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A Sprite A Day Keeps the Rust Away.


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#406 SkyLizardGirl

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Posted 18 October 2014 - 03:01 PM

DIVER_Breath.jpg

    

I turned Armos into a new enemy called   'DIVER- Breath'  

 

An armored Scuba diver used for watery levels or dungeons.

 

(And yes i played alot of S.M.L. 2 Turtle-Zone as a Lil' kid on my gameboy screen.) 

 

DIVER_Breath.jpg


Edited by SkyLizardGirl, 18 October 2014 - 03:08 PM.

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#407 HavoX

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Posted 20 October 2014 - 08:51 AM

Not bad, friend... not bad at all. Keep up the good work. :)

 

Here's the NESified BS Book of Magic/Bible I mentioned earlier.
bible.png
 
biblelarger.png
(enlarged for better viewing)

Alternate (or rather, 'censored') version:
bookofmagic.png
 
bookofmagiclarger.png
(enlarged for better viewing)

This never really worked the way I wanted, unfortunately.
I wanted to avoid using outlines to maintain the 1987 NES feel, but I didn't like the way it turned out, so this will have to do.

 


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#408 Koh

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Posted 20 October 2014 - 09:13 AM

There really isn't an outline here, which is fine to stay in the style, so you did well.  I personally dislike any sprite style that lacks outlines, because things end up blending in the background and get lost.  It only ever works in games like Super Mario Bros 1 NES, where the background is never a color of the sprites, save for the black turtle enemies.  Even so, I still find it ugly, since there's no clear definition of a sprites bounds laid out.


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#409 Koh

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Posted 21 October 2014 - 05:25 PM

Sat down and messed with making ordinal sprites for Vector today.  Really want to have these directions in the game, instead of just the cardinals.

 

VectorNewLoTrans_zps0619eb74.png

Vector%20Spin%20Lo%20No%20Tail_zpsvz8ll1Vector%20Spin%20Lo_zpswcafv2bx.gif



#410 Koh

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Posted 25 October 2014 - 04:39 PM

Zelda1EnemiesReduxTrans_zps4bc58b87.png

Fluffy text stand-in text is fluffy.


Edited by Koh, 25 October 2014 - 04:41 PM.


#411 Koh

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Posted 25 October 2014 - 10:37 PM

Last update for the night.

Zelda1EnemiesReduxTrans_zpsac2cc2fa.png


Edited by Koh, 25 October 2014 - 10:44 PM.

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#412 Koh

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Posted 27 October 2014 - 10:12 AM

TileTest-6_zpsa29a9028.png

I'll probably draw one more size.



#413 Koh

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Posted 04 November 2014 - 12:21 PM

Just a lil something I've been working on the past couple days.

Walk%20Run%20Jump%20Smoke_zpsxaztzypt.gi


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#414 Geoffrey

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Posted 04 November 2014 - 01:32 PM

That looks fantastic, Koh.



#415 Shane

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Posted 04 November 2014 - 09:57 PM

Yes, yes and yes! That looks really cool! I always had a soft spot for Gameboy graphics, they have a charm other styles don't pull off for me. Will you be working more on these? Or these just out of sheer boredom? I honestly think these have potential, but that's just me. :P



#416 Koh

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Posted 06 November 2014 - 07:27 AM

Oops, I forgot to respond here.  I am building my own RPG engine and my own version of the ATB battle system as proof of concept.  A full game will likely be made off of it, same style and all.


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#417 Koh

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Posted 07 November 2014 - 07:52 AM


Got transitions done, and am doing smoother animations now.
 
SmoothAni_zps257d00t6.gif
 
Just thought I'd also share some of my implementation ideas for my ATB Battle System.
 
To begin with, there won't be any random battles here, but rather all the monster groups will be visible in the regular overworld view.  Touching a monster group (or vice versa) triggers a battle.  Monster groups will generally either pace back and forth, guard their position, or wander randomly.  Coming within a certain radius of them entices them to give chase, however.  How you came in contact with them (or vice versa) determines how the battle will be setup.  There are 5 possible scenarios.
 
Normal
Occurs when the enemy group and party meet face to face.  Both the enemies' and party members' ATB meters start out relative to the half mark, depending on their Speed compared to the highest Speed.  The one with the highest Speed starts with their meter at the half mark, while everyone else's is scaled down accordingly.
 
Formation:
E   P
EE  P  
E   P
 
Surprised the Enemy
Occurs when the party meets the monster group from their side, or at a 50% chance from their back.  The enemies' ATB meters start empty, while the party member's meters start full.
 
Formation:
E   P
EE  P  
E   P
 
Side Attack
Occurs when the party meets the monster group from their back, at a 50% chance, as long as there are at least 2 members in the party (3 max).  The enemies' ATB meters start empty, while the party member's meters start full.  If an enemy is struck in the back, additional damage will be delivered.
 
Formation:
...E P
P EE P
   E
 
Ambushed
Occurs when the enemy group meets party from the side, or at a 50% chance from the back.  The party members' ATB meters start out empty, while the enemies' start out full.
 
Formation:
P   E
P  EE
P   E
 
Pincer Attack
Occurs when the monster group meets the party from their back, at a 50% chance.  The party members' ATB meters start empty, enemies' meters start full.  If an party member is struck in the back, additional damage will be suffered.
 
Formation:
...P  E
E  P  E
E  P

 


Edited by Koh, 07 November 2014 - 10:12 AM.

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#418 HavoX

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Posted 07 November 2014 - 07:57 AM

Awesome, I like the concept.

#419 Koh

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Posted 29 November 2014 - 09:11 PM

Progress has been slow, due to college mostly.  Finals are week after next, and lots of things are due in this coming week.  Right now, I'm working on the textbox system.  I do want some level of fanciness with it, besides the usual colored text.  For example...

TextBox%20Showcase_zps5h9mdmzi.gif


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#420 Koh

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Posted 30 November 2014 - 08:57 AM

Finally figured out the errors in my string manipulation.  Now some of the fancier things I wanted are in place, such as colored text and delays.

TextBox%20Showcase%202.gif_zpspthu4kua.g

Character portraits will eventually be a thing.  The system allows me to have any kind of manipulation I want.

 

What will I implement next?  Maybe treasure chests, and then the lifting/carrying/tossing system.


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