Just wanted to update, so people know that work is still getting done:
Holy shit, where have you been, Exo? Haven't seen you here in probably 2 years.
Last time I posted was in the DNF thread a few months ago.
Heh. Must've missed that page of the thread. :P
You should post around these parts more often.
How is halkun handling animation? He mentioned the torches would need to be animated, and he could do that with only one tile per torch, but for that wharf scene, the whole thing will look pretty goofy if, say, the seagull isn't at least partly animated. Same with the water that's shoring up against the land tiles. That could all be done on a per-tile basis, but it would be a lot easier to just have one giant animation that covers the whole map and includes all the animated tiles, and just lay that over the parts of the map that aren't animated. Not as memory-efficient as the tile approach, but this doesn't look very resource-intensive to begin with.
The way the "world" art is working, right now, is that Halkun has made it so each "room" has 1 single PCX file for the collision map and 1 single PCX file for the art. You place the art PCX image over the collision map.
I would assume that by this method it may be easier to simply animate the entire "room" of the overlaying art image. But I have no idea, seeing as I know nothing about coding these things.
I'm sure Halkun has something up his sleeve for animating tiles. There are some key points that need to be animated. Torches, waves of water, seagulls, etc etc.
Hopefully he'll get to that. Haven't heard from him in a while though.
I would really reconsider putting extra objects in the throne rooms. Columns could have easily been in the original, represented by a square or color. They weren't there though, there was nothing. If anything, this makes me think the rooms were ransacked to a degree and all of the items were destroyed, leaving it empty.
I personally don't really care either way. Staying true to the original game's "collision map" is at odds with decorating and fully fleshing out a room with "stuff" to make it look more interesting.
I guess halkun has the final say on whether to have blocking objects in the room or not, but I'm sure he'll take into account everyone's opinion.
Update from me:
I've been chopping away at the Forest artwork. It's easily the most difficult, and thus most time consuming, aspect of the art for this game. But I'm making significant progress, it's just that it'll take quite a while. Still nothing to show as of yet. But soon.
I would assume that by this method it may be easier to simply animate the entire "room" of the overlaying art image. But I have no idea, seeing as I know nothing about coding these things.
That would probably be better. Allegro probably renders all pixels regardless of transparency anyway, so all my idea would do is create another layer.
Edit: Actually there is the issue of RAM, which might be a concern if he wants to port it to GBA or something like that.
So, I would like to take some suggestions on how to make a forest more "haunted."
Besides the two obvious features of being dark, and secondly having trees with scary faces, what else makes a forest "haunted?" I guess fog. Anyone have any other ideas? Maybe scary glowing eyes in some of the bushes.
I would assume that by this method it may be easier to simply animate the entire "room" of the overlaying art image. But I have no idea, seeing as I know nothing about coding these things.
That would probably be better. Allegro probably renders all pixels regardless of transparency anyway, so all my idea would do is create another layer.
Edit: Actually there is the issue of RAM, which might be a concern if he wants to port it to GBA or something like that.
Oh yeah, he did mention possibly bringing to the GBA..
Well, it's up to him since he's coding. But animating the torches, waves, etc. is definitely something that will need to be addressed sooner or later..
Well I plan on doing an overlay of some light shining through tree tops too. But there also has to be a huge overlay over the entire thing except around the hero, which has to be added by Halkun later, because that's how the game functions.
I just found a pretty significant inconsistency with the map screens that Halkun has used for the Forest, and how the actual maze is laid out in the original game..
The file named "MazeSide".. it has a couple of gaps in the maze that shouldn't be there. Should be blocked off.
I think I'm going to go with the original game's maze layout and Halkun will probably agree that we should fix this error in the current map images we're using in the game..
The Forest is only 3 screens. But the way those three screens fit together is awesome, since it's physically impossible for you to go out one side of the maze and end up in another area. But it all works in the game. Kind of like the lost woods in some of the Zelda games.
The nice thing though is that 3 screens won't take me long to finish.
As a side note, I tried putting a treetop shade thing over the forest and it just looks funny so I'm going to have to do without it. Also I think it should work better this way since the only visible area in the Forest is going to be a small portion surrounding the hero, the rest of each screen will be black anyway.
*although I think it'd be cool that instead of being pitch black all around, it would be cool to have the evil red eyes peeking at the hero from the darkness.
Now there's nothing left to do but the simplistic connecting empty rooms between areas! Haha this game's art is so close to being finished..
Are you putting music in the game?
Dunno. That's up to Halkun, since he'd be the one potentially coding music support into the game....
