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Posted: Sun Aug 04, 2013 12:14 am
by Nathan Karr
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Color not finalized.

Posted: Sun Aug 04, 2013 6:35 am
by FnrrfYgmSchnish
Some early screenshots from my 8-bit contest attempt for this year (which hopefully will get to a decent-sized demo stage, since I've gotten so much graphics and mapping work done already!)

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Here's the map. The individual areas will be linked together Puckamon-style, so the regular OHR minimap would be near worthless... I'll be scripting a different map system to replace it, which will show your location on this map instead.

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You should be able to figure out exactly where each of these screenshots is from, going by the map above.

No in-game screenshots just yet... mostly because I haven't started on anything playable yet. XD

So far I just have a lot of graphics done, and almost all of the mapping (for the outside maps, at least.) The only maps I still have to make are the little campsite areas (marked by 3 tents on the main map) and a mountainous area on the left, including that little area on the other side of the lake that's blocked off from the rest by the mountains.

Posted: Sun Aug 04, 2013 7:19 am
by Mogri
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I've finished the intro, which you can skip even though it's only about a minute long. Anyone who wants to start over with a new party will appreciate that feature, but not as much as I'll appreciate it while testing the game.

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This screen is now fully functional, too, and the heroes have all of their walkabout sprites finished. A few of them got slight redesigns in the process.

A keen eye will notice that your party has six heroes. You still only use four at a time. The focus has shifted significantly to party setup. There's much, much more equipment this time around, and the equipment will play a strong role in defining your characters.

As the ability wording suggests, battles will be turn-based.

Posted: Tue Aug 06, 2013 4:36 pm
by Meatballsub
FnrrfYgmSchnish wrote:Some early screenshots from my 8-bit contest attempt for this year (which hopefully will get to a decent-sized demo stage, since I've gotten so much graphics and mapping work done already!)

Image

Here's the map. The individual areas will be linked together Puckamon-style, so the regular OHR minimap would be near worthless... I'll be scripting a different map system to replace it, which will show your location on this map instead.

ImageImageImage

You should be able to figure out exactly where each of these screenshots is from, going by the map above.

No in-game screenshots just yet... mostly because I haven't started on anything playable yet. XD

So far I just have a lot of graphics done, and almost all of the mapping (for the outside maps, at least.) The only maps I still have to make are the little campsite areas (marked by 3 tents on the main map) and a mountainous area on the left, including that little area on the other side of the lake that's blocked off from the rest by the mountains.
This looks fantastic. Super stoked about yours too, Mogri.

Posted: Thu Aug 08, 2013 1:50 am
by Meowskivich
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This is about the 5th or 6th time redesigning this place, but I've finally got this working.

The hands lurch out and take you away if you come in contact.

Merciful Mungbeans

Posted: Thu Aug 08, 2013 3:52 am
by FnrrfYgmSchnish
Oh hey, they're like the Wall Masters in Zelda! I actually don't think I've seen anyone make something like those in an OHRRPGCE game before.

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...that GIF animates a lot slower than the actual game... but oh well.

Slapped together my replacement map script earlier today and just got around to testing it out. It shows a blinking head at your location, along with a label at the bottom telling you exactly where you are, while the music of the map you were on before keeps playing in the background. Hitting the spacebar again closes the map and sends you back to wherever you were before you picked "Map" from the menu.

There's no way to move your head around and see the names of other locations, but the map is mostly there to be a "YOU ARE HERE" sort of thing anyway, so I don't mind not having that. (Especially since I have less than a month left to turn this from "a whole bunch of maps + a few scripts" to a playable game!)

Posted: Thu Aug 08, 2013 2:21 pm
by BMR
Not for the 8-bit contest, but here it is anywho.

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Old original sprites are on the left, new hero sprites are on the right. Some still need tweaking and fixing (Belor the barbarian for one, his hair acts weird) and some need more detail (the ninja girl for example could do with some more stuff. Perhaps daggers at her belt or something) and some are just plain wrong (the guy in robes, his sleeves shouldn't look like that from behind, no idea why I only noticed that after uploading) but for the most part these are done. They'll be going into the combat engine, and if I have another bout of creative energy, I'll also draw their attack animations (though might be unlikely).

Anywho, enough from me, BMR out!



EDIT: I'm still very much open to anyone who'd like to help me with the spriting. These are just the walkabouts, I still need to do casting, attacking, getting hurt, etc... And that's two frames in each direction because of my custom combat engine.

