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Announcing: The Aftermath. (Again)

 
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ShakeyAir




Joined: 27 Apr 2004
Posts: 93

PostPosted: Sun Dec 13, 2009 8:23 am    Post subject: Announcing: The Aftermath. (Again) Reply with quote

Reposted from Slime Salad, will probably mostly just update there. I'll post here when just theres something major, probably....

(For those who care (no one), screenshot is a wierd size because I used PrintScreen, as F12 does not work in Parallels Desktop. (nor capslock to move pixels around in the editors, strangely enough?))



Here is the first screen since I have restarted work on this *epic* project. We'll see how far I get this time.

So, one full night of two much work and I finished:

Everything you see here. Not much more (though the hero's down walking animation is finished, idk how to make an animated .gif of it, haha)

Yes, the hero is big. I have decided that I will make big heros and NPCs because I figure by the time I am starting to get anywhere, the engine will support them. (I tend to take long breaks, and last time I stopped work on this project it was graphics issues... so if I do the graphics the way I want and wait for the engine to catch up, I won't give up. Hopefully.)

These tiles are miles beyond the original incarnation...



Which were obviously wayyyy too dark. (Some of which because my monitor was calibrated very bright, some of which because I wanted that dark, moody look, and some of which because I used the default master palette which is awkward for this sort of 'moody, dark' look.

(The custom textbox engine is showing up there, which had waaay too much shine on the text... might recycle it, might go back to using vanilla OHR textboxes. I don't know yet)
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Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Mon Dec 14, 2009 5:49 am    Post subject: Reply with quote

Now the good looking ... thing ... looks even better. :-)

And when will it be playable?
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Snippy:
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Mon Dec 14, 2009 12:05 pm    Post subject: Reply with quote

That looks fantastic

There is a plan in the works to allow multiple colors in standard OHR fonts (although it is not going to be ready in time for the next stable release)
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Mon Dec 14, 2009 7:04 pm    Post subject: Re: Announcing: The Aftermath. (Again) Reply with quote

Wow, that's amazing.

ShakeyAir wrote:
Yes, the hero is big. I have decided that I will make big heros and NPCs because I figure by the time I am starting to get anywhere, the engine will support them.
I'm actually pretty pleased to hear someone say that. I'm really eager start on the new graphics/animation system as soon as a plan is agreed on.

Quote:
(The custom textbox engine is showing up there, which had waaay too much shine on the text... might recycle it, might go back to using vanilla OHR textboxes. I don't know yet)
(Your original screenshots inspired me to add a new super-flexible font system to the engine, and it's been sitting there disabled for nearly a year. It'll become part of the new graphics system)
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ShakeyAir




Joined: 27 Apr 2004
Posts: 93

PostPosted: Mon Dec 14, 2009 11:32 pm    Post subject: Reply with quote



Hello Ms. Lizzie Borden... EDIT: graphic not final. still playing with light. Gotta figure out the 'style' of in-battle enemies.

She will probably be a sidequest boss or something. No, she won't really be based on Lizzie Borden in the game I have just decided that I like the idea of taking names from places, and I like the idea of taking killer's names for some characters. Names in the game will come from all over the place, probably. (Avoiding Norse mythology, though I love it so, because I'm pretty sure Fenrir has taken that privelege away from me... I jest)

Also, maybe I should update more here. It seems more active. Should I ask this to be moved to Creative Corner then? If it belongs there, a mod should move it, I guess.

TMC: You are not as pleased about either of the things you mentioned as I am to hear them! The main draw of my textbox system in the first go was that it came in very nicely (it was based on MOTHER 3, and looked almost exactly the same in the way it came in) but certainly more colors in the font would make it greatly simpler to implement!!

EDIT: If its been sitting there disabled, please enable it! Haha. I want to play with this!

James: I almost never use the stable releases, I love the new features! Sprite export, for one, is a lifesaver!! I love how quickly all you who are developing it are adding new features, most of all!! I have been using the OHR since middle school, though the furthest I ever got into a game was probably 2 dungeons and it was never released.

