So, I know I disappeared on y'all for quite a while, what happened was that my computer died, either the memory or something on the motherboard failed and it would no longer turn on. It wasn't until the end of May that I was able to get a new laptop and an external case for the old hard drive. Aaaaanywho... I have been working my ass off since then trying to get the Silver Dreams tileset done, had a few setbacks, but now I'm finally almost done. Enemies have been replaced, character sheets updated (three characters: the mage, the rogue and the knight), overworld terrain packs have been completed. The only things left to do is add the terrain packs for the new dungeon sets, reorganizing the tile and combo sheets, finishing the palettes and adjusting some issues with coloration, setting door combos, which I am SO not looking forward to; there are 16 packs (8 overworld and 8 dungeon), 4 sets of terrain per pack, and 5 CSets; for a total of 320 door sets to do.... Also, creating a script package because a number of the combos will be script-dependent (pits, lava, quicksand, acid, deep water, etc), as well as the various weapons that are class-exclusive (such as the mage's explosive blast, which will work like a bomb arrow, except it will use MP instead of ammo, and won't activate arrow triggers). Some features/quirks of the set are: Layering will almost never be necessary, as the terrain packs include everything you need to build a map without layers (layerable tiles will still be available, just in case you want something different)The set uses a true three-quarter perspective for dungeons (don't worry, if you hate my dungeon sets, I'm keeping the original Koten dungeons, as well, with minor changes to remove the Zelda references on the doors) and the overworld, which makes the dungeons 2 tiles wider and one taller but there are some quirks; for example, if you're marking your bombable walls you have to make sure that the combo has some solidity, or you will be able to walk through the wall on the left side (I haven't tested the right side, but I imagine the situation is similar, south is just fine, this is due to the fact that you are replacing the part of the wall that the bomb normally blows up), as such, the default markers all have half solidity to work around this. Ladders can only be south-facing (on the north face), including in dungeons, because the perspective doesn't allow for it, but south, east and west doors are now available by default (they need a little finagling, since you can't have an overhead combo that is also a warp, so you have to place an FFC under the overhead combo. And here's a couple screenshots to give an idea of what I mean for the dungeons (I cut out the GUI because I haven't finished the palettes yet and it looks weird):
So, yeah, that's where I'm at. I'd say that the set will be done within the next month or so, sans scripts, and by September with the script package finished.
How have you all been doing?
Edited by Binx, 13 July 2019 - 08:50 PM.