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Offline TIfanx1999

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Re: Reuben 3 teasers / change / stuff
« Reply #60 on: August 02, 2015, 01:14:03 pm »
That hooks shot looks awesome. :D

Lol XD
The greyscale looks nice!, and that spider, amazing O.O . I hope it makes it into the final game!
But, I just have to point out, that from the side the main character looks like either a hedgehog or a a mole with a hat on :P

A mole? :o I don't think he does, but everyone sees things differently. It's also quite difficult to fit a large amount of detail into 8x8, so compromises in the look have to be made when working so small.

Offline Sorunome

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Re: Reuben 3 teasers / change / stuff
« Reply #61 on: August 03, 2015, 02:46:56 pm »
lol, yeah, 8x8 pixelart is hard!

Also, don't hookshots look way better if fully animated?

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Offline c4ooo

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Re: Reuben 3 teasers / change / stuff
« Reply #62 on: August 03, 2015, 04:20:42 pm »
lol, yeah, 8x8 pixelart is hard!

Also, don't hookshots look way better if fully animated?

They do indeed look better. But shouldn't the hook shot drag people at you instead of the opposite?
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Re: Reuben 3 teasers / change / stuff
« Reply #63 on: August 03, 2015, 04:22:37 pm »
They do indeed look better. But shouldn't the hook shot drag people at you instead of the opposite?

Not according to any Zelda game.
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Offline Sorunome

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Re: Reuben 3 teasers / change / stuff
« Reply #64 on: August 03, 2015, 04:40:53 pm »
That aren't supposed to be people but fixed poles in the ground.....my spriting sucks :P

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Offline Sorunome

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Re: Reuben 3 teasers / change / stuff
« Reply #65 on: August 18, 2016, 09:55:14 am »
You thought this project was dead? Well, apparently it isn't!

I added now a grayscale tuner (Like Reuben 1 had, the one that's built-in in Graylib) and, more importantly, different worlds. A world is basically a collection of tilemaps, so e.g. a different dungeon would be a different world. This would allow me easily to spread worlds accross different pages for larger stuff etc.

Anyhow, screenshot time!


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Offline shmibs

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Re: Reuben 3 teasers / change / stuff
« Reply #66 on: August 20, 2016, 05:03:32 am »
cuuuuute

Offline Sorunome

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Re: Reuben 3 teasers / change / stuff
« Reply #67 on: August 20, 2016, 05:56:07 am »
cuuuuute
Thanks! I guess :P

Also, bombs!


EDIT:
And, like, item menu


EDIT2:
The item menu is expanding....
« Last Edit: August 22, 2016, 09:26:12 am by Sorunome »

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Offline Sorunome

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Re: Reuben 3 teasers / change / stuff
« Reply #68 on: August 24, 2016, 06:02:02 am »
I am liking this animation for entering houses. What do you guys think? Too slow? Too fast? Too silly?


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Offline p2

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Re: Reuben 3 teasers / change / stuff
« Reply #69 on: August 24, 2016, 06:08:29 am »
wait a sec... Your house is a cave ??? O.o
I really like the animation, it's perfect! It's liek telling you "You are entering a new world/room/...
And I also like the speed btw... you shouldn't make it any faster :)
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Offline Sorunome

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Re: Reuben 3 teasers / change / stuff
« Reply #70 on: August 24, 2016, 06:10:21 am »
wait a sec... Your house is a cave ??? O.o
Nah, it's just my testing-house for such stuff, like the sign to the left of it unlocks me all items currently, you know, for debugging :P
Quote
I really like the animation, it's perfect! It's liek telling you "You are entering a new world/room/...
And I also like the speed btw... you shouldn't make it any faster :)
Awesome, thanks!
Any more opinions? :3

EDIT: Does anybody have some good sprites for inside a house?

EDIT2: How should you be able to enter a house? Walk into the door or face the door and hit 2nd? (Added poll!)
« Last Edit: August 24, 2016, 04:30:37 pm by Sorunome »

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Offline Deep Toaster

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Re: Reuben 3 teasers / change / stuff
« Reply #71 on: August 25, 2016, 06:32:13 am »
Couple reasons why I think you should just be able to walk in:
  • That's how pretty much every RPG I've seen do it (think Pokemon).
  • It's pretty unlikely that you would "accidentally" run into the door
  • Less thinking for the player, more playing :D
Also those graphics are gorgeous :D If I may offer a suggestion though, I'd add a space between the first dash and the I in "–Items–" in the menu header. There are two empty pixels between the s and the second dash, and only one between the first dash and the I D:




Offline p2

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Re: Reuben 3 teasers / change / stuff
« Reply #72 on: August 25, 2016, 08:33:08 am »
Little bug report:

Inventory:
- There's no message telling you whenever you received some stuff (bottles, ticks, pickaxes, ...)

Dialogues:
- Walking one window west there is that house - it got messed up text parts in the dialogue
- the first house in the forest (south, then east) has a bg in dialogue, too
- you should add a "back" bottom, too, if yu accidentally skipped one part of the dialogue

Walking:
- While walking around, enemies spawn. But they also keep spawning while walking against a wall (auto-level by pining down the key works!)
- you should force the player to release all keys before walking again after a battle (auto-level)
- could you probably deactivate this automated walking around / dodging of objects for all interactive stuff like switches? They're hard to target like that...