Posted: Thu Aug 08, 2013 2:47 pm
by Meowskivich
the red head lady on the bottom has sadly non-red hair on her new sprite :/

blue haired dude 4th from bottom has, now, obnoxiously bright blue hair, no me gusta.
yes, I'm complaining about color.

the ninja gal above him and the ...person second from the top have lost the eye colour difference D:


other than that, the new sprites are FAR better.

edit:
FnrrfYgmSchnish wrote:Oh hey, they're like the Wall Masters in Zelda! I actually don't think I've seen anyone make something like those in an OHRRPGCE game before.
That, my dear poppet, is because it's not your typical OHRRPGCE game.

further edit:
oh, bmr, the obnoxiously blue-haired dude, his hair seems to be shifting back and forth like it's some sort of wig or mollusk on his head. it's kinda distracting.

Posted: Thu Aug 08, 2013 5:44 pm
by FnrrfYgmSchnish
Noticed a little oddity--the guy with the horned helmet... one of his helmet's horns wiggles when he walks (only on the right-facing sprite, though.)

Also, how come the first guy no longer has a different skin tone from the others in the new sprites?

Posted: Thu Aug 08, 2013 9:23 pm
by Nathan Karr
I present you with 8 bits of EVIL

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Posted: Fri Aug 09, 2013 12:15 am
by Gizmog
The pubic hair is a bit disturbing :zombie:

Posted: Fri Aug 09, 2013 12:39 am
by Nathan Karr
Gizmog wrote:The pubic hair is a bit disturbing :zombie:
Thank you for noticing, congratulations on being the first to point it out. The orcs are supposed to be nasty, misshapen creatures of foul hygeine.

Posted: Fri Aug 09, 2013 1:47 am
by BMR
It'd be interesting if you introduced some sort of heraldic stuff on his shield. "Bar sinister" is also a heraldic term for a bar going from the bottom left to the top right of the shield. Useless information number 732, hehe.

As for the orcs, I'm not sure I like the eyes. It looks like they've got their eyes closed. But that could just be me. Also the second orc (the one with hair) looks like its right arm is broken at very odd, and very painful angle rather than being raised up in defiance. The first orc looks great though.



And as for my sprites: huh, I didn't notice that horned helmet thing. I'll fix that right away.

The first guy, yeah, he was supposed to have darker skin than the rest, but I completely forgot about it when making the new sprites. Didn't remember it until I saw the old sprite. And I accidentally switched the manica from his left to his right. Ah well. I might fix the skin tone, but the manica might be a bit much to redo.

The red-headed lady still has red hair, just at a much lower saturation (well, pretty much all of them have lower saturation) though I suppose it does look a bit more brown than red. I'll prolly up the saturation on that a bit.

Obnoxiously bright blue hair? Heh, I'll tone it down then.

As for the eye difference, it'll still be visible on the portraits, but I took the advice from way before and just had black eyes for everyone on their sprites. Gives me more colors to work with.

Posted: Sun Aug 11, 2013 8:10 pm
by Nathan Karr
BMR wrote:It'd be interesting if you introduced some sort of heraldic stuff on his shield. "Bar sinister" is also a heraldic term for a bar going from the bottom left to the top right of the shield. Useless information number 732, hehe.
I knew that already, actually, I just didn't remember until after I posted this in IRC and started talking about the character. So later that same night I made some edited versions of his shield and surcoat to reflect this.

"Barre Sinister", the French term, actually means a diagonal line all the way across, starting at the upper left from the shieldbearer's side.

"Bar" on the other hand is a horizontal line all the way across, so "sinister" doesn't really make sense there.

I also tried "baton sinister" variants where the line doesn't reach all the way across and one of what I thought "bar sinister" meant before looking it up.
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Not so sure I want to go with changing the shirt heraldry if I go with one of the Barre Sinister variants, since it looks more like a baldric for his sword.

EDIT:
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Posted: Sat Aug 24, 2013 7:50 am
by FnrrfYgmSchnish
Finally, the first shreds of a playable demo are starting to come together. Since the deadline's extended, I'm thinking I'll actually be able to get something done in time for this year's 8-bit Contest!

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'MURICA.

I just realized that parts of the flagpole have too many colors between their two layers... will have to fix that before demo time.

(The flag itself is safe, though. It's actually an NPC.)

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Also, an early battle screenshot. I went with the "old Final Fantasy games" black-background thing for the battles again, a lot like in The K'hyurbhi Lands, though there are some things different.