Page 28 of 101
Blu Eternal Graphics Update!
Posted: Mon Nov 16, 2009 11:55 pm
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.

Posted: Tue Nov 17, 2009 12:55 am
by Blue Train
That is the greatest tree.
Ever.
exited to play it

And a Teaser Screen
Posted: Wed Nov 18, 2009 2:44 am
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.

Posted: Fri Nov 20, 2009 4:58 am
by Soda_piggy
hey! i just finished animating the ocean tiles and thought it'd be fun to post the result for funzies.

Posted: Fri Nov 20, 2009 5:15 am
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.
Posted: Fri Nov 20, 2009 5:49 am
by Momoka
MOMOKA DEMAND TUTORIAL VIDEO
Seriously, that's really good.
Posted: Fri Nov 20, 2009 6:00 am
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.
Posted: Fri Nov 20, 2009 6:32 am
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.
Posted: Fri Nov 20, 2009 6:53 am
by Soda_piggy
Loops utilizing 'writemapblock()' work wonders. That's all I'm saying. ;)
Posted: Fri Nov 20, 2009 4:30 pm
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.
Posted: Sat Nov 21, 2009 12:15 am
by Blue Train
Oh god.. IVE BEEN HYPED!
RELEASE PRE-MATURE DEMO NOW!
Posted: Mon Nov 30, 2009 6:40 pm
by Spoonweaver
Posted: Fri Dec 04, 2009 6:34 am
by Pepsi Ranger
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.
Posted: Fri Dec 04, 2009 2:54 pm
by Spoonweaver
Those graphics look tight!
Posted: Sun Dec 06, 2009 8:41 pm
by FnrrfYgmSchnish