Knowing you I wouldn't be too surprised if you meant the whole quest.
Lol, I may be able to work fast, but I don't work anywhere close to the speed of light ![]()
Posted 15 February 2015 - 12:09 PM
Knowing you I wouldn't be too surprised if you meant the whole quest.
Lol, I may be able to work fast, but I don't work anywhere close to the speed of light ![]()
Posted 15 February 2015 - 01:53 PM
Posted 16 February 2015 - 12:26 AM
A lot of cosmetic changes today. The beginning area looks a lot better now. I also did some changes to Level 1 to make it a more interesting dungeon. Level 6 is just about done, I just need to add enemies and make a boss. I also made it so you can't free explore everywhere in the house anymore. You must collect the dungeon item before proceeding to the next area of the house. Too many people where getting really confused and accidentally going into areas that where way too advance for them. One person made it to World 5 with only four hearts. By that time, I want the player to have anywhere from 10 - 13 hearts. I originally wanted players to stumble into advanced areas early on to troll them, but this seems to cause too much confusion. There is already too much going on in my quest for the player to worry about.
Posted 16 February 2015 - 09:48 PM
Made some progress in the added segment of the dungeon I'm working on. Nearly done, too. Just a few more screens and I think I'm done aside from testing. I might script up a new boss for it as well, but we'll see. :3
Posted 16 February 2015 - 10:13 PM
I also did a few things today in Princess' Amethyst: I edited a few of my existing scripts to make them work more efficiently and I made a couple more screens in Level 1. At the very least I'm making some progress. ![]()
Posted 16 February 2015 - 11:02 PM
I'm becoming aware that compared to about a week and a half ago, I seem to be less offended and demoralized by negative feedback. After getting a reality check and pretty much told my "good" map was a far cry from its true potential given the tileset, I think I've taken criticism more as a challenge to improve than taking it as a personal attack. This is especially true now, mostly after some discussion with DragonDePlatino about the Koten tileset. I think I may finally have the fire of my spirit lit and I feel that I may be onto something.
So without further ado, here's a lava screenshot after some discussion between myself and DragonDePlatino:

Essentially what I've done is layer on tile edges to make things look a bit nicer. I also gave the lava a few frames of animation and made the skull do a little bit of moving around in the molten mess. As for the palette...yeah. I admit it does need work. It needs to be less saturated and given a bit of an orangish tint. I'd say if I had about a 4:1 or 3:1 ratio of Red : Green, I should be good. For the record, the lava is simply going to be a ladder/hookshot combo for my usage of it. In general, I plan to make the hookshot the main method of getting around it. Better than how it is in Adam's Quest II where it's basically just red drownable water. Made worse is the fact you can swim in lava, although why you'd go back to level 5 after beating it is beyond me.
EDIT: I did a 10:1 Red:Green color ratio and it looks better. My original 4:1 plan made it too orange/brownish.
Edited by RedmageAdam, 17 February 2015 - 12:48 AM.
Posted 17 February 2015 - 12:05 AM

carving out the underworld..
Posted 17 February 2015 - 07:04 AM
Today I began work on the Fairy's Woods, where Level 2 can be found. Unlike the original, this time you need to find the Fairies in hidden caves so that they can give you hints on the maze path needed to reach Level 2.
Teaser screen:

Posted 17 February 2015 - 03:47 PM
I drew a NPC and an up-close version of his face for a cutscene:
Who is this man? I won't reveeeeeal!
I can't help but notice a few similarities to another villain looking guy with godly eyebrows.
[Immortality Intensifies]
[Grand Staff Intensifies]
[Howl of the Departed Intensifies]
Gongora confirmed for Lost Historia.
...But wait a second. Lost Historia...Lost Odyssey...ILLUMINATI CONFIRMED!
Posted 17 February 2015 - 05:18 PM
I can't help but notice a few similarities to another villain looking guy with godly eyebrows.
Ingo!?
Haha, yep. This guy is inspired by Gongora to an extent. Though, he's also inspired by Ganondorf from OoT and Ghirahim from SS, and I don't just mean appearance.
In fact the story telling in Lost Historia is influenced by a few favorite JRPGs (FFVI, LO, etc.) and Zelda games (mainly OoT). But as story-driven as this may be, I'm getting ideas for gameplay from a few games that focus on fun gameplay such as LA, OoX, ALBW... Hopefully this quest has a healthy combination.
Edited by Shane, 17 February 2015 - 05:30 PM.
Posted 17 February 2015 - 06:57 PM

Made this screen, but I am contemplating making the starry pary cover wall to wall in order to make the player have to hook-shot over it, or make a hidden pathway appear... (anywhere you see these stars on the floor means that that part is unwalkable) The next screen up you will be needing to hookshot over the floors. Any thoughts on it?
I'm also thinking on changing the temple's pallat to one that is more darker or purple... but that can be decided after finishing it and seeing how it looks with a shaded overtone.
Posted 17 February 2015 - 07:03 PM
Edited by DragonDePlatino, 17 February 2015 - 07:05 PM.
Posted 17 February 2015 - 07:13 PM
Hmm...have you considered filling up your dungeon with a few more details than they have right now? Currently, you have a single type of wall, floor and your starfield. It would be nice to have a little bit more than that for variety, like several different floor patterns or some sort of lighting or recessed pits.
As for the dungeon's palette and requiring the player to have the hookshot here...I think a nice space-y purple would suit your dungeon quite well. It would also be best to make the hookshot required here, because if the player doesn't have the hookshot, they'll have to go through this screen before discovering they need to turn around at the next screen up. If you make the hookshot required on this screen, the player will spend less time wandering around.
I will be adding in alot more details and decorations and such, don't you worry
I'm more just doing the layout right now, then will be adding in new things after finishing the floor
right now it's just in the preliminary stages of being made and deciding on the direction I will be going
But yes, I'll be adding in lighting, probably some carpets and other floor decor (such as raised platforms and statues) and other items of curiosity throughout ![]()
And yeah, I was thinking towards purple, or a nice deep dark grey for the pallet.
Edit:

Here's what I changed it to. I expanded the floor and changed it so you had to hit the trigger in order to make the grab statue appear. I also added in the glinting tile in order to show that it'll be used to show general hints as this trigger is different from the one in the previous room :
Edit 2:
Not too sure if this one works this early in this level... there are two statues which will appear once that crystal is destroyed, one at the bottom right of the mesh, and one at the top left. I might put in the very bottom of a wall along the top as this is supposed to be "inside"... but it's a good taste of what's to come for the outer portion of this level.
Yeah, the more I think on it, the more I like the idea of having the wall along the top.
Also, I put some sensitive warps around the statues where there is no mesh, just in case the player decides to hookshot behind one.
Edited by Limebeer, 17 February 2015 - 11:35 PM.
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