Personally I think it ought to have music and sound effects. The reason I say this is because.. well, with the original game, it was very basic and minimalistic. The lack of music and inclusion of only simplistic sound effects is kind of expected and not out of place under those circumstances..
But, having a higher resolution, having full-on "16 bit" graphics and detail, it seems to me that it would feel odd if there weren't music and normal sound effects (rather than beeps/boops).
Of course if music is put into the game, we run into another problem - we need someone to make the music :P Or, alternatively, find music that is public domain / creative commons or whatever.... The former solution has the problem of lacking someone to make the music, the latter solution has the problem of finding free music that is actually fitting of the various areas of the game.
Anyway... I hope we put music and proper sound effects in. But we'd need to find a music guy and/or music somewhere.
also Halkun needs to figure out a way to animate certain areas of the world, like torches and waves and such..
OK... I have a question (for anyone who would like to answer, including Halkun if he decides to show up):
There are a few connecting rooms that I know what to do with, artistically, because they are simply 1 room transitions between 2 areas.
But there are a couple of rooms that I'm not sure what to do with.
Here is a map, I have labeled the ones that we know what they are, but I have indicated in red and circled the rooms that I do not know what to do with and what to make out of them:
Any suggestions as to what to make these rooms and what to do with them / make them look like?
Lol. The easter egg room is kind of low on the priority list right now at least.
The big question is what those three big empty rooms on the southeast are.
Are these rooms accessible at different times/ways depending on the level/difficulty that you're playing the game? Because that could affect what the art for them should be....
for example, I think on the easiest/first level, if you go South from the yellow room, I think you go right into the southeast pink room to get a Black Key and fight a dragon... Whereas on other settings you go through the forest. I think.. I'm not sure though becuase I'm only partially familair with the game...
You should probably wait and see what halkun's plans are, since he's presumably totally familiar with the game and also because he's the one who will be gluing everything together.
I'm essentially done with all of the rooms except the Easter Egg room.
Don't know what to make that room or put into it.
Make it the same as the castle map with original graphic, so people that never played the original will know how much improvement there are between the remake and the original one.
firekiun on
PSN ID : Kiunch
I play Blazblue, Soul Calibur 4, Street Fighter 4 and soon Tekken 6... yeah... so add me if you want to play any of those.
Halkun has officially retired from this project for personal reasons.
So ideally if someone likes this idea, and wants to code their own version of this game, or pick up where Halkun left off, i'd be more than willing to continue making artwork. Most of the game art is done at this point, anyway.
If no takers, plan B is for me to start making this game myself from scratch.
I've never played Adventure...
But it seems like it'd be interesting to program for the DS :O
Is there a copy I could play somewhere? Or some recreation somewhere?
EDIT: And I feel as if I had time to do it, I'd probably go with OpenGL and C++.
I need some practice in it, and it'd be kinda interesting to reprogram Adventure, which couldn't be super difficult.
TheGreat2nd on
I'm Jacob Wilson. | facebook | thegreat2nd | [url="aim:goim?screenname=TheGreatSecond&message=Hello+from+the+Penny+Arcade+Forums!"]aim[/url]
What's the number select room?
The way I see it, I think I might be able to do it in OpenGL.
Draw a sprite. Throw on the background. Add in the map to make sure the main character doesn't collide into anything. Add the items. Then add the enemies.
It might be a fun project...
TheGreat2nd on
I'm Jacob Wilson. | facebook | thegreat2nd | [url="aim:goim?screenname=TheGreatSecond&message=Hello+from+the+Penny+Arcade+Forums!"]aim[/url]
If you want to take it up, TheGreat2nd, I'll be happy to continue making art.
The only "tricky" aspects of the game are:
1. The "dark" areas
2. The multiple difficulties, which change the map layout a tiny bit (i THINK but am not sure on this)
The dark areas you can only see a certain area around you. But that's kind of a simple issue to address the way ExoVark described it a page or two back.
Most of the game is picking up / putting down items, although there are only a couple of enemies with very basic "AI." The duckdragons which simply follow you, and the bat which flies around grabbing/dropping shit.
The darkness should be simple.
Large black image with a hole in it. You can then adjust the alpha settings to blend in OpenGL.
Move the black image with a hole, and bam, you have a spotlight.
The multiple difficulties I think I'll tackle last.
That'll probably require reworking of the map layout, but nothing else.
TheGreat2nd on
I'm Jacob Wilson. | facebook | thegreat2nd | [url="aim:goim?screenname=TheGreatSecond&message=Hello+from+the+Penny+Arcade+Forums!"]aim[/url]
The multiple difficulties, if I recall correctly, are simply a matter of having some room exits lead to empty rooms rather than the next maze. The other difference, iirc, are that the items (like keys) are changed to another llocation. And finally I think that there becomes a Bat starting in the second difficulty, and also the duckDragons are in different places.
