If you're using the default Koten palette, the standard CSet 2 cacti should still fit in among the sand without edits, though you might have to use some layering and new combos to get the desired effect.
Edited by Binx, 22 April 2015 - 06:42 PM.
Posted 22 April 2015 - 06:40 PM
If you're using the default Koten palette, the standard CSet 2 cacti should still fit in among the sand without edits, though you might have to use some layering and new combos to get the desired effect.
Edited by Binx, 22 April 2015 - 06:42 PM.
Posted 22 April 2015 - 07:09 PM
If you're using the default Koten palette, the standard CSet 2 cacti should still fit in among the sand without edits, though you might have to use some layering and new combos to get the desired effect.
I decided to just do the 8-bit coloring method. Otherwise, I would have a cactus on an otherwise barren tile or have that tile have green sand.
Posted 23 April 2015 - 07:16 PM
The starting area for my quest (Mind you, the map it's based on is only 3 screens,total)
Don't want to reveal too much, but there will be three character classes available...Just as soon as I can figure out how to make them all work right, without crippling the player.
Posted 23 April 2015 - 08:17 PM
The palette and design are really good so far.
Posted 23 April 2015 - 08:38 PM
Well, the palette isn't really mine. I only made a couple tweaks to what the Koten palette already had
Posted 25 April 2015 - 12:10 AM
Posted 25 April 2015 - 12:29 AM
I'm a few days late, but I'm really liking the improvements you made to that map Adam. It's better in just about every way. You've improved a lot in a short span of time. Nice work.
As for Binx, I'm a huge fan of your Koten usage. It's beautiful man. Not a single complaint from me.
I probably would have literally just made the remake an exact copy of the original game just in Koten if you hadn't given me a reality check the other month. Since looking back at the criticism of the world just being boring and flat, I really ended up taking what I originally took as an insult and turned it into a challenge to improve. I still have a long way to go in all honesty. The next step will be me making fully freeform dungeons and maybe even going back to Adam's Quest II and trying to do what I'm doing in Koten with the Classic tileset. One other thing was back with the original AQ, I just slapped random screens together without caring. Hell, when I get to remaking the level 4 area, the difference is going to be night and day. I actually literally copied the same screen for the perimeter several times. Every screen the exact same with the exact same monsters. Yeah, I have plans Russ. I will admit my biggest weakness is laziness.
My main issue now is that I have no idea how I would do increasing/decreasing elevation facing left, right or down. For instance, if I wanted south to be higher elevation than north, or if I wanted it to go up in elevation to the left or to the right. As it stands, it only seems to go up the farther north you go while south is lower. That's understandably not accurate all the time.
Posted 26 April 2015 - 10:47 AM
Posted 28 April 2015 - 02:52 PM
Spoiler
That looks like a really cool area to explore.
Posted 09 May 2015 - 06:12 PM
The starting area of my quest...
Edited by Rocks4Free, 10 May 2015 - 07:29 AM.
Posted 10 May 2015 - 06:08 AM
Looks pretty cool. There are two things that are a bit odd though. For one, that random pool of water next to the broken house would probably look better with a border around it. Secondly, the stone path at the bottom looks a bit odd. It could probably be the colour of it that looks off compared to everywhere else. I see you're using the spring palette, so maybe you could try a different colour that would suit the rest of the map.
Posted 10 May 2015 - 07:30 AM
I changed the path at the bottom to use a completely different tile, and the random pool now has a border.
Added to my original post.
Posted 10 May 2015 - 08:30 AM
Looks much better. Loving the improvements!
Posted 14 May 2015 - 03:15 PM
The overworld to LL2 so far:
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