Rya: Playable demo will have to wait until larger sprites are done by the engine, just because using Newbie_Powers script, then retooling everything later would be a hassle. For playtesting, all NPCs will be solid color blocks for now. (Note that I am not pushing developers by saying that. This game will be very long. I work slow. That being said, I don't want to release a demo without walkabouts... haha)

Also, all the work I've done so far has been graphical. Mostly I want the mountains...



to look more... mountain-ey. Done some tests with more Narshe-like mountain tiles, but I don't quite have it yet. (tests aren't far enough along to post...

EDIT: I still need some good ideas for other doodads! No foliage is killing me. But I can't very well add it and lose a lot of what the game is based on..
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Pepsi Ranger
Reality TV Host




Joined: 05 Feb 2003
Posts: 493
Location: South Florida

PostPosted: Tue Dec 15, 2009 1:39 am    Post subject: Reply with quote

ShakeyAir wrote:
EDIT: I still need some good ideas for other doodads! No foliage is killing me. But I can't very well add it and lose a lot of what the game is based on..


That's what broken shrines, relics, and all sorts of ruins are for.

And your first post with that widescreen image reminded me that I had wanted to implement cinematic widescreen to Tightfloss Maiden for years, and now, thanks to that screenshot, I now have a widescreen script. Thanks for the reminder.

If you need other things to cover your mountain's cliff face, you could always have wrecked planes hanging off a ledge, walls of skulls (a la the Hot Gates in 300), landslides, and so on.

The Terminator movies could also give you some ideas on what desolation might look like.

Oh, and nothing says rotten future like rusted metal.
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The Adventures of Powerstick Man: Extended Edition

Currently Updating: General sweep of the game world and dialogue boxes. Adding extended maps.

Tightfloss Maiden

Currently Updating: Chapter 2
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mjkrzak




Joined: 24 Nov 2009
Posts: 43

PostPosted: Tue Dec 15, 2009 2:36 pm    Post subject: Reply with quote

ShakeyAir wrote:
EDIT: I still need some good ideas for other doodads! No foliage is killing me. But I can't very well add it and lose a lot of what the game is based on..


What's wrong with dead leaves all over?

Scorch marks, pools of strange colored liquids, tumbleweeds...
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ShakeyAir




Joined: 27 Apr 2004
Posts: 93

PostPosted: Tue Dec 15, 2009 10:01 pm    Post subject: Reply with quote

Shrines are a great idea. There will need to be some thought before I draw to make sure they are relevant.

Planes and such sort of ruins won't work, as it is not a technologically advanced world (though there is some steam-punk-sort-of stuff that will show up)

Dead leaves don't work, since the game begins probably 10-20 years after said apocalypse.

Pepsi Ranger: Cinematic bars add so much its not even funny, and an easy script to do these days!! Its amazing because in the original I used 2 all-black menus (slices showed up something like 3 days after I implemented it, hahaha) and that seemed way more hack-y than I would do it now.

I love the idea of putting skulls/fossils all around, embedded in cliffs and such. That would be very fun!
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Tue Dec 15, 2009 10:32 pm    Post subject: Reply with quote

Craters.
Bizarre, smoking, geological chimney formations.
Minerals and crystals.
Enormous termite mounds (or some sort of vermin-ish hive)
Sand dunes
Desert shrubs, weeds
Mudflows
Tar pits (oo! I like this one)
Empty, dessicated canyons
A levy, without a river.
Sun-bleached dinosaur-ish skeletons.
Oo. A beach without an ocean - a continental shelf without an ocean!
Geysers
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Wed Dec 16, 2009 8:28 am    Post subject: Reply with quote

bottles and cans, bottles and cans just clap your hands
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Fullcircle




Joined: 09 Jan 2010
Posts: 9

PostPosted: Tue Jan 12, 2010 1:41 pm    Post subject: Reply with quote

The original two Fallouts would be a good place to look for inspiration as well.

Fun stuff like this:


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