QUOTE(ShimmeringFlames @ Jan 22 2011, 01:40 PM)

Smexy. Also, aren't Level 3 octorocks the ones that shoot fire? Anyways, it looks really good, keep up those nice screenshots.Can't wait to getting around to playing this, and I recently viewed your video which makes me want to play it more. I also like the life gauge, something different from the normal hearts.

(I don't care if I misspell octorok I just like to spell it like rock now leave me alone.

)
Thanks. And not anymore they don't.

The "Yellow" variation of most enemies, a.k.a. Level 3 variation, are typically "Speed Specialist" enemies. This version of the Octorok is very fast and shoots rocks at a
VERY fast speed.
QUOTE(Banjo7J @ Jan 22 2011, 01:50 PM)

Whoa. Blue bees and olive-green octoroks look weirdly awesome.
Not as weirdly awesome as the animated walls!

You'll probably get a video showcasing this area at some point, when there's more to show at least.
QUOTE(Orin XD @ Jan 22 2011, 02:59 PM)

Eh, the walls confuse the perspective a bit for me, other than that, I say it's a nice screen. Will the L3 octoroks spit fire or will they be diffrent. Wouldn't Felix get killed one hit by one of those death flames if they stay orignal.
My plan is not to have any Octoroks that shoot fire or bombs. They'll all shoot rocks, but some of them will be different kinds of rocks.
For example, I want the Level 4 (purple) or perhaps Level 5 (green) Octoroks to spit rocks that inflict status conditions, such as Paralysis or Dizzy. And there will also be one that spits a three-shot or a five-shot spread. I may decide to go with the bombs and make the graphics into exploding (volcanic?) rocks, not sure.
QUOTE(Midnight_King @ Jan 22 2011, 03:46 PM)

Depends if he made it himself or edited it. Damn that looks awesome Schwa, nice gold-ish walls and blue rocky tiles nice colour mix. Nice path change to, good work.
Thanks! I agree, I love the color scheme here. I had to experiment a little bit, and I admit, designing CSets are not always my strong point

I'll probably need the critique for CSets as much as possible, especially once I get my first set of beta testers.
~ ~ ~ ~ ~
EPIC NEW FEATURE TIME.Wanna know what I meant by
"that part"? Revamping the internal engine?
Hell yeah.
Stars now light up to indicate damage dealt to enemies. This works on ALL enemies, I've tested it.

Not only does this look cool, but it is a tremendous help to the player in many ways-- for example, since the sword randomly does normal or +1 damage, you'll be able to see when you hit for that +1 (not to mention once you find the Sabertooth Amulet-- it's an item that grants a slight chance for +4 damage Critical Hits) but even more useful is that you can figure out which enemies are resistant or weak against certain weapons.
Notice how the Leevers only take 1 point of damage, while the Octorok receives 2?

With the Piece of Power active, you can see just how much more powerful your attacks are.


The Kindling Stone can score combo hits, and it's pretty awesome to watch the flame score multiple weak hits as the damage adds up. Oh, what's this?
Bees are weak against fire attacks? Sweet, now I know!
So... This feature is
technically only halfway done, as I intend to go a little farther with its capabilities. One of which is to grant the same effect when Felix takes damage, making the star and the number a different color. This will probably be extremely helpful in chaotic frays, as it's fairly easy to lose track of the Life Gauge when you're more focused on trying to fight. When you see a very large red number light up after taking a hit, you'll go "YIKES, I better be more careful around this thing".
But yes, there's something else I plan on adding, something considerably more crazy and awesome. When it's done, I'll have to show it in a video; screenshots couldn't display it right. So stay tuned.
EDIT: There, got it already.

It's convenient when you can just copy and paste a routine you already wrote and change key variables around and the like.

Oh, and I'm still meddling with the mathematics of what number shows up to indicate damage, so please forgive me if future screenshots that show this feature aren't consistent with each-other.
Edited by Schwa, 22 January 2011 - 08:48 PM.