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Cave Tile Conundrum
- Melkino
- 03/21/2012 03:43 AM
- 10016 views
This is what, the fourth post in a row that starts with a C? It's unintentional, I swear! aaaaahh
Hey everyone! The game's progress is coming along pretty well even though the blog posts are getting farther and farther apart. Progress gets kind of slow at times due to some wonky script incompatibilities and event strangeness during testing and balancing. The part that slowed me down the most was completing the rest of Dejanor's cutscenes to make sure that the actors and NPCs were moving as they should. Admittedly, I had been putting that off for some time--a month or two, maybe--because of the high number of "move route" events they needed. (In an old 3-hour 2010 demo that will not be uploaded here, those scenes were still the most challenging!) But the scenes pretty much done now, thankfully. They are pretty fast-paced as well, so hopefully those of you who like quick and to-the-point cutscenes will enjoy those. :)
Gameplay updates: The first dungeon of the game is almost finished. It introduces a couple of new skills and enemies. Each enemy has their own bio and they're quite fun to write. (worldbuilding! backstory! woohoo!) Unfortunately, I still haven't figured out why charset enemies don't appear like they should, but at least they don't crash the game. Finally, YEM Victory Aftermath has been added for the next release so that the following function works at all: the chain bar can now raise your EXP at the end of battle depending on how high its level is. Dunno why it won't work without Victory Aftermath, but the "Bonus Bar" script (which is renamed "Chain" for this game) has never been updated since its release so I gotta make do with my trial and error bugfixes. '_'
But hey, I learned how to add new modules in it! When the bar levels up, you'll hear a sound instead of nothing like in the prototype.
When I started mapping the green cave below, which is the second half of the first dungeon, my mindset was "gotta go fast!" and so I mapped the walls and floor with Benben's XP tiles. It seemed as if merely blurring it and adjusting the contrast/brightness would be enough to make them look decent with the VX-style objects. It was fine for me at the time, but now I'm not so sure. Despite the really cool rounded water, the difference between pixel art and non-pixel art looks kinda strange, really. Here's part of the dungeon.
(The hole takes you back down so you don't have to backtrack as much)
The other day, I found some curved cave wall tiles by Soruve that looked really cool and not squareish. I recolored them to green and tried fixing the seams on the edges. Here's a quick sample map of those:
That cliff on the left could totally benefit from tile directions, huh? :p It's intentionally empty because I didn't recolor any objects for it yet.
I can't decide what kinds of walls to use for this cave as well as the rest of the game. May as well ask now before I go too far to go back!
So which style of walls looks better to you guys? If the walls in screenshot 1 are used, most of the editing work is already finished for nearly all of the later environments in the game. On the other hand, if most people prefer screenshot 2, I'd need to go back and make lots of recolors to fit those environments. Which I'm okay with too, I guess...the water and snow tiles are gonna be nice little challenges.
Feedback will be very helpful, thanks in advance!
Hey everyone! The game's progress is coming along pretty well even though the blog posts are getting farther and farther apart. Progress gets kind of slow at times due to some wonky script incompatibilities and event strangeness during testing and balancing. The part that slowed me down the most was completing the rest of Dejanor's cutscenes to make sure that the actors and NPCs were moving as they should. Admittedly, I had been putting that off for some time--a month or two, maybe--because of the high number of "move route" events they needed. (In an old 3-hour 2010 demo that will not be uploaded here, those scenes were still the most challenging!) But the scenes pretty much done now, thankfully. They are pretty fast-paced as well, so hopefully those of you who like quick and to-the-point cutscenes will enjoy those. :)
Gameplay updates: The first dungeon of the game is almost finished. It introduces a couple of new skills and enemies. Each enemy has their own bio and they're quite fun to write. (worldbuilding! backstory! woohoo!) Unfortunately, I still haven't figured out why charset enemies don't appear like they should, but at least they don't crash the game. Finally, YEM Victory Aftermath has been added for the next release so that the following function works at all: the chain bar can now raise your EXP at the end of battle depending on how high its level is. Dunno why it won't work without Victory Aftermath, but the "Bonus Bar" script (which is renamed "Chain" for this game) has never been updated since its release so I gotta make do with my trial and error bugfixes. '_'
But hey, I learned how to add new modules in it! When the bar levels up, you'll hear a sound instead of nothing like in the prototype.
When I started mapping the green cave below, which is the second half of the first dungeon, my mindset was "gotta go fast!" and so I mapped the walls and floor with Benben's XP tiles. It seemed as if merely blurring it and adjusting the contrast/brightness would be enough to make them look decent with the VX-style objects. It was fine for me at the time, but now I'm not so sure. Despite the really cool rounded water, the difference between pixel art and non-pixel art looks kinda strange, really. Here's part of the dungeon.
(The hole takes you back down so you don't have to backtrack as much)
The other day, I found some curved cave wall tiles by Soruve that looked really cool and not squareish. I recolored them to green and tried fixing the seams on the edges. Here's a quick sample map of those:
That cliff on the left could totally benefit from tile directions, huh? :p It's intentionally empty because I didn't recolor any objects for it yet.
I can't decide what kinds of walls to use for this cave as well as the rest of the game. May as well ask now before I go too far to go back!
