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Violet Tomb


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#1 Timelord

Timelord

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  • Location:Prydon Academy

Posted 25 May 2014 - 01:22 PM

Release 51

V0,64 Release 51-A, SR H (Alternate, for Play)
Release 51, SR H (GM)


New Gameplay
  • Started creating 'The Violet Tomb',including tiles & combos; all in 8-bit mode.
  • Added additional 'Necromancer' enemy types.
  • Added additional fire spirit enemy types.
  • Disabled portions of NWS to allow swords to function.
  • Added large chests.
  • Added non-square room(s).
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Violet Tomb, new entrance.

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Lesser Necromancers, and Irregularly-shaped Rooms

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Seal of Water

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Colourful Fire Spirits

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Large Chests


New / Updated Graphics:
  • Started colour work, for blue version of dungeon tiles.
  • Added additional 8-bit enemy sprites.`
  • Added more flesh-tone palette swatches.
  • Corrected flesh-tones, on title screen. (i.e. Saeros no longer suffers from Jaundice...)
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State One

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State Two

#2 MoscowModder

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Posted 25 May 2014 - 01:38 PM

Just want to point out there's a huge style-clash between the DoR dungeon tiles and the NES Link sprite. Other than that, looks cool!



#3 Timelord

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Posted 25 May 2014 - 01:51 PM

Just want to point out there's a huge style-clash between the DoR dungeon tiles and the NES Link sprite. Other than that, looks cool!

 

There is, a bit. I'll eventually update that, when I have the time to draw extended tile modifiers, after working clothing, and  armour into the game. My goal is to make everything 8-bit, or 6-bit, and manage to avoid the CSet changing problems that I've had for a long while. Is there a 'safe' Level CSet, that will use all 256 colour swatches?

 

At present. I have three dungeon sets to implement. I;ve done most of the grey/violet, and a bit of the blue tone. After that, I need to fix some of the non-working elements of the game, which have become increasingly more complex problems for me to solve.



#4 JetBox

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Posted 25 May 2014 - 07:58 PM

Ok, I noticed a few errors.

 

Spoiler

 

I also agree with MoscowModder that Link and the dungeon clash. Other than that it is good. A little short, but good.



#5 Timelord

Timelord

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  • Banned
  • Location:Prydon Academy

Posted 25 May 2014 - 08:49 PM

Ok, I noticed a few errors.
 
[spoiler]
First, I got stuck in this guy after talking to him.
qFhGNZC.png


Can you tell me exactly what happened here? Werre you hit by a Peahat, and bounced through the NPC, or something odd like that?

I'll adjust him down a few pixels, but I'd like to know exactly what caused that, so that o can properly account for it, in future NPC interaction.
 

Second, I entered the room to the right, but the door was there. A little weird, I would fix.
cRsj0kT.png


I didn't finish shutters, but I did this intentionally, as a way of showing the player that they must go around, while giving a sneak look of the room (through the bars). It's temporary/
 

And here its pretty obvious. I could only do this on the bottom doors on both sides.
P8srSpN.png


Corks, I thought I had fixed all of those non-solid corners. Thanks for that. I'll triple-checl them all before the next full release.
 

I also agree with MoscowModder that Link and the dungeon clash. Other than that it is good. A little short, but good.


P.S. This is the beginning of a dungeon, not the entire layout. I have some rather elaborate plans for it, bit my time is divided between scripts, dungeon design, and graphical design.
part of this is because people are used to seeing specific styles used in exclusion of one-another; and part of is is due to not updating the player sprite. That will require a massive amount of work, and isn't my top priority. It does have some unique aspects, such as the helm, that will carry over into future designs; but the game is using a mixture of sprites from Z1, and other tilesets, as well as custom sprites. At some point, they will become more uniform--at least, they will all be 8-bit.

I'm not certain if I will use FFCs for the player sprite, or use tile mods. Either option has its drawbacks, but making a sprite with an FFC will allow for overlays with accessory equipment (pendants, helms, circlet, clothing, boots, armour, etc.(, whereas tile mods are a bit more limiting; or at least, more tedious to pre-emptively control.




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