, but here is a rather simple script for a mild flash with palette tweaking

Code:

script, mild flash, begin
  tweak palette(10, 10, 10)
  update palette
  wait(1)
  reset palette
  update palette
end


Yeah that's essentially what I use to tweak my palettes but mine oscillates Red, Green, and Blue independently on a timer, so it looks a bit messy. I think if you start with this and then add in the timer like in mine, you should find a nice middle ground to accomplish your needs. Or actually screw the timer, just slap Bob's script in the autorun while loop, and set it so it only triggers while a tag is on. That would be much simpler than what I originally suggested.
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Liquid Metal Slime
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 PostWed Feb 25, 2015 12:35 am
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RedMaverickZero wrote:
Let me know if you're serious about that for playtesting! Also, let me know when there's a new version for testing, I'd be happy to give feedback again!


I'm serious. If you want me to play your game, I'm willing. However, I do not have a way to make videos.

I'll probably recruit you test again once I have all the areas done in Void Crypt which should be sometime early to mid summer.

kylekrack wrote:
These are the things that really engage a person into a game, and the problem is, you have to make every small detail engaging in these ways in order to fully captivate one's attention. And to use these small details to their fullest extent is to connect them, reference them, be consistent. The statues' descriptions are cryptic and ominous alone, but incorporating the same emotions evoked through them into other aspects will really flesh it out and make your universe complete. For example, one of the statues explains to make the player anxious, sad, which is a nice touch, and personally gave me some chills, or at least raise an eyebrow. However, if the player later found the scrawling of some unknown scribe who was driven insane by the condescending faces of the statues, that would add another level of depth to the effect of the statues and make the player question: are they really just statues? The greatest things about this is that it doesn't require any new game mechanics or anything complicated, just a few text boxes and maptiles.


Good idea. I guess that is what I am trying to do now, but now that you articulated it, I can work on it in a more concentrated way.

sheamkennedy wrote:
Yeah that's essentially what I use to tweak my palettes but mine oscillates Red, Green, and Blue independently on a timer, so it looks a bit messy. I think if you start with this and then add in the timer like in mine, you should find a nice middle ground to accomplish your needs. Or actually screw the timer, just slap Bob's script in the autorun while loop, and set it so it only triggers while a tag is on. That would be much simpler than what I originally suggested.


I'll start with James' script and move from there I think. I might ask for more help with this when I start tinkering with it.
Liquid Metal Slime
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 PostThu Mar 05, 2015 8:00 pm
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I'm using a variation of James' script to make the lights flash in one room (see below). However, I've come across a problem. If I open a menu or a text box, or enter combat while the master palette is tweaked, I need the palette to reset itself. Otherwise, the menus and combat screen are frequently too dark to see.

Any ideas on where to start?

Code:

plotscript, r7flash, begin
variable (map)
variable (exitloop)
map := current map
while (check tag (tag:room7master) == off, and, current map == map) do, begin
   tweak palette(-10, -10, -10)
   update palette
   wait(1)
   tweak palette(-20, -20, -20)
   update palette
   wait(1)
   tweak palette(-40, -40, -40)
   update palette
   wait(1)
   reset palette
   update palette   
   wait(1)
   end
end
Metal King Slime
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 PostFri Mar 06, 2015 12:55 am
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Well, I don't know what else you've got cooking, but one easy(ish) way to do it would be to have a script that's like..


Code:

globalvariable (1000,Color000)
globalvariable (1001,Color001)
...
...
...
globalvariable (1255,Color255)
#Or should it be 1-256? I dunno!

script,RecordColors,begin
#Run this script before you open the menu or start a battle to write the colors to the global variables
variable (Something)
for (Something,1000,1255)
do (
     writeglobal (Something,GetColor (Something -- 1000) )
    )
end

script,ReDoColors,begin
#Run this script after the menu or battle to return the colors to how they were
variable (Something)
for (Something,1000,1255)
do (
     SetColor (Something -- 1000,ReadGlobal (Something))
     )
end


plotscript,FixedMenu,begin
#If you use a recent nightly you can set this to the "On-Menu" plotscript in the special plotscripts menu of custom
RecordColors
ResetPalette
UpdatePalette
waitformenu (OpenMenu (0))
ReDoColors
end

plotscript,FixedBattle,FormationNumber,FormationSet,begin
#Run this as an instead of battle script and it should work.
#This is the part I'm least confident about, never messed with instead of battle scripts before.
RecordColors
ResetPalette
UpdatePalette
FightFormation (FormationNumber)
RedoColors
end



