Page 80 of 109
Posted: Wed Oct 28, 2015 8:27 am
by Fenrir-Lunaris
This was a game that always had issues with sound consistency, and it's on the list of improvements I'm rushing out for Halloween. Graphical overhaul notwithstanding, I'll be making a few quality-of-life adjustments too, such as widening the walk-able areas of some corridors and adjusting the efficacy of the stat boosting items too.
Posted: Thu Oct 29, 2015 8:35 am
by TMC
Cool!
In case you'd forgotten, one of more of the mp3/ogg tracks in Vampire's Curse had a sampling rate of something other than the normal 44.1kHz, which hit a bug in SDL_mixer, causing it/them to play at the wrong speed. (I think the built-in MP3 to OGG conversion would fix that).
Posted: Tue Nov 03, 2015 5:26 pm
by Fenrir-Lunaris
Since the graphical enhancement to Vampire's Curse was more or less a success, I've been working on some newer quality of life enhancements that just weren't possible when the game was first released. One of the bigger complaints was that many areas were just swarming with enemies, while other places were completely devoid of encounters. The quickest solution has been to simply add MORE enemies to those places that were lacking, but the choices of foes have always been lacking.
Guess I should have seen these guys coming.
Posted: Wed Nov 04, 2015 2:02 am
by Sparoku
Oh, how I wish I could pixel as well as you, Fen...
Added more shading to the squirrel I put up a while back.

Posted: Fri Nov 06, 2015 9:05 am
by Fenrir-Lunaris
Posted: Fri Nov 06, 2015 10:16 am
by TMC
Wowzors.
I think that walktall Cthulhu actually looks menacing unlike his comical 20x20 version. But boy does he look thin in that portrait. I always imagined a bloated mass of tentacles underneath that robe.
Posted: Sat Nov 07, 2015 4:19 am
by kylekrack
I am working on a new enemy for Overgrowth as my first addition to the awful things I plan on having in this game. I built him out of the pieces of the main character's predecessors
Also, @Fenrir: despite how amazing your portrait sprites may be, I've still come to resent your avatar.
Posted: Sun Nov 08, 2015 9:25 am
by BMR
So I could use some advice. Which skin palette do you guys think works better, A or B? Or is the difference minute enough that it doesn't really make much of a difference?

Posted: Sun Nov 08, 2015 9:52 am
by TMC
Neat to see more Overgrowth. Nice enemy idea.
Depends on the climate. The ones on the right do well-suggest to me a sunny climate, the left have a European complexion/predicament.
Posted: Sun Nov 08, 2015 2:18 pm
by Bob the Hamster
I like palette B. Makes me think of natural lighting
Palette A seems more like office lighting
Posted: Sun Nov 08, 2015 2:55 pm
by TMC
Is that a strangely shaped cranial scar? A wire embedded under the skin?
Posted: Sun Nov 08, 2015 3:22 pm
by Matokage
I yellowed it a bit with a hue&saturation filter, how about?
But the skin tone will depend where you live.
Posted: Sun Nov 08, 2015 5:26 pm
by kylekrack
It's pretty hard to say. Palette B definitely has more contrast though, giving it a darker feel. I think it would make more sense for those to be indoor lighting and the others outdoor or more well lit areas. But I agree with what's said above, it depends on a lot of things like that.
Posted: Mon Nov 09, 2015 7:24 am
by BMR
Hmm, good points, I've been leaning a bit more towards B myself, guess I'll go with that palette. Thanks guys!
Posted: Mon Nov 09, 2015 6:25 pm
by sheamkennedy
I think it more or less depends on the mood of the game, or that location in the game. "A" has a cooler tone overall and makes me feel like the setting is in maybe a dungeon or something. "B" has a warm tone which makes me feel like the setting is in a fire lit pub. I think both look equally good, just depends on location or mood of the game.