So a bit of an update on the remake of an apparently ten-year old rpg I created back in verge.
Some minor changes to tiles so far, that and a major reorganizing of them. Before it was a big mess with object tiles incorperated with world tiles. Some recolors, still some retouches to be made. Wouldn't hurt to expand the tile selection either.But first I've been working on the enviroment handling, specificly shadows at this time. They're getting better, but I think I want to lighten up the alpha on the tree tops. To get around having a square top truck overlaying the tree top's shadow, I created the trunk shadow with a textured primitive, with the top end fading to 0 alpha. Works quite nicely as a cheap work around.Here's a mock-up of the combat system view, works pretty well in low-res. The flooring will consist of a tile copy of whatever tile you're on. Base tiles that is, solid grass/dirt/ect. Enemies will project shadows opposite to the sun's position. Of course this is assuming that you are always fighting enemies facing North.
Why the font blur?
Yeah, the rendering on it looks kinda sloppy in some cases, but I admire that you attempt it in GM.
Font blur is because I just scaled down the original graphic overlay instead of making a new one. I'll make it sharper before I use it.
Me and my buds did a side view rpg engine a few years back.
But I admire your interface.