WE DID IT FIRST SCREENSHOT THREAD
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author=Beaker link=topic=5.msg968#msg968 date=1182540008That's been a thought, yes. We decided to do it at 20x20 to get things in a better scale. I haven't seen any performance issues with using the different size.
I assume you're using ika, in which case I'm wondering how it deals with tilesets. Is it just one big image, or are all the individual tiles themselves images. Images in opengl generally have to be a power of 2 in their dimensions, otherwise you have to resize them (or use some slower mode in opengl or something). So all the images would be resized to 32x32 anyway, taking more time and resouces than you need.
I didn't see your post before, thanks Craze! By the way, you're in luck. I'm remapping the entire city, so it's going to look even better (hopefully ^_^)
So, I've gotten to that magically point in the game where you can now... SWITCH YOUR CHARACTERS!

Not the prettiest menu, but it's fully functional. Maybe in the future I'll bug someone to perk it up. But for now, it works.

Not the prettiest menu, but it's fully functional. Maybe in the future I'll bug someone to perk it up. But for now, it works.
author=WIP link=topic=5.msg969#msg969 date=1182541589
That's been a thought, yes. We decided to do it at 20x20 to get things in a better scale. I haven't seen any performance issues with using the different size.
Well, for the stuff you test now it shouldn't matter too much since you usually are only dealing with say, 100-200 tiles. But later on in development you could get into more than a thousand tiles in total (Jack had about 1300), though most levels will have less, so you could limit it to something like 300 per tileset.
I ask because I noticed a major problem while I was making my current game since I have a LOT of spritesets, and due to how I made it the player needed around 7 different 40x40 spritesets (was 32x32 but I didn't account for the extra pixels I would need) with 64-144 images each (plus flipped images). It caused me a bit of grief, but I hard coded in a sprite flipping option so it became more managable. It should be ok now, but we'll see.
That looks way slick.
Very nice use of the Theo chipsets. I would like to know where those face graphics came from, though. They look oddly familiar...
author=trance2 link=topic=5.msg989#msg989 date=1182562118
Very nice use of the Theo chipsets. I would like to know where those face graphics came from, though. They look oddly familiar...
Thanks for the comments.
They came from some Japanese site, in which I don't remember anymore. They aren't from a game, though.
Nice Screens Veiraza, I'm feeling the back in the time atmosphere.
Also good work on the website WIP and congrats on getting it up.


Also good work on the website WIP and congrats on getting it up.


It looks pretty interesting, Zohaib. Is it all sidescrolling? And is it just left/right movement?
EDIT:
Also, please submit Grave Spirit to the site. I'd like to link all its Misaos to the game. Thanks!
Whoops it already was. I hooked all them to it.
EDIT:
Whoops it already was. I hooked all them to it.
Hillsdale. Sounds like a town from some cheesy Disney Channel Show.
Lookin' good UPRC! How far into the game are ya?
Lookin' good UPRC! How far into the game are ya?
Looks pretty good, UPRC. The mapping looks a bit squarish and empty in some shots, though.
Like this one...
The cliffs look like a repetitive pattern, and there's not much interesting scenery. Some different accessories and a bit of ambience would make it look a lot better. Just randomizing the alignment of those cliffs a little bit would make it look more natural.
Maybe I'm too picky...
edit: first post ftw
Like this one...
The cliffs look like a repetitive pattern, and there's not much interesting scenery. Some different accessories and a bit of ambience would make it look a lot better. Just randomizing the alignment of those cliffs a little bit would make it look more natural.
Maybe I'm too picky...
edit: first post ftw
author=VinceIP link=topic=5.msg1009#msg1009 date=1182626134
Looks pretty good, UPRC. The mapping looks a bit squarish and empty in some shots, though.
Like this one...
The cliffs look like a repetitive pattern, and there's not much interesting scenery. Some different accessories and a bit of ambience would make it look a lot better. Just randomizing the alignment of those cliffs a little bit would make it look more natural.
Maybe I'm too picky...
edit: first post ftw
I actually did that a few minutes ago before even seeing your post. :)
As for it not looking very lively or anything.. after making about 30 consecutive maps like that, it gets a bit hard. :)
It's a barren part of the road anyway, so.. just off to the right is a sub-region which is veeeeery lively, and to the left is the main area with lots of trees, shrubs, rocks, water, monsters...
I'm sure you've heard this before, UPRC, but...
...thems tree canopies ain't got nothin' to hold 'em up!
...thems tree canopies ain't got nothin' to hold 'em up!
author=RockmanNeo link=topic=5.msg1016#msg1016 date=1182636764Those are UPRC's screens, love.
I'm sure you've heard this before, WIP, but...
...thems tree canopies ain't got nothin' to hold 'em up!
And I concur. There's a reason they have tree trunks on the chipset. I've seen that mistake made SO many times with the FSM chipsets, it's starting to become taxing. Otherwise, a few nice consistent feel, though I may ask, what's with the face on someone's victory pose? There's a random face just hanging around out there. And the orange around the character's stat boxes are kind of... annoying.
author=trance2 link=topic=5.msg1017#msg1017 date=1182637263
And the orange around the character's stat boxes are kind of... annoying.
The orange isn't supposed to be there. I forgot to set it to be the transparent colour last time I imported the face set.
author=trance2 link=topic=5.msg1017#msg1017 date=1182637263LIES AND SLANDER. XDauthor=RockmanNeo link=topic=5.msg1016#msg1016 date=1182636764Those are UPRC's screens, love.
I'm sure you've heard this before, WIP, but...
...thems tree canopies ain't got nothin' to hold 'em up!

Trying to help a chemist figure out why his experiment is failing. . .one option is impossible and just annoys him, another is doable but not that helpful and the third gets you the most xp because he hadn't thought of doing it. You get a quest afterwards to collect a soil sample in a far-away region.
author=Eschalt link=topic=5.msg1020#msg1020 date=1182640880
Trying to help a chemist figure out why his experiment is failing. . .one option is impossible and just annoys him, another is doable but not that helpful and the third gets you the most xp because he hadn't thought of doing it. You get a quest afterwards to collect a soil sample in a far-away region.
I'm sorry but the options you give make the scientist more like a Biologist than a Chemist! xD




















