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Messages - 123outerme
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136
« on: November 13, 2015, 02:01:28 pm »
Are you guys going to need testers for the CSE version? If so, I'll send me application. (And yes, I know I've asked like 20 million times, sorry  )
137
« on: November 10, 2015, 05:52:44 pm »
I would be lieing if i said the Ti-82 style color was not my original intention. We decided those colors look a lot like an original gameboy as well 
If you decide to include this version in alpha testing then I'll send an application promptly.
138
« on: November 10, 2015, 04:16:56 pm »
(Yes, I know I post a lot of screenshots) [...]
Well, screenshots show off stuff the best 
Anyhow, it's looking awesome so far, a shame I won't be able to play it (as I don't have a CSE) 
Thanks! Maybe someone will have to do a reverse Escheron: Twilight over Ragnoth and demake it for monochrome calculators  @123outerme : I'm always Impressed by how quickly you work. This is really coming together nicely. I like that you have different colored npcs to give a little variety. On another note, how did the you enter that second house from the back? Do they have a back door? 
Thanks! I plan to have even more types of NPCs, but for now that's what I did. And about the door thing, let's just say they have two doors now  Edit: I don't think it deserved it's own 5 minute long .gif, but I started item management! So far, you can only view the item icons and names in the items menu. You can't see them in the battle menu, nor can you do stuff with them in either menu.
139
« on: November 09, 2015, 10:46:03 pm »
So got a little board. Everyone likes color so we decided to slap mono2color support onto E:ToR. Mateo did a wonderful job with his software. The port to the CSE took less then an hour!

I choose the funny colors. I think it looks cool
That aside it runs about 75% speed as of now. But is definitely still playable. Nothing like adding another piece of hardware you can play this game on
Hey, like, gimme that. No seriously though, when are you going to release that? I'll definitely test alpha if I have access to a color version. It looks amazing!
140
« on: November 09, 2015, 10:42:09 pm »
(Yes, I know I post a lot of screenshots)  *Changed battle backround as per DJ Omnimaga's request *Added stat points number to stats menu *Put Back option at the top of the items menu *Added NPC rendering and dialog. Currently only for the insides of houses but will be changed later. *(not in the screenshot) Added bosses, although not dialog and pun yet. *Added function to Block attack *Changed outside house tiles Left to do: *Item management inside the Items menu *Item management inside the battle menu *The rest of the artwork *Adding more content like maps, NPCs, etc.
141
« on: November 09, 2015, 03:24:27 pm »
Looking good!
Thanks so much!
142
« on: November 07, 2015, 02:46:33 pm »
Here's a new screenshot showing off leveling up, the items menu, and battle backgrounds!
143
« on: October 26, 2015, 09:08:50 pm »
Looks like it's coming along pretty quickly, nice work. I want to know why I can't exit the house through the window though. 
lol. It just seems that the main character has a conscience. And thanks, I'm liking the expected destination and the journey so far.
144
« on: October 25, 2015, 11:10:30 pm »
I added map transition stuff, including buildings! Also reworked the tile that was previously a flower, and made it a tree. Some other small stuff too. BTW I may change the texture for the wood floor in the house.
146
« on: October 22, 2015, 08:55:43 pm »
This is looking really cool! I always love looking in this topic for new screenshots to be amazed by. Unfortunately, I don't personally own a monochrome calc but I will definitely reccommend this to friends.
147
« on: October 18, 2015, 12:32:54 pm »
Just make sure it doesn't get stuck in developmental hell where you are never satisfied and it ends up not getting released. 
Yeah. If that happens, eventually I'll just give up and release it in the best state I can.
148
« on: October 18, 2015, 12:11:56 pm »
Looks pretty nice!
Thanks! And unlike all my other projects, I won't fully release Arcane of Uvutu until I am 100% satisfied with it.
149
« on: October 16, 2015, 11:45:50 am »
I have decided to update the graphics and gameplay of one of my old titles, Dragonsglid! In Dragonsglid, you went around dungeons fighting randomly spawning enemies. At the end of each dungeon, a boss enemy with a clever pun would test your strength. Unfortunately, every dungeon was really linear and easy, with plain, open rooms, there was no backtracking in rooms or dungeons, and there were no secrets. I'm here to change all of that. Along with that, I'm introducing: *A new extensive story (Done) *Customizable moveset (Done) *Interesting battle graphics (Done) 15 years after the events of Dragonsglid, the nameless One of the Prophesy made a choice that would change the future forever. Unfortunately, that change didn't last long, as his kingdom, taken first by the Dragonsglid, fell into disorder and crumbled. The One of the Prophesy lived on and had a child, who had immense potential to save those left of the Uvutians. v1.4 uploaded. You could also find the GitHub here: https://github.com/TildaCubed/SorceryofUvutu
150
« on: August 16, 2015, 02:40:56 pm »
I added a new screenshot to the OP! Battles have not been fully implemented yet, but that's next on my todo list. But, here's what I did in case you care: *Added main menu, and the ability to save *Added names to all port towns (there are two you might recognize Wink ) *Added submenus for the port towns (so far, you can only fully use the shop menu) *Changed menu text color *Added the ability to upgrade your ship and buy repair kits to repair ship damage *Added features such as rock formations and islands to the overworld *Other miscellaneous tweaks
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