Completed 1 room

Posted by death on May 5, 2012, 2:28 p.m.

lol haven't done nearly as much as i would have hoped by now. still experimenting and trying to figure out exactly what i want the graphics to be. the tileset has gone through numerous changes though and now uses the NES palette. (not sure if this change was for the best but it adds another fun challenge into making tilesets)

did some work on the engine too. the character can attack with a sword and block with a shield. the shield can push enemies smaller than you as well. (took a while to get that working well, no more pushing them into walls!)

right now the collision detection is simple, if your attacking or blocking you can't get hurt at all which i will change soonish. obviously using the shield and blocking things directionally makes more sense so i'll get to work on that =3

i'm mostly concerned about the tileset though. got any comments on it?

Comments

Sheppard 12 years, 7 months ago

I like the color palette you're using. I definitely wanna see some of how the game play is gonna work though.

Jenova 12 years, 7 months ago

The tiles look fine to me, good job. My only concern is that the house looks to flat, maybe you might want to try making some dark shadow tiles to cast besides the house.

death 12 years, 7 months ago

yeah i couldn't figure out what to do with the house. remade the tiles for the house multiple times and can't make anything good. it does kinda seem flat though. so far i've been shadowing upwards, so that might be kinda hard with the house…

Sheppard 12 years, 7 months ago

I think just expanding the roof tiles and make the roof a bit bigger would take care of the problem

1013Games 12 years, 7 months ago

Nice start. Extend the top of the roof up further so it's more like a 60 degree camera angle.

McFluffeh 12 years, 7 months ago

I have to disagree with Sheppard. I hate the palette of colors you're using. At first glance of the map, I couldn't tell which depths and levels apart, and each different section looked exactly the same. I sure hope you distinguish the different pieces of the land with deeper, darker and lighter, brighter colors, because as of right now, I don't look to forward to playing.

death 12 years, 7 months ago

@McFluffeh: just wondering: are you a fan of NES/retro games?

as for changing the shading of the land based on it's depth, that would be impossible if i want to continue using the NES palette. also i really don't think it would make much difference, while it might be easier to tell things apart - it wouldn't make it any more realistic color-wise. just because certain land pieces maybe higher doesn't mean it would be brighter. it would actually make an unrealistic game even less realistic in it's graphics.

in fact, i have never seen a game do what your claiming. i just have never seen an rpg use that shading style. not a single Zelda game has. also you seem to be the only one who doesn't like the style.

i'm not picking on you or anything, i just find it to be unusual. i do understand the concept though and i know that it would help tell things apart but it's not something i plan on doing since i've already chosen to work with a specific palette. thanks for the feedback though. now i have a better idea of what modern gamers are looking for.

colseed 12 years, 7 months ago

Quote:
also you seem to be the only one who doesn't like the style.
Hey, it burns my eyes every time I look at it too you know :(

(specifically the water brightness/color intensity/whatever-it's-called - the land could probably use some work to differentiate levels too, but agh that blue)

Alert Games 12 years, 7 months ago

NES…. Me gusta

death 12 years, 7 months ago

actually originally the water was darker but i wanted to put some shadow on the water, so i had to increase the shade of the water, however the shadow is barely noticeable so i might just switch it back. though i don't think the water is the most noticeable. the tall grass probably is more.