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Messages - Zera
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706
« on: November 07, 2007, 05:09:00 pm »
EDIT: I resolved the problem by seperating the sets and importing them one by one.
So, I was trying to import a rather large tileset of 16x1856, and apparently, 1,856 is an "invalid" size.
Does anyone know what the max resolution is?
707
« on: November 07, 2007, 04:07:00 pm »
QuoteBegin-Ranman+7 Nov, 2007, 21:55--> QUOTE (Ranman @ 7 Nov, 2007, 21:55) | QuoteBegin-grendel+7 Nov, 2007, 17:44-->QUOTE (grendel @ 7 Nov, 2007, 17:44) | No more tiny, linear paths and Zelda-style scrolling. |
The maps still look as if you are being led down a specified path without much room for choice. The graphics are awesome! :thumbup: |
These are only samples I threw together. (I was too lazy to span them out much) I haven't started on the actual maps yet.
708
« on: November 07, 2007, 03:46:00 pm »
Wait until I reveal the airships. There are actually quite a few that appear throughout the course of the story.
Progress update:
- tileset is almost complete (adding final touches and importing it into CalcGS)
- starting character spritesheets now (4 or 5 already completed)
- character portraits almost finished (one more to go, as well as some final touches)
- most of the enemy designs are completed (a few to go, as well as some final touches)
- graphics-wise, most of the game is complete
- maps have been conceptualized, but not started (finishing tileset first)
- story development and plot synopsis are roughly 80%
- inventories (items, spells, etc.) are completed
- beastiary data is just now being started
- game engine / design documentation is roughly 10%
709
« on: November 07, 2007, 03:39:00 pm »
THE POST 13512127 Detached Solutions is quite slow, though. I rarely even check in anymore. He's pretty busy with school and independent studies, so it's hard to catch him at the right times.
710
« on: November 07, 2007, 01:42:00 pm »
THE POST 13511980 He pops in and out. Haven't had a chance to talk to him lately. I'll remind him to check in.
711
« on: November 07, 2007, 01:34:00 pm »
Another dungeon sample:
712
« on: November 07, 2007, 12:54:00 pm »
THE POST 13511915 QuoteBegin-Liazon+7 Nov, 2007, 18:44 --> QUOTE (Liazon @ 7 Nov, 2007, 18:44) | although since it's your story, we're probably going to have to ask you about a lot of the event driven stuff as it comes along. |
Of course.
713
« on: November 07, 2007, 11:53:00 am »
Oh, boy. Everywhere I go, someone is praising my project. I just can't seem to escape it! Welcome!
714
« on: November 07, 2007, 11:44:00 am »
Sample dungeon to show off the new tileset: No more tiny, linear paths and Zelda-style scrolling.
715
« on: November 07, 2007, 10:20:00 am »
Color sprites? Never really tried... Depends on the bit-depth. If we're talking about NES quality, I suppose it wouldn't be much different than the designs I'm doing now. SNES quality, on the other hand, I doubt.
716
« on: November 07, 2007, 10:18:00 am »
THE POST 13511678 I leave all the technical stuff up to the programmers. Whatever methods you feel are most efficient / convenient works for me.
717
« on: November 06, 2007, 04:33:00 pm »
EDIT: moved to first post
718
« on: November 06, 2007, 02:15:00 pm »
Wrath of God seems more appropriate. I would offer to help with the sprites, but I'm quite busy with a couple of projects at the moment. EDIT: Damn. Where did I get 50 posts?!
719
« on: November 06, 2007, 10:06:00 am »
Thanks for the suggestions. I went ahead and revised it a bit: And here is a close-up version:
720
« on: November 06, 2007, 06:29:00 am »
The font seems decently legible to me. The items are as follows: - Seraph Rod - (empty) - Ribbon - Archon Robes - Angel Ring - Soma Drop Any trouble reading them?
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