I'm not sure how the game tells if you are eaten by a duckDragon. Is it after "colliding" with a duckdragon for too long and then you go inside its belly? Or does it have to be open-mouth when you collide, and then you're "eaten?"
I believe it's if you are colliding with a dragon for too long. And if you're colliding with it, it'll have it's mouth open.
So, open mouth dragon + 3 second collision = death
TheGreat2nd on
I'm Jacob Wilson. | facebook | thegreat2nd | [url="aim:goim?screenname=TheGreatSecond&message=Hello+from+the+Penny+Arcade+Forums!"]aim[/url]
Posts
Heh. Must've missed that page of the thread. :P
You should post around these parts more often.
The way the "world" art is working, right now, is that Halkun has made it so each "room" has 1 single PCX file for the collision map and 1 single PCX file for the art. You place the art PCX image over the collision map.
I would assume that by this method it may be easier to simply animate the entire "room" of the overlaying art image. But I have no idea, seeing as I know nothing about coding these things.
I'm sure Halkun has something up his sleeve for animating tiles. There are some key points that need to be animated. Torches, waves of water, seagulls, etc etc.
Hopefully he'll get to that. Haven't heard from him in a while though.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
I personally don't really care either way. Staying true to the original game's "collision map" is at odds with decorating and fully fleshing out a room with "stuff" to make it look more interesting.
I guess halkun has the final say on whether to have blocking objects in the room or not, but I'm sure he'll take into account everyone's opinion.
Update from me:
I've been chopping away at the Forest artwork. It's easily the most difficult, and thus most time consuming, aspect of the art for this game. But I'm making significant progress, it's just that it'll take quite a while. Still nothing to show as of yet. But soon.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Har har har.
Great work on the art though.
Good luck, and I'll be very interested to see the final result.
That would probably be better. Allegro probably renders all pixels regardless of transparency anyway, so all my idea would do is create another layer.
Edit: Actually there is the issue of RAM, which might be a concern if he wants to port it to GBA or something like that.
Besides the two obvious features of being dark, and secondly having trees with scary faces, what else makes a forest "haunted?" I guess fog. Anyone have any other ideas? Maybe scary glowing eyes in some of the bushes.
Oh yeah, he did mention possibly bringing to the GBA..
Well, it's up to him since he's coding. But animating the torches, waves, etc. is definitely something that will need to be addressed sooner or later..
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
I know you're not doing sound but random growls would work too.
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Still have a few things to do.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
http://www.audioentropy.com/
I just found a pretty significant inconsistency with the map screens that Halkun has used for the Forest, and how the actual maze is laid out in the original game..
The file named "MazeSide".. it has a couple of gaps in the maze that shouldn't be there. Should be blocked off.
I think I'm going to go with the original game's maze layout and Halkun will probably agree that we should fix this error in the current map images we're using in the game..
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
The Forest is only 3 screens. But the way those three screens fit together is awesome, since it's physically impossible for you to go out one side of the maze and end up in another area. But it all works in the game. Kind of like the lost woods in some of the Zelda games.
The nice thing though is that 3 screens won't take me long to finish.
As a side note, I tried putting a treetop shade thing over the forest and it just looks funny so I'm going to have to do without it. Also I think it should work better this way since the only visible area in the Forest is going to be a small portion surrounding the hero, the rest of each screen will be black anyway.
*although I think it'd be cool that instead of being pitch black all around, it would be cool to have the evil red eyes peeking at the hero from the darkness.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
I'm done with the Forest!
Now there's nothing left to do but the simplistic connecting empty rooms between areas! Haha this game's art is so close to being finished..
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Are you putting music in the game?
Dunno. That's up to Halkun, since he'd be the one potentially coding music support into the game....
Personally I think it ought to have music and sound effects. The reason I say this is because.. well, with the original game, it was very basic and minimalistic. The lack of music and inclusion of only simplistic sound effects is kind of expected and not out of place under those circumstances..
But, having a higher resolution, having full-on "16 bit" graphics and detail, it seems to me that it would feel odd if there weren't music and normal sound effects (rather than beeps/boops).
Of course if music is put into the game, we run into another problem - we need someone to make the music :P Or, alternatively, find music that is public domain / creative commons or whatever.... The former solution has the problem of lacking someone to make the music, the latter solution has the problem of finding free music that is actually fitting of the various areas of the game.
Anyway... I hope we put music and proper sound effects in. But we'd need to find a music guy and/or music somewhere.
also Halkun needs to figