Ok, I did a lot today. Mostly animating misc sprites and making sure all my equipment works as intended. (Barring the scripted stuff.) Apparently I built the subscreen with Roc's Feather right in the middle, but Sacred Talion doesn't use Roc's Feather, so I need to find a replacement item of some sort. I also had to fix some item drop errors, because my bushes were droppin' mad fairies, and that ain't how I want it to happen. In fact, bushes and grass will essentially drop nothing. You want to get money, you bomb some grottos and caves. Go exploring! I'll will put secret monies everywhere. No boring grinding in this game: just pure fun. And lots of neat stuff to buy.
Here's some more info about the tileset:
There are 10 basic ground types. Each one will have mountains, transitions, water borders, grasses, bushes, etc. It takes up a lot of tile space. In order, we have:
Grass
Wild grass
Alt grass
Alt Wild grass
Coverage
Coverage Wild Grass
Dirt
Cracked dirt
Desert
Beach
"Coverage" is just a fancy word for a snow flex type ground. It's meant to be snow, but it can also function as slime, ash, or just another shade of grass, depending on the palette. Since every screen will have these 10 ground types available, there will be plenty of room for colorful and interesting screens. The main trouble is layer management. That's why there are so many redundant tiles. In order to make it easy to work on as few layers as possible, more effort has to be dedicated to mastering the combos and tile setup. Since that is all front-loaded work, I think it is the best way to conserve workload. But it means I have to a lot of work before I can start making productive screens.
Anyway, I started out the day by making some neat animated gears in the Castlevania style. They are for classic (CSet 6, I think.) They look pretty amazing. I had to animate them and watch them for about 10 minutes just to get over it. Too bad I have no use for them in Sacred Talion, or else I would make 8-bit versions.
Log dump:
::August 21, 2014::{
Made some animated gears for Alucard648's Link Stuck in Castlevania quest.
Made a Chasupa enemy sprite.
Worked on Misc Sprites some more. Imported and recolored explosions and death animations until I can think of something better for them.
Imported a Nayru's Love effect and recolored it.
Apparently there are a few hard-coded item drop sets I need to re-add to the file.
Added hard-coded entries and fixed the enemies that needed them. Fortunately they overlapped on common bombs and arrow drop sets, which are pretty rare.
Made various clippings, ripples, hovers, and ruffling effects.
I explored the large item selector option and made a sweet new item selector. It's three rotating colored lights. It works well.
Time to make a full backup! It's been an awesome week so far.
}
Edited by RetraRoyale, 22 August 2014 - 12:39 PM.