Hype Up Your Game Thread

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Soda_piggy
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Blu Eternal Graphics Update!

Post by Soda_piggy »

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.

Image
Last edited by Soda_piggy on Mon Nov 16, 2009 11:56 pm, edited 1 time in total.
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Blue Train
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Post by Blue Train »

That is the greatest tree.

Ever.

exited to play it :D
Blip.
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Soda_piggy
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And a Teaser Screen

Post by Soda_piggy »

This isn't a screenshot, but I put it together using tiles from my game. It's just a little teaser for anyone interested. :D

Image
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Soda_piggy
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Post by Soda_piggy »

hey! i just finished animating the ocean tiles and thought it'd be fun to post the result for funzies. :)

Image
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Fenrir-Lunaris
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Post by Fenrir-Lunaris »

That is the most beautifully animated water I have ever seen in an OHR game.

Hell, that's even better than most commercial RPGs.
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Momoka
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Post by Momoka »

MOMOKA DEMAND TUTORIAL VIDEO

Seriously, that's really good.
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Soda_piggy
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Post by Soda_piggy »

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.
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Bob the Hamster
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Post by Bob the Hamster »

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.
Last edited by Bob the Hamster on Fri Nov 20, 2009 6:33 am, edited 1 time in total.
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Soda_piggy
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Post by Soda_piggy »

Loops utilizing 'writemapblock()' work wonders. That's all I'm saying. ;)
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Bob the Hamster
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Post by Bob the Hamster »

VampiDucki wrote:Loops utilizing 'writemapblock()' work wonders. That's all I'm saying. ;)
Aha!

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.
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Blue Train
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Post by Blue Train »

Oh god.. IVE BEEN HYPED!

RELEASE PRE-MATURE DEMO NOW!
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Spoonweaver
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Post by Spoonweaver »

Figured I'd hype Slimes a little more.... ( he he he )
:D
>:(
:angel:
:zombie:
:o

Image


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.
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Pepsi Ranger
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Post by Pepsi Ranger »

Here's a preview of Tightfloss Maiden's new look:

Image

Marking cacti in the "Anthill Canyon."

Image

Getting lost in the "Cave Network."

Image

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
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Post by Spoonweaver »

Those graphics look tight!
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FnrrfYgmSchnish
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Post by FnrrfYgmSchnish »

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!

ImageImage
ImageImage

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...

ImageImage
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