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Posted: Thu Apr 21, 2011 2:46 pm
by NinjaOverdrive
Portraits of two main characters, Adam and Gale.

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I think Gale resembles a crack mitosis professional.

Posted: Fri Apr 22, 2011 2:48 am
by RMZ
<a href="http://s19.photobucket.com/albums/b175/ ... scloud.png" target="_blank"><img src="http://i19.photobucket.com/albums/b175/ ... scloud.png" border="0" alt="Triangles Maze"></a>

The final battle has begun. The end is near. Yadda yadda yadda.

Triangle's Maze is very close to being done. Hopefully by end of summer you guys will finally have the full game.

Posted: Fri Apr 22, 2011 9:12 am
by Baconlabs
In case ya'll didn't pick it up in the battle sprites thread, I've been working on Viridia chapter 3 for a while. (Incidentally, I'm getting sick of writing "Viridia Chapter X" over and over, so from here on out I'm referring to this game as Expedition.) I've gone through all sorts of designs for the female protagonist (who, unfortunately, doesn't even appear until the last quarter or so of the chapter), and I think I've come up with one that's simple and satisfactory.
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Once again, this is a standalone chapter that operates independently of the scrapped chapter 1 and the questionable chapter 2, though the player characters from these chapters will make small appearances at the beginning and end of the chapter, respectively.
Gameplay-wise, I want to make this one as different as possible. Scrapter 1 had an automatic "ride a [s]chocobo[/s] ostrich to the next town" sequence, but in Expedition I'll give the player some control over moving the bird and introduce obstacles and enemies that will slow you down if you don't avoid them. Chapters 1 and 2 had different approaches to enemy encounters: In #1, there were a few random battle areas, but your biggest threat was getting too close to animate cacti, which led to harder battles. #2 had a sequence of 7 battles fought in a straight order without time to prepare. Expedition will grant much more freedom and maneuverability, with all encounters being visible as NPCs that use nothing more than the preset OHRNPC movements and possibly Zones. If possible, I would like to make the enemies generated on the map randomized every time the player enters the map, but I honestly have no idea how to pull this off. (Actually, if any good scripters have some free time, there's some other tricky stuff I'd like to be able to pull off in this game)
In the end, it's just one long hike up to a tall mountain with no options whatsoever, right?
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A very important factor in this game's dungeon is when you decide to tackle it. Feeling energetic, want to clear the road and climb the mountain ASAP? Or would you rather clear the road, but take a break and come back in the morning? Heck, you might just be lazy and want to leave the road workers to their own devices, spending the rest of your day chillin' at the inn. Whether you go during the day or at night makes a sizable impact on what happens on the mountain.
What's left? Oh, right, the story. Don't worry, that's what I've been spending most of my time on, and I'd say I'm around halfway done. If you enjoyed learning about this desert world in chapter 2, you'll adore the little events that transpire in Expedition, which introduces a handful of NPCs with quite a lot of gravity to them. Some of them will drop foreshadowing on future chapters, others are just around to tell a good story. Most all of them are optional, too, so they won't get in the way of the gameplay if you don't want 'em to.
Mini-update complete.

Posted: Fri Apr 22, 2011 12:47 pm
by lhdrafter
Im sure a few people saw my post to my DBZ game Im making. Im improving a few graphics and what not so I hope to have more screens to show everybody.

Posted: Thu Apr 28, 2011 5:19 pm
by RMZ
<a href="http://s19.photobucket.com/albums/b175/ ... _logo3.png" target="_blank"><img src="http://i19.photobucket.com/albums/b175/ ... _logo3.png" border="0" alt="Slither Logo"></a>

Not sure where to put this, but it's kinda hyping up Triangle's Maze. It's a logo I made for everyone favorite computer virus, Slither. I have a Mr. Triangle one that's a pirate coin that I had printed for my guitar, I plan to get this one made for my second guitar.

