
Hype Up Your Game Thread
Moderators: Bob the Hamster, marionline, SDHawk
- Soda_piggy
- Slime Knight
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Blu Eternal Graphics Update!
For any of you who have been wondering what I've been doing with my Blu Eternal game, here is a new screenshot. I've been vamping up the graphics quite a bit.


Last edited by Soda_piggy on Mon Nov 16, 2009 11:56 pm, edited 1 time in total.
<a href="https://www.sodapiggymusic.com">Soda Piggy Website</a>
- Blue Train
- Metal Slime
- Posts: 350
- Joined: Tue Oct 23, 2007 11:38 pm
That is the greatest tree.
Ever.
exited to play it
Ever.
exited to play it
Blip.
<a href="http://bluepxl.com" target="_blank"><img src="http://bluepxl.com/bluepxl.png" border="0" alt=""></a>
<a href="http://bluepxl.com" target="_blank"><img src="http://bluepxl.com/bluepxl.png" border="0" alt=""></a>
- Soda_piggy
- Slime Knight
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And a Teaser Screen
This isn't a screenshot, but I put it together using tiles from my game. It's just a little teaser for anyone interested. 


<a href="https://www.sodapiggymusic.com">Soda Piggy Website</a>
- Soda_piggy
- Slime Knight
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- Fenrir-Lunaris
- Metal Slime
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- Location: OHR Depot
- Soda_piggy
- Slime Knight
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Thanks Fenrir and Mamoka!
I spent a good deal of time on it.
I also wanted to post a link to the main piano theme for Blu Eternal. It's childlike and the mood fits the game well. Hope you enjoy it too!
<a href="http://www.garageband.com/mp3/W__James_ ... OwZWs">Blu Eternal Piano Theme</a>
I might actually do a tutorial on the water, Mamoka. I saved most of the base tiles I was working with so it shouldn't be too hard. I'll see what I can do.
I also wanted to post a link to the main piano theme for Blu Eternal. It's childlike and the mood fits the game well. Hope you enjoy it too!
<a href="http://www.garageband.com/mp3/W__James_ ... OwZWs">Blu Eternal Piano Theme</a>
I might actually do a tutorial on the water, Mamoka. I saved most of the base tiles I was working with so it shouldn't be too hard. I'll see what I can do.
<a href="https://www.sodapiggymusic.com">Soda Piggy Website</a>
- Bob the Hamster
- Liquid Metal King Slime
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I can't tell for sure just by looking, but it seems like you used more frames of animation than the maptile animator allows. Did you use the built-in animation? Or did you animate that in some other way?
I really need to implement maptile animations keyed by global variables.
I really need to implement maptile animations keyed by global variables.
Last edited by Bob the Hamster on Fri Nov 20, 2009 6:33 am, edited 1 time in total.
- Soda_piggy
- Slime Knight
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- Joined: Tue Oct 16, 2007 1:18 am
- Location: Osaka, Japan
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- Bob the Hamster
- Liquid Metal King Slime
- Posts: 7460
- Joined: Tue Oct 16, 2007 2:34 pm
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Aha!VampiDucki wrote:Loops utilizing 'writemapblock()' work wonders. That's all I'm saying. ;)
So you would definitely benefit from global variable based map animation.
My idea is that you could configure an animated tile to use a particular global variable as an offset from the starting tile.
Then to control the animation, you would just change the global from your script, and the map drawing code would handle the rest. For just a single tile it would be no faster, but if you were trying to animate a large number of tiles, it would be massively faster and easier.
- Blue Train
- Metal Slime
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- Joined: Tue Oct 23, 2007 11:38 pm
Oh god.. IVE BEEN HYPED!
RELEASE PRE-MATURE DEMO NOW!
RELEASE PRE-MATURE DEMO NOW!
Blip.
<a href="http://bluepxl.com" target="_blank"><img src="http://bluepxl.com/bluepxl.png" border="0" alt=""></a>
<a href="http://bluepxl.com" target="_blank"><img src="http://bluepxl.com/bluepxl.png" border="0" alt=""></a>
- Spoonweaver
- Liquid Metal King Slime
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Figured I'd hype Slimes a little more.... ( he he he )


It's out now! Go play it!
( Finally! My avatar makes sense! )

It's out now! Go play it!
( Finally! My avatar makes sense! )
Last edited by Spoonweaver on Mon Nov 30, 2009 6:41 pm, edited 1 time in total.
- Pepsi Ranger
- Liquid Metal Slime
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- Joined: Thu Nov 22, 2007 6:25 am
- Location: South Florida
Here's a preview of Tightfloss Maiden's new look:

Marking cacti in the "Anthill Canyon."

Getting lost in the "Cave Network."

Crossing the sandfall in the "Trans-Canyon Passage."
With this, all I really have left to do graphically is to update the reflection sprites. Then once I add a few more gameplay elements, we'll have a re-release, hopefully before December ends.

Marking cacti in the "Anthill Canyon."

Getting lost in the "Cave Network."

Crossing the sandfall in the "Trans-Canyon Passage."
With this, all I really have left to do graphically is to update the reflection sprites. Then once I add a few more gameplay elements, we'll have a re-release, hopefully before December ends.
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- Spoonweaver
- Liquid Metal King Slime
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- FnrrfYgmSchnish
- Metal Slime
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- Location: Middle of Nowhere, VA
Coming close to finishing Chapter 5; just need to finish one portrait graphic, a handful of text boxes, and a bit of scripting (and, of course, test it out) before I'll be at the next "end of demo" point. All the stuff that's left is for the chapter's last boss fight... though you can skip the fight if you did a certain sidequest in Chapter 4.
So I figure it's about time to post some Chapter 5 preview screenshots!




After that, the only thing standing in the way of a 5-chapter demo release is the rest of Chapter 4's secret area. And here's a couple more screenshots of it...


So I figure it's about time to post some Chapter 5 preview screenshots!




After that, the only thing standing in the way of a 5-chapter demo release is the rest of Chapter 4's secret area. And here's a couple more screenshots of it...