So which style of walls looks better to you guys? If the walls in screenshot 1 are used, most of the editing work is already finished for nearly all of the later environments in the game. On the other hand, if most people prefer screenshot 2, I'd need to go back and make lots of recolors to fit those environments. Which I'm okay with too, I guess...the water and snow tiles are gonna be nice little challenges.
Feedback will be very helpful, thanks in advance!
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Both are very pretty XD If it's me though, I prefer the first set for the cave walls. The second set looks more fit for -- I dunno, cliffs? Or maybe I'm just conditioned to 'smoother' cave walls...
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If you have more than one cave in the game, I'd recommend one for one cave and the other for a different cave. If you only have one cave, or are dead set on making all the caves use the same tileset, I'd use the first one. The lamps in the first screenshot look odd, they have a heavy black border, but I can't see anything else in the screenshot that looks too pixel-arty. (Maybe the random-ass girder in the stairs, but I think that mostly looks weird just because it's a random-ass girder in the middle of the stairs, rather than because of any kind of art mismatch.) And I think the diagonal walls in the lower screenshot look kind of... wrong.
Thanks, everyone. :D I'll be doing some databasing for now in case anyone else posts here.
There's a shadow under it on the base of the stairs. The player can walk under the girder. There are some other girders scattered around other parts of the dungeon tofill empty space look like they're supporting the cave walls and ceiling, too
author=LockeZ
(Maybe the random-ass girder in the stairs, but I think that mostly looks weird just because it's a random-ass girder in the middle of the stairs, rather than because of any kind of art mismatch.)
There's a shadow under it on the base of the stairs. The player can walk under the girder. There are some other girders scattered around other parts of the dungeon to
I'd say the first one. It's pretty enough and it's already done. Just go forward with what you've got. It doesn't look broken, so I don't think there's any need to fix it. Though I admit, I like the look of the second more, but that's unnecessary work.
If you need help with the bonus bar script, I've done something very similar from scratch for my own projects (multiple times; I coded it in VX, and then again in Ace). I could probably either edit or rewrite it for you, as long as you don't need it instantly.
author=Craze
If you need help with the bonus bar script, I've done something very similar from scratch for my own projects (multiple times; I coded it in VX, and then again in Ace). I could probably either edit or rewrite it for you, as long as you don't need it instantly.
That sounds cool, what does the VX version of your script do?
MelkinoCrazeThat sounds cool, what does the VX version of your script do?
If you need help with the bonus bar script, I've done something very similar from scratch for my own projects (multiple times; I coded it in VX, and then again in Ace). I could probably either edit or rewrite it for you, as long as you don't need it instantly.
I meant edit or rewrite the bonus bar script you're using; my work is ingrained directly into my battle engine itself, not a stand-alone script. The way it works, though, is that it builds points used as party-wide MP as your characters land hits - you're using a system where your hits build points that provide special auras, right? That should be easy to code.
author=CrazeMelkinoI meant edit or rewrite the bonus bar script you're using; my work is ingrained directly into my battle engine itself, not a stand-alone script. The way it works, though, is that it builds points used as party-wide MP as your characters land hits - you're using a system where your hits build points that provide special auras, right? That should be easy to code.CrazeThat sounds cool, what does the VX version of your script do?
If you need help with the bonus bar script, I've done something very similar from scratch for my own projects (multiple times; I coded it in VX, and then again in Ace). I could probably either edit or rewrite it for you, as long as you don't need it instantly.
Ah, I see. Here's the script, the lines with "MK" in the comments are my edits.
The way it works is that whoever levels up their bar gets a random state from an array applied to someone on the corresponding side. There's HP/MP healing and damage options in it too, but they refused to work and I decided not to use them anyway. Ideally, I would've used the mode where the actors and enemies share one bar (competition mode = false) and whoever fills it up gets the bonus. But I have no idea how to make it check who leveled it up. ._.
But I'm not in a rush or anything, since I see you're in that VX Ace contest!
I like the top one- I agree the second makes me think of cliffs more- or you could use it for a different cave. The top set actually looks rather woody- like the inside of a giant tree. I'm a tad puzzled by the greenness, as most video game caves are brown, but I'll assume they're made of some kind of greenish mineral- olivine or something. If you MUST use space filler, use something that makes sense in the area- glowing green crystals maybe? (Which would explain the color.) If you're going to use the girders, GIVE them a reason to be there- perhaps the cave's an unstable condemned mine and they're there to keep it from collapsing. If so, reinforce that- give us falling rocks and occasional shaking or blocked areas. Even if something's there mostly for convenience, it's always better to make it seem like it's there for a reason; Rule of cool can only go so far, and can collapse under intense scrutiny.
Video game caves can be greenish too. (it's around 1:37:50 in case the link goes to a different time)
I wanted to use non-brown colors for this dungeon because many of the maps before it have a lot of brown in them, and I didn't want the locations to blur together in the player's mind. But yeah, I plan on putting in explanations why the cave is the way it is with things like cutscenes and scattered journals. :)
I wanted to use non-brown colors for this dungeon because many of the maps before it have a lot of brown in them, and I didn't want the locations to blur together in the player's mind. But yeah, I plan on putting in explanations why the cave is the way it is with things like cutscenes and scattered journals. :)
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