Rune Arcana: Advent of the Gathering <Log>

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xvi revya
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Rune Arcana: Advent of the Gathering <Log>

Post by xvi revya »

Well, I finally got started. :v:

Worked on a few tiles so far.
Image
Made in between the times that his game gets disconnected. :v:

Aside from being a log, I'll use this thread to ask my questions too.
Please bear with me since I'm a total newbie at this. :angel:

Here's my first.
I'd like to make my mechanic a FFIX-meets-ManaKhemia-esque game. For the equipment part, at least. What I want to do is a no level up game. No equipments that boost stats too. Only accessories. And what do these accessories do? They have skills in them that need to be learned (FFIX) through accumulation of AP. These skills vary from the +HPs and stats to the ultimate spells (Mana Khemia). There are accessories that everyone can equip and there are some exclusive ones. I have no idea how to do this though. Does anyone have any ideas? No leveling at all. I'm thinking of changing EXP into AP, but I don't know how to place counters on equipments.
Last edited by xvi revya on Sun Oct 18, 2009 7:23 am, edited 1 time in total.
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Bob the Hamster
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Post by Bob the Hamster »

There is currently no easy way of doing AP points or skills learned from items. This is highon my list of new features to add to the engine after the next stable release, but right now the only way to do it is with plotscripting.
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xvi revya
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Post by xvi revya »

Aw, crud.

I'll focus on working on the maps, tiles and animations for now then..

Thanks James. :D

*goes back to work*
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Momoka
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Post by Momoka »

I really like your tiles, though.
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Post by Newbie Newtype »

The red wall tiles seem a bit dark, especially compared to the light tiles you have in the upper left. It's usually best not to work on a black background unless you are making a night or very dark scene.

Don't work on pure white either. Or any color that messes up how you perceive things.
Last edited by Newbie Newtype on Sun Oct 18, 2009 4:39 pm, edited 1 time in total.
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Post by Mogri »

If you're too impatient to wait for FF9-style ability learning to be native to the engine, you can do it via plotscripting. I really recommend holding off on it and coming back to it later, though.

Nice tiles.
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xvi revya
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Post by xvi revya »

Changed tile colors to a lighter hue. They did seem a bit dark.

I'll hold off my FF9-esque ability learning for now. :hurr:

Added a few new cosmetic-improvement tiles for the town. Working on interiors, but too ashamed to post them for now.
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xvi revya
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Post by xvi revya »

I was unable to work on RA during the Halloween(catching up with my cousins, stuff) so there aren't any noteworthy improvements from my first post.

I read up on articles about game designing though, so I guess the past two weeks weren't THAT unproductive for RA.

Still working on my first town(interiors and exteriors) as of now. Haven't decided what to call it yet. :v:

Hopefully, my progress would go smoother now with the new backend (Thanks James!) and more time on my hands.
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xvi revya
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Post by xvi revya »

Image

My first town, Cathedra, the headquarters of the Arcane Order, is slowly coming to life~

What do you slimes think I should improve for my town? Additions? Suggestions? Comments? :)

I'm thinking of working on a global interior, one I could use for all towns. I scratched my first interior design because of this idea. Any thoughts?

I'm learning the engine bit by bit, so I haven't gotten to Heroes, Enemies, Walkabouts, Plotscripting, etc. yet. Eventually, I will.. :D

EDIT: Those plant boxes and some of the roof tiles aren't identical btw. There are some minor differences between them, just in case slimes would ask.
Last edited by xvi revya on Mon Nov 09, 2009 1:09 pm, edited 1 time in total.
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Post by shakeyair »

Looking good. You might find, though, that having all that black in the main floor tile makes your heros and NPCs blend in too much. Its an easy fix, though, just flood fill some of the black with a dark grey.
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xvi revya
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Post by xvi revya »

Image
A few touch ups on Cathedra. Shading, etc. I have yet to add the town walls.

Image
My first dungeon, Sylvan Forest. Forgot to omit the identical floor tiles.

Comments? Ideas? Suggestions? Advice?

Oh, by the way, is there any way to create a door at a certain floor tile when an item is used while standing on top of it?

Also, I'm really having loads of trouble with Walkabouts and Battle Sprites. :( I'm not much of an artist and I have no idea how my characters should look like. Ideas would be very much appreciated.
Last edited by xvi revya on Sat Nov 14, 2009 8:18 am, edited 1 time in total.
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Post by msw188 »

There is no way to create a door, but you can put the door there in custom then have the item call a text box that turns on a tag that the door needs to work (you can make doors connect based on tags in the door link editor).

I can't offer much advice on graphics I'm afraid. The only thing that pops to mind for me would be texturing the thicker flowers a bit. At least, I assume they're flowers (the things in the bottom left). Overall though I think that this looks nice, and kind of reminds me of my game in an odd way. Maybe because I have a real similar floor tile in one of my castles.

Drawing characters sucks, and different people have different advice. One main thing to consider is whether you want them to seem realistically proportional, or emphasize certain features (usually the face).
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