11-23-2018, 09:03 PM
I've updated the title screen o3o
it has a day night cycle and also a new and updated logo!
it has a day night cycle and also a new and updated logo!
11-23-2018, 09:03 PM
I've updated the title screen o3o
it has a day night cycle and also a new and updated logo!
02-16-2019, 01:22 AM
finally got around to adding enemies o3o they're still in very early stages, hence why there is no "wandering" state for this enemy, and why it keeps pausing after it catches up to you. I'll be able to iron out the kinks with relative ease, and the other states the enemies will have should be easy too. Also, don't worry about the minimap glitching in the corner of the screen; it just looks like that because i made the test room bigger but not the image that the minimap uses so that it matches the changes made to the room lol
02-16-2019, 07:40 PM
New update on enemies o3o they have wandering states now, as well as HP bars and level indicators the eye symbol means it will attack you on sight
02-18-2019, 03:42 PM
(This post was last modified: 02-18-2019, 03:44 PM by smbmaster99.)
Short video showing off ththe AI in better quality plus with sound. Also a couple little small features are shown here, such as its target ring, its return state for when it gives up chasing you, and its death animation
03-03-2019, 04:07 PM
Here's a couple new animations o3o
I've begun work on the game's combat system finally, but i've hit a problem - sprites xP making sprites tends to burn me out in a hurry, and since i'm not as familiar with making top-down view sprites, the process is very slow. I need to make 6 sets of 8-directional sprites, with 3 - 6 frames for each attack for the protagonists, which as you can guess is quite a work load. Given how slow I am at this, I'll be working on them for roughly 3 months at this current speed looooool If someone who is good at sprites/animation would like to lend a hand, or knows someone who is willing, please let me know o3o Until then, I'll continue working on the sprites myself lol
03-03-2019, 08:40 PM
WOW this looks amazing
03-04-2019, 01:19 PM
03-04-2019, 06:45 PM
03-08-2019, 06:59 AM
(03-03-2019, 04:07 PM)smbmaster99 Wrote: I need to make 6 sets of 8-directional sprites, with 3 - 6 frames for each attack for the protagonists, which as you can guess is quite a work load. Yes i understand. Though if it feels too much i could say you don't really need them. For example, a healthy way could be to make 1 frame for each attack, that's what old classic games got, like Super Mario Bros and Pokémon Red/Blue and it even has a battle screen with only 1-direction. So when the development is "complete" you could feel if you really want to polish all the attacks, or a few. I think that's what they do with alpha versions btw, they complete the game playthrough but with a lot of sketch like graphics. What you have so far looks very impressive anyway! Maybe you don't need much battles, it could be fun with exploration and catching monsters rather than battling them i don't know. I guess you're a fan of Mystery Dungeon, i recently tried the demo on 2DS
03-08-2019, 01:19 PM
Will there be any other playable characters?
I have the Thunder Dragon Statue. Also, I'm not gay
03-08-2019, 04:17 PM
Quote:Will there be any other playable characters?My initial plan was for Riky to be the only playable protagonist for the whole game, but I might change that so that players may change up their strategy in battles. We'll just have to wait and see. School has become immensely busy, stressful, and frustrating in the past 3 weeks, so very little work has been done on the game since I posted those gifs of Riky's sword animations.
03-23-2019, 04:58 PM
Hey there, just a quick update o3o
still working on Riky's battle sprites rofl. My slow progress has largely been due to school gearing up for exams and a massive sudden homework/project explosion all 3 of my professors decided we needed -n- With how much work there is to be done, how slow my progress has been and how they're just for visual appeal more than anything, I've decided to cut the 8-directional sprites down to just 4-directional sprites. I.e. This will save me a lot of time and trouble, since the diagonal-facing frames are my weakest and slowest area. So, hopefully work will speed up a little now, with the exception of my upcoming exams lol. Stay tuned for more information o3o
05-01-2019, 06:55 PM
I'm still here! I'm FINALLY done with this nightmare of a school semester, so I can get back to work on this project! Unfortunately, I'm still working with sprites and likely will be for an indefinite amount of time. However I have some decent progress done on Fiona's battle animations. Here's a few I finished before exams:
I've also got a start on the battle system. So far all I've gotten is to make the music change and HUD elements appear when the enemy detects the player, but it looks really good so far I believe. I won't show that now as I want y'all to see the system working as a whole. Stay tuned for more updates o3o
05-05-2019, 05:19 PM
I believe Fiona's battle animations are finished!
i'm planning to do Sparx next. That said though i'm still on the lookout for people who would be willing to help me out with the sprites, as there are still a lot to go (and I really dread doing Kris and Vergil lol) I'll continue working in the meantime
05-07-2019, 09:35 PM
Sparx's sprites went a lot smoother than I expected o3o
His battle sprites are done. Now that I have 3 protagonists' battle sprites done, i can get to serious work on the battle system o3o Here's an animation for Sparx:
05-16-2019, 04:34 PM
Little preview of your stats. If you stand still for a little while, then your stats will appear on screen until you move again. If you're attacking by an enemy then your stats will appear until you either defeat it or successfully escape it. If you begin a battle, then your stats will immediately display until the battle ends or you successfully run away. You can also of course just pause the game and see your stats there, but this is more for just polish and additional functionality in case you don't want to pause every time you wanna know what your current stats are.
05-20-2019, 10:53 PM
Finally got the targeting system implemented:
It's point and click based. Click an enemy to target them which will show your stats (and it will bring up your battle options as well once I add that in). Click on another enemy and the target will switch to that enemy instead. Clicking off an enemy will un-target them. I also finally gave the enemies their basic auto attacks o3o I'm planning to get started on Riky's auto attacks and general battle state tomorrow.
05-28-2019, 12:37 AM
Been following this for sometime. This looks f***ing gorgeous.
05-30-2019, 05:11 PM
Preview of the battle system as it stands right now o3o i haven't implemented any of Riky's moves outside of his auto attacks, but enemies as you can see do have a few of their techs implemented o3o upon defeating an enemy your EXP, SP, and TP gained from defeating them is briefly displayed on the characters' mugshots on the left
06-04-2019, 04:22 PM
(This post was last modified: 06-04-2019, 04:22 PM by smbmaster99.)
working on implementing party members' techs rn. The first gif shows the tech bar
the second image shows the new death animation |
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