Fighting in general:
- there's no message telling you that you won, fighting screen just disappears
- Also no message what you got (won a dollar, got some EXP?)
- The LEVEL UP message is shown right above the attack loading bar - should move the text up like 5px...?
- After displaying the LEVEL UP you should add a forced break of at least 1 second... it sometimes isn't even shown if you keep pressing a button after fighting

Fighting the spider Boss:
- after having won there's no message telling you that, its just over...
- ! after having won the screen is not reset to display the forest - you still see the battle screen but see yourself walking around on it O.o (With colission stuff from forest active again). Only fixed when leaving the current screen by blindly trying to find that little forest path at the bottom...
- after having won and left the screen (and everything is back to normal) you can just walk back to the axe and fight again - the spider isn't gone


by the way I love the game  :love:
« Last Edit: August 25, 2016, 08:40:44 am by p2 »
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Offline Sorunome

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Re: Reuben 3 teasers / change / stuff
« Reply #73 on: August 25, 2016, 08:42:30 am »
Couple reasons why I think you should just be able to walk in:
  • That's how pretty much every RPG I've seen do it (think Pokemon).
  • It's pretty unlikely that you would "accidentally" run into the door
  • Less thinking for the player, more playing :D
Also those graphics are gorgeous :D If I may offer a suggestion though, I'd add a space between the first dash and the I in "–Items–" in the menu header. There are two empty pixels between the s and the second dash, and only one between the first dash and the I D:

Thank you! I'm also in favour of walking into doors, i just thought i'd make a poll. As already discussed on IRC it's not very easy for me to just add a space, as I use a custom monospace font as TIOS routines are kinda frozen for me all over the place.



Thanks for your bug-hunting!
Little bug report:

Inventory:
- There's no message telling you whenever you received some stuff (bottles, ticks, pickaxes, ...)
That is why you read the dialog ;)
Quote
Dialogues:
- Walking one window west there is that house - it got messed up text parts in the dialogue
- the first house in the forest (south, then east) has a bg in dialogue, too
Yeah, gotta hunt down that sucker
Quote
- you should add a "back" bottom, too, if yu accidentally skipped one part of the dialogue
Actually i'm against that, again, you gotta read dialogs! (Also, zelda games don't have that :P)
The thing is.....it is extremely hard to go backwards in the string to display text as i have basically no idea in the code where it came from.
Quote
Walking:
- While walking around, enemies spawn. But they also keep spawning while walking against a wall (auto-level by pining down the key works!)
- you should force the player to release all keys before walking again after a battle (auto-level)
done and done
Quote
- could you probably deactivate this automated walking around / dodging of objects for all interactive stuff like switches? They're hard to target like that...
That's why you hit 2nd while approaching a target, you won't auto-align to walkable areas then.
Quote
Fighting in general:
- there's no message telling you that you won, fighting screen just disappears
- Also no message what you got (won a dollar, got some EXP?)
- The LEVEL UP message is shown right above the attack loading bar - should move the text up like 5px...?
- After displaying the LEVEL UP you should add a forced break of at least 1 second... it sometimes isn't even shown if you keep pressing a button after fighting
The battle engine isn't exactly done yet...
Quote
Fighting the spider Boss:
- after having won there's no message telling you that, its just over...
- ! after having won the screen is not reset to display the forest - you still see the battle screen but see yourself walking around on it O.o (With colission stuff from forest active again). Only fixed when leaving the current screen by blindly trying to find that little forest path at the bottom...
- after having won and left the screen (and everything is back to normal) you can just walk back to the axe and fight again - the spider isn't gone
done, done and done
Quote
by the way I love the game  :love:
Thanks!

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Offline p2

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Re: Reuben 3 teasers / change / stuff
« Reply #74 on: August 25, 2016, 08:51:36 am »
Thanks for your bug-hunting!
Little bug report:

Inventory:
- There's no message telling you whenever you received some stuff (bottles, ticks, pickaxes, ...)
That is why you read the dialog ;)
Still there sometimes are none at all xD So you should maybe add it anyways :)


- could you probably deactivate this automated walking around / dodging of objects for all interactive stuff like switches? They're hard to target like that...
That's why you hit 2nd while approaching a target, you won't auto-align to walkable areas then.
everytime I release the 2nd key it then asks if yi wanted to drink my stupid water...
probably still auto-deactivate for interactive objects? ;)


Fighting the spider Boss:
- ! after having won the screen is not reset to display the forest - you still see the battle screen but see yourself walking around on it O.o (With colission stuff from forest active again). Only fixed when leaving the current screen by blindly trying to find that little forest path at the bottom...
actually there's a second way out of it - if you walk into another enemy before reaching the path xD
But I'm glad to hear it's fixed :)



New bugs:
once you break the rocks blocking the nortern path but leave the screen by walking around, its blocked again.

new anti-bugs (reversed bugs?)
Nothing beyond the blocked path in the north is supposed to be working - but the savegame-statues in the next city are indeed working! ;D
« Last Edit: August 25, 2016, 09:14:56 am by p2 »
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