My first practice dungeon (and maybe more later!)
#46
Posted 01 June 2012 - 07:01 PM
#47
Posted 01 June 2012 - 08:06 PM
The tiles on the right (red) are like the ones you currently have, which are top-down perspective.
The tiles on the left (green) are more what you are looking for with your sideview perspective.
#48
Posted 02 June 2012 - 09:26 AM
Thank you for showing those tiles you made.
#49
Posted 02 June 2012 - 02:51 PM
But, yeah, I've got a thumb drive I use to back up my files, particularly my ZC files. Thanks.
#50
Posted 03 June 2012 - 10:36 AM
I used the floor tiles you provided as an example and decided to create floor tiles that are somewhat ornate while using the same perspective. You will see the result in the next SOTW contest (I still need to come up with new sprites for my female character, however.)
#51
Posted 14 June 2012 - 02:59 PM
My head is not a rock. I can learn, and I can improve. What are your thoughts on the floor tiles and the new pillar (the one on the right?)
Here is an updated and improved version of the first dungeon I have made (there are also a few overworld screens to look at.)
Download it here.
Edited by Nolornbon, 16 June 2012 - 10:06 AM.
#52
Posted 17 June 2012 - 01:00 PM
#53
Posted 17 June 2012 - 02:07 PM
#54
Posted 25 June 2012 - 12:29 PM
My head is not a rock. I can learn, and I can improve. What are your thoughts on the floor tiles and the new pillar (the one on the right?)
#55
Posted 28 July 2012 - 12:58 PM
The Walk Of Nikki update at DataFileHost for everyone else.
I am releasing the most recent version of my quest as a demo of sorts to give a glimpse of what the second dungeon is like. If it makes you care more, my quest now uses midis from Espilan and Alestance. If you want to know what Nikki (the main character) really looks like, check out the image in the link below.
Nikki in The Sims 3 as a child.
#56
Posted 28 July 2012 - 06:30 PM
The only way that I beat your level 1 was by cheating and turning off the "Enemies Always Return" rule. It was still challenging without that rule turned on because, after you die, all rooms that you previously cleared of enemies are filled with enemies again; that fact pieced together with shutter doors makes it challenging enough and not too easy, but still at least manageable; if you get to a new room and die after beating some enemies, not all of them return so there's a greater chance you can finally clear the room. With the rule turned on, there was no WAY I could beat the level.
I found the entrance to level 2 after finding the secret (good spot for it, too; not too hard to figure out and not blatantly obvious either), but I got killed by those flying knife things in the second room (partly because of the inescapable bubble in the room).
I thought it was interesting how you made it so the sword alone couldn't kill the green darknut. I had to use bombs after it sped up after I slashed it once. (FYI, I only beat the one outside the dungeon; I didn't see how to open the dungeon until after beating it.) However, I hope you're not planning on a room full of them; bombs run out after a while, you know. Now if the dungeon had, say, the bomb bag that holds 30 bombs somewhere in the level, that would be okay to have a room with a bunch of those darknuts. (However, I think having 10 darknuts in one room is overkill, even if there are no obstacles in a room. {Not saying you did; I'm just saying.} I wouldn't put more than, say, 6 darknuts on one screen at a time.)
Edited by Lightwulf, 28 July 2012 - 06:32 PM.
#57
Posted 28 July 2012 - 10:19 PM
Did you see the interiors of all of the houses I have made thus far in level 2? How about the houses that attack?
#58
Posted 30 July 2012 - 04:56 PM
Yeah, I got all the keys (including the boss key) in level 1. I couldn't have done it without those. And yes, I got the wand and blue ring.
Though you started the player out with Roc's Feather, it helps a little but it's still hard to get away from those red bubbles when there's more than one.
I never found the shop, but I got the purple rupee. And no, I haven't got far in level 2, so I didn't see the houses yet. The sewer graphics look nice, though!
#60
Posted 06 August 2012 - 12:46 PM
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