Haven't actually tested any of that, so no idea if it works. SetColor doesn't say you need to update the palette after using it, so I don't know. One downside of the menu is that you'll be able to see the map brighten and darken each time you open it. ResetPalette has a weird behavior that might fix that though. It claims that you have to run an update palette to update the colors, but User Interface things (IE The menu) will be updated immediately. Thus, it's possible that if you remove the UpdatePalette from FixedMenu, the menu colors will be correct and the rest of the colors will remain at whatever their previous setting was. That's a guess, I could be wrong. Really sorry I didn't have time to test your game, it looks fantastic!
Liquid Metal Slime
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 PostFri Mar 06, 2015 3:54 am
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Willy, a quick and dirty way to handle that room without messing up any other visual is to export the tileset it uses and apply deeper and deeper shades to it through an editing program (black opaque fill paint at various levels) and save each version. Then reimport the altered tilesets into the game and use "load tileset" to cycle through the new ones and effectively change your lighting however you see fit.
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Metal King Slime
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 PostFri Mar 06, 2015 5:18 am
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In general when you want to save the current palette, reset it, and then restore it later you could use Giz's script. But in this specific case it doesn't matter too much whether a light flicker is cancelled (that is, just calling resetpalette,updatepalette).

You always need to call updatepalette or fadescreenin after changing the palette for it to have any effect (I fixed the setcolor docs). I look through those scripts and the only thing that's wrong is that updatepalette needs to be called at the end of RedoColors

The note in resetpalette about UI colors doesn't do what you think. It only applies when you're using multiple master palettes, and refers to the color indices in the "Change User-Interface Colors" menu.
Slime Knight
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 PostFri Mar 06, 2015 12:47 pm
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I wanna test it too!
But where is the download for the game? Confused

PS: I'm stupid.
Metal King Slime
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 PostFri Mar 06, 2015 4:09 pm
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Willy Elektrix wrote:
PM me and I'll provide you a link to the game file and some instructions.

If you could make a video of your play through for me to watch, that would be AWESOME!
Slime Knight
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 PostFri Mar 06, 2015 4:18 pm
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thx.
Metal Slime
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 PostFri Mar 06, 2015 6:49 pm
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Pepsi Ranger wrote:
Willy, a quick and dirty way to handle that room without messing up any other visual is to export the tileset it uses and apply deeper and deeper shades to it through an editing program (black opaque fill paint at various levels) and save each version. Then reimport the altered tilesets into the game and use "load tileset" to cycle through the new ones and effectively change your lighting however you see fit.


This is similar to what I suggested, with the exception of being much smarter. I'll have to keep this in mind for the future.
Metal King Slime
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 PostFri Mar 06, 2015 7:24 pm
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Pepsi Ranger wrote:
Willy, a quick and dirty way to handle that room without messing up any other visual is to export the tileset it uses and apply deeper and deeper shades to it through an editing program (black opaque fill paint at various levels) and save each version. Then reimport the altered tilesets into the game and use "load tileset" to cycle through the new ones and effectively change your lighting however you see fit.


That's a pretty powerful technique in general! You could do Final Fantasy 6 style pre-battle blurs by applying a little bit of photoshop blur filter to a few different tilesets, or do trippy "Touch Fuzzy, Get Dizzy" style effects, all kinds of cool stuff. Great idea!
Super Slime
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 PostSat Mar 07, 2015 12:14 am
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There was a game by Mattgamerr back in the day that did exactly that. I forget the name of it, but it was the one big one he did where the world was split into floating islands or something.

This was pre-plotscripting, so he had to make it so that bosses could only be approached from one angle so that the prerendered blur would work right.
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