Just popping in to say "Hi"

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guo
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Just popping in to say "Hi"

Post by guo »

Hello Slimers,

It has been several years since I posted here but I still lurk occasionally. I am working on games with a couple of other developers using Unity (nothing release-worthy yet), but I still think fondly of OHRRPGCE and consider it my "main" engine. Some day I hope to return and make something of note.

Anywho, I just wanted to pop by and say Hello and see how things were doing in the community. Perhaps I will release all the assets from my never-finished project Apophenia/Cult/Whathaveyou for free use.

Adios

-Guo/Satyrisci/D.Cl.
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TMC
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Post by TMC »

Hi! Nice to see you again.

(Bah, I was about to reply to this but just then my phoneline went down for a couple days.)

I replayed Apophenia, since I remembered it was quite short. What I didn't remember was how nice your tiles and maps were -- the city looks really great! The dialogue tree and custom menu system were also pretty nice, so it's too bad you didn't get more of a chance to make use of them, or to have any of the game actually take place in the city. But I know from Apophenia that I can look forward to anything you might release in future. Are you doing graphics for that Unity game? Is it 2D?
Last edited by TMC on Fri Feb 12, 2016 11:30 am, edited 1 time in total.
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Post by kylekrack »

OH GEEZE I remmbember playing this game a looong time ago. I could never get past the assassin. He was pretty tough. MAN, though, those box edges are pretty snazzy! All the maptiles are really good too; TMC never lies.

Ok hello, good to hear from you.

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Bob the Hamster
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Post by Bob the Hamster »

Good to see you around!

I would love to hear about your current project, regardless of what engine it uses :)
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guo
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Post by guo »

Hey guys,

Thanks for the kind replies! We are working on a 2d platformer in the vein of classic Prince of Persia, Castlevania, Metroid... those sorts of games, but with the addition of some light RPG systems (well, that's the plan so far). Since I am (still) not a programmer, I am creating assets but as the other fellows have busy schedules atm progress on that front is still in the "formative" stages.

Anywho, this is what the main character looks like atm (he is mostly finished) :

Image

and a mockup of the first tileset I have been working on:

Image

Is there interest enough if I were to pull the tiles and sprites from Apophenia and release them for free?

Anywho, what has everyone else been working on lately?
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guo
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Post by guo »

Well howdy doody, I opened up custom and looked at my file and forgot that I had reworked the entire opening of Apophenia! Should take about 10 minutes to get through, but I felt it was a better intro overall.

Enjoy!

http://s000.tinyupload.com/?file_id=918 ... 8303092662
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Matokage
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Post by Matokage »

guo wrote:Anywho, what has everyone else been working on lately?
Since you asked. I'm working on a game that will be my playground for ideas. I got an ideia for characters sheets, just like those for D&D, but simpler, and i'm tring to implement that. Thats how i'm doing atm.

After that i'm pretty sure I can give life to some of my old projects, since they are in halt due to some technical limitation thats not knowing how to do somethings...
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guo
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Post by guo »

Sounds cool! So will you be using the sheet for things like skill checks as well as combat?
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kylekrack
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Post by kylekrack »

Your artwork is incredible. Great animation on the main character. The floors and walls are a bit hard to see because they're so dark, but I do like the feel of it. I just imagine it might be difficult as a player to distinguish foreground from background when it's all so dark.
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guo
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Post by guo »

Thanks for the feedback. That area in particular is an underground ruin/temple hence the darkness. Since it's in Unity there will be lighting effects added also, but I'll take into consideration what you said aswell. Perhaps a floor layer of a slightly different hue would help distinguish layers.
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TMC
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Post by TMC »

Whoa! This isn't a rework, this is a 99.8% completely different game! And a decent chunk of content. Maybe that's why you didn't upload it to the game list here? (You can set multiple downloads in an entry)
The writing is great stuff, as and the graphics are pretty good too. The game made me feel real regret for my actions. It definitely had potential (2014 is a lot more recent than 2010; is there any hope?) Using a shop to represent a container holding items is interesting. I thought the way you used a lot of black space in the forest was clever. I imagined it to represent the slopes of the hill and obstructed areas, though I'm not sure that was the intention.

We have a section on the wiki for free graphics, if you want to upload something there. I think I know someone who would find them particularly helpful, since they're fairly different from all the other stuff there, and very close to his existing style. Although the free graphics already on the wiki haven't seen much use so far.

(Regarding the screenshot:)
Those graphics are incredibly dark; I had to turn my monitor brightness well up to see the background as more than pitch black. Now my monitor is likely not well calibrated, but I'm confident in saying they're far too dark. I remember a story that artists at Blizzard (working on Warcraft 2 I think) initially had the curtains drawn so that they could see better, and produced dark desaturated graphics that were too hard to see under realistic viewing conditions.
Last edited by TMC on Wed Feb 24, 2016 11:56 am, edited 2 times in total.
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Matokage
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Post by Matokage »

guo wrote:Sounds cool! So will you be using the sheet for things like skill checks as well as combat?
Yes and no. Let me give you an example.

I have defined some Globals

Code: Select all

global variable (1,sex)
global variable (2,race)
global variable (3,class)
Then, I define some constants, this step is more for organization but you can define some standard values for you only in a paper, but defining constants is more pratical

Code: Select all

define constant (1,male)
define constant (2,female)
define constant (3,breton)
define constant (4,imperial)
define constant (5,bosmer)
define constant (6,warrior)
define constant (7,mage)
define constant (8,thief)
So, we have some kind of form with that.

For example, let define your sex, Global 1 is responsible for your sex. We got two constants for sex that is 1 and 2. So Sex will always be 1 or 2.

Let me give you an example of a filled form

Global 1 = 2
Global 2 = 5
Global 3 = 8

In the above example it's a for for a Female (2) Bosmer (5) Thief (8)

This can be further explored and we can use values like skill levels and some interactivity by generating strings based on the globals values and use it to fill blanks on textboxes, so a NPC can recognize your sex, race, class and so on.

Saving throws can also be used making some math with stats values and skill values.

Thats it, for now.

Ask if you didn't understand something, my english is a bit rusty.
Last edited by Matokage on Wed Feb 24, 2016 4:16 pm, edited 1 time in total.
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Bob the Hamster
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Post by Bob the Hamster »

Yay! I love the Meteroidvania genre :)

Do you have any screenshots of how that tileset will look *after* the unity lighting effects have been applied to it?
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guo
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Post by guo »

Hmm, perhaps it might be the contrast settings on people's monitors, because I can see the background quite clearly and it doesn't appear too dark to me. Is it easy enough to make out the windows and the statue? I honestly had no idea that people had a hard time making out details, as the other members of the team have not brought it up at all.
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guo
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Post by guo »

Matokage, your english is fine.
Within those variables can you define text strings that are called in a text box? Eg if I am a male character can you have the textbox display "his" or "her" accordingly?
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