Posted: Sat Apr 30, 2011 5:01 pm
by Nathan Karr
Image

Posted: Mon May 02, 2011 2:46 am
by Pepsi Ranger
Hey RMZ,

You should post the other icon. The Slither one is quite cool. Do you have, or are you planning to make others like it? Character decals would make for a great addition to the OHR Paraphernalia store.

Posted: Fri May 06, 2011 3:26 am
by Mewmew
Screenie of Intro &#9829;
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Posted: Fri May 06, 2011 3:37 am
by RMZ
Pepsi Ranger wrote:Hey RMZ,

You should post the other icon. The Slither one is quite cool. Do you have, or are you planning to make others like it? Character decals would make for a great addition to the OHR Paraphernalia store.
I'm planning on making at least one more. I was going to save it for Hamster Speak. But I want to make a stylized Bob the Hamster one and have it say "Hamster Republic" "OHR.RPG.CE." on it and get it professionally silk screened and sell it to you guys at cost. It wouldn't be that cheap cafe press crap. It'd be the real deal. Also thinking if I can find a good vendor to make multiple buttons on one deal, I'd want to make buttons/pins of some others to include with the package. But yeah, they are all in the works. I'll post the triangle dubloon when I get to work tomorrow. Thanks for the interest Pepsi.

Would anyone be interested in an affordable professional OHR team shirt?

Posted: Fri May 06, 2011 5:25 am
by guo
MewMew, that is some spectacular looking work.

Posted: Fri May 06, 2011 2:45 pm
by FnrrfYgmSchnish
Screenie of Intro &#9829;
A bit of advice: you probably shouldn't upload your screenshots as BMP files.

In addition to being really big files (and so taking a long time to load), a lot of sites tend to turn BMPs into JPEGs in the process of uploading, which adds a lot of compression without really caring if it screws up small details and adds a bunch of random pixel junk all over the place.

Try using PNG instead; it should be easy to do (MS Paint lets you save as PNG, and probably any more-advanced art program can do it too), and the filesizes will be a lot smaller, without any random pixel fuzz getting added in the process.

Posted: Fri May 06, 2011 5:04 pm
by Mewmew
FnrrfYgmSchnish wrote: A bit of advice: you probably shouldn't upload your screenshots as BMP files.

In addition to being really big files (and so taking a long time to load), a lot of sites tend to turn BMPs into JPEGs in the process of uploading, which adds a lot of compression without really caring if it screws up small details and adds a bunch of random pixel junk all over the place.

Try using PNG instead; it should be easy to do (MS Paint lets you save as PNG, and probably any more-advanced art program can do it too), and the filesizes will be a lot smaller, without any random pixel fuzz getting added in the process.
Aaah, okay. I apologize for the large file size. I'll use PNG format instead. Thank you for the suggestion! XD

Posted: Sun May 08, 2011 5:00 am
by Feenicks
A thing.
Picture if you can't be bothered to watch the video.
Thanks to the guys on #slimesalad who have a far better knowledge of scripting than I do.

Posted: Sun May 08, 2011 5:38 am
by Voltire
Wow, that looks great. Would you mind sharing the script for it? I've come across this problem with stairs before, so I didn't bother with them.

Posted: Mon May 09, 2011 9:00 pm
by Nathan Karr
Mewmew, your stuff looks beautiful. If you gameplay is no worse than mediocre, you've got something good going.

<object width="480" height="390"><param name="movie" value=" name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="" type="application/x-shockwave-flash" width="480" height="390" allowscriptaccess="always" allowfullscreen="true"></embed></object>
<object width="480" height="390"><param name="movie" value=" name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="" type="application/x-shockwave-flash" width="480" height="390" allowscriptaccess="always" allowfullscreen="true"></embed></object>
<object width="480" height="390"><param name="movie" value=" name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="" type="application/x-shockwave-flash" width="480" height="390" allowscriptaccess="always" allowfullscreen="true"></embed></object>
Put that in your pipe and choke on it.