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trail left behind? what do you mean?* Sorunome sees no trailmaybe it is your browser how it supports gifs?EDIT: Got now diagonal movement working.I guess it is a bit to slow </sarcasm>This is WITHOUT fullAnd don't worry, on the calculator it doesn't crash at the end like here it did
Actually he has to look like the guy to the right, but in 8x8 form (or 8x9 if you have masking or something would be fine) and facing 4 directions. Else it won't look consistent and you would be better off keeping the current sprite
I'd love to have 16x16 to work with; but for now I'll leave this quick mockup here. *edit* Reposted with minor revisions to make the sprites more consistent.*edit2* Caught and fixed a silly mistake.
Do you think you could use 8x9? I don't think it would affect tilemaps that much if there's only one extra pixel, and maybe Sorunome could add masking to the bottom part of the character so that the character is drawn slightly behind tree leaves and walls, since after all, his engine runs ridiculously fast to begin with. That might leave extra space for a white bar.
In the original games, there were some annoyances that would be nice to see fixed indeed in this new version:-In most calc RPGs, including the entire Illusiat and Reuben series, to talk to NPCs or interact with stuff, you must walk towards it, with no need to press the action key. However, in Reuben Quest, this makes it particularly annoying to walk around on maps with lots of water, as this makes Reuben fill his bottle with water (or let you select one to fill). Since there aren't extreme speed concerns like the original game, I think you should be fine making it so you have to press 2nd to interact with stuff.
I'll do that you interact with objects by facing 'em and hitting 2nd, i already kinda implimented that.
-In the original games, if you destroy rocks/plants or push blocks around, their position resets after battles. This was due to extreme RAM shortage that forced me to delete the entire map data during battles. You could possibly fix that too.
-Due to limited space in my sprite sheet (back then, xLIB only let you use 83 tiles at once and only Pic0 could be used), this forced me to not do any proper masking for mountain borders surrounding darker tiles such as trees and water, along with other tiles. This results in some maps looking weird. You could possibly add the extra following tiles to the game and fix those borders? The first ones are mainly for Reuben 1, while the 2nd row is for Reuben 2.