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Posted: Thu Apr 25, 2019 1:08 am
by splendidland
it's still in development! but it's very big, and i needed something smaller that i can release very soon! as soon as it's done, TCOD will be back on track!

Posted: Thu Apr 25, 2019 5:00 am
by TheMan
hell yeah

Posted: Thu Apr 25, 2019 8:05 am
by TMC
I can look forward to any of your games, they all look great :)
Does that sign say OGEANO? I imagine it's short for Oregano, but that's probably just my own bias. Could just as easily be a B or R instead of E.

Posted: Thu Apr 25, 2019 9:58 pm
by splendidland
oh that isn't a sign, it's a bench! i should fix that graphic!

also, here's a little preview of some of the music from the game!
https://twitter.com/splendidland/status ... 0101320704

Posted: Fri Apr 26, 2019 3:23 pm
by Mogri
I love those colors! Did you create your own palette, or is this an existing one?

Posted: Fri Apr 26, 2019 5:08 pm
by splendidland
my own palettes! there's 4 palettes for different times of day

Posted: Fri Apr 26, 2019 5:19 pm
by TMC
Heh, I realised that my reading of it as a sign didn't quite make sense, but it looked a lot like the actual signs!

I hadn't heard that second song before, it's a neat dreamy adaptation of the daytime melody. I wish the OHR had builtin crossfading of music, I should work on that. (You can already manually script music volume ramp down and ramp up, though.)

Posted: Sat Apr 27, 2019 9:14 am
by Nathan Karr
Surprised that my old Wolf's Quest sprites from 2004 are the right resolution (16x16). Had to make some alterations because I've learned a lot about spriting with the past 15 years of practice, but this thing was still like 80% useable.

I might swap over some of my other NPC sprites. There was a walkabout graphic for a young girl that was never used even once in Wolf's Quest and one for a little boy only used once.

Another funny thing, the only spear-type weapon I have defined in Nathan Warrior is the Bamboo Lance, so the guard is absolutely using the cheapest weapon money can buy.

Posted: Sun Apr 28, 2019 1:50 pm
by splendidland
Image
if you stand in the road for a few minutes, eventually all the cars will pile up and form a big road train! because this is funny, i won't fix this.

Posted: Sun Apr 28, 2019 11:21 pm
by Fenrir-Lunaris
splendidland wrote:if you stand in the road for a few minutes, eventually all the cars will pile up and form a big road train! because this is funny, i won't fix this.
Working as intended then :)

Posted: Mon Jun 17, 2019 7:41 am
by TheLordThyGod
I've posted a new update of Hinterlands: Pilgrimage (alpha). Graphics have been upgraded, skill lists have been streamlined, and minor bugs have been fixed.

Mirrored Soul

Posted: Wed Nov 20, 2019 9:15 pm
by Mammothstuds
In case anyone is wondering why I haven't been active on this site for a while, it's because, probably to nobody's surprise, I've decided to move on from OHRRPGCE and create my dream project without the help of a pre-built RPG engine. Say hello to Mirrored Soul, as it was meant to be built!

I'm gonna probably make a Twitter (or just generally something better than Tumblr) eventually, but until then I'm posting updates on https://www.tumblr.com/blog/mirroredsoulgame.


Unfortunately I can't upload WEBM files to this site, but there's some of them on the tumblr page.

Posted: Wed Nov 20, 2019 10:28 pm
by Bob the Hamster
That looks so cool! I love the monster negotiation. What are the mechanics of it? Is there a certain pattern of answers that will always work for each monster type? Or is it a more random thing?

Posted: Sun Nov 24, 2019 11:43 pm
by Mammothstuds
Bob the Hamster wrote:That looks so cool! I love the monster negotiation. What are the mechanics of it? Is there a certain pattern of answers that will always work for each monster type? Or is it a more random thing?
The former! Thank you, by the way.

Posted: Sun Feb 02, 2020 4:30 am
by Feenicks
Classes like Fighter and Healer are kinda boring. Luckily, there's a few more exotic options to choose from with your class upgrades!