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Pretty good work done so far!
Making it look like an actual book would be a good idea, but I think, though not extremely necessary, you should also have the events split up into different sections in the notebook, maybe chapters or areas to make it more organized. This would also let you add(if you'll have them) side-quest info to the notebook in maybe their own section or something without it being weirdly placed between parts or after all of the story.
So like the Notebook from Majora's Mask?

Might do so. And sections of the game will have some minor sidequests.

Also, here's a early mockup of the party screen, dunno what to add or fix. Text explains everything.

[Image: beQ3JOJ.png]
Minor update, fixed one of the sprites I HATED looking at.

[Image: wgyT6uz.png]

The shoes looked really odd, as the arms looked more like they were behind the back than in-front. I also might make a blog for development of the game sooner or later.
I think the 1st UI graphics are better, with the sprites pixel shading.
They didn't fit with the game's semi-flat style. As most sprites in the game don't have shading, just flat colours with AA on them.

I've worked on a new character sprite, but he's really rough. So It'll look weird right now.
Doors will be in this game, they open when in contact of any character with hit detection, and there's a tiny bit of space behind the door for a loading zone.

[Image: 2tJNHQA.gif]

Another minor change, followers spawn after the player moves. This is so they don't look awkward and overlap when they both spawn.
Just a question, what do you plan currently for the "game" ?
And the link don't work anymore.
It's down? Going to have to update it, then.

As for the concept I had an idea of some sort of Paper Mario like follower system, but a semi-Mother like battle system. I thought of an idea where a slot would roll and select random gimmicks on the battle (Based off the Reelism Doom mod). Though, I don't want to make it annoying.

Example of the slot function. Before battle, it would roll 3 sections:

-Enemy related

-Item related

-Player related

In order to balance it out, and make strats, different enemies have different sets of slot functions. I wouldn't want a healing enemy with double health, or a hard-hitter with double attack. That's just wrong.
Just a quick test URL. Reduced the screen size on the Flash export for forum size reasons (Text also appears to be bugged in Flash?), but this site appears to NOT have the ability to post flash content. I assume to prevent spam.

Anyhow, here's a quick link. NOTE: IF YOU HAVE FLASH TURNED OFF IT WON'T WORK!

Here!

The biggest update is that characters now save their position and animation after a minor map change. Such as menus, or (when I add it) Battle systems.
I think your game have a compilation problem.
Google Chrome tell me "Animation not charged...", but I have the last Adobe Flash plugin installed and actived.

[EDIT] After a small search in the page code, I find this link that work (directly to the swf server file) : http://static.stencyl.com/games/35250-0.swf
Oh. Sorry about that.

Didn't want to directly link the SWF, as some browsers auto-download the file if flash isn't enabled. And that's a flat-out bad idea to me.
Another update! Mostly follower based.

-Major redo on the movement. This was to fix a horrible bug where they would lose sync and break when the player moved on a corner slope for too long. Another minor fix was added to when the player hugs a wall upwards, as the follower would not know if they were behind, and would just clip inside the player until they moved away from it.

-Minor tweaks to how follower animation is changed. Rather than being changed by movements by the script, it's by the position to them relative to the player. This makes the animation overall less glitched for them when hugging corner slopes.

-Some changes on the debug room for follower slope testing.

Link to test it out is Here (If this doesn't work for you. Use iyenal's direct SWF link above, as I update both of 'em)

(Also. If you didn't read the OP post of this thread. Gave the game a rather cheesy name)
For me that bright yellow of the notebook is very jarring compared to the toned down hues of everything else. Maybe desaturate it a bit. Lighter yellow would match the rest of the colour palette.
You mean the yellow square? That was a placeholder image for icons to add later.

Since we are on the topic of UI and colour, now. I sorta need a critique on my options menu so far. I have 2 colour modes for the game. Dull (Normal colours), or Bright, which is actually an emulation of the colour inaccuracy of my screen recording tool (Gifs are always in higher colour when I record them), since I oddly enjoy it.

[Image: ZINLrLm.png]

Just some notes:
  • Cursor is moved with the movement keys/gamepad bindings, it swaps to the next one rather smoothly. Text also changes with each option.

  • Background scrolls slowly, but I don't like it.

  • Mouse just hides the mouse if it's over the game window. As Gamepad does work on the desktop export, but it's sorta buggy. Playing with an analog stick is... something. Need to fix the ability to not have 2 different actions bound to the same input.

  • Back does what it says, goes back to the actual game.

What I want to add:
  • Music/Volume leveling support, in case you want no sounds, or no music.

  • Character speech speed. It's set to be really high right now for debug reasons only. But I might keep that as the highest speed possible.

Also thinking of merging all the menus into a single pause menu. Dunno, yet.
[Image: BphGPud.png]

Thew out most of the layout of the older options menu, as it was looking messy. Icons were also removed to add more space for text. Last three options haven't been coded, yet.

Changes:
  • Everything in the menu is capitalized correctly, now.
  • Mouse is turned on by default, rather than off. This is so it's easier to get the game in focus.
  • Due to more space, color/colour/whatever was made to fit the English I'm used to. May change this is people aren't happy about it.
  • Indicator on the menu that you're trying to setup the gamepad.
  • Made it easier to see other options on the menu.
  • Menu defaults to "Back" every time it's loaded, rather than "Colo(u)r Mode".
  • Arrow now centres itself correctly when switching menu options.
  • Colons added after options names, mostly me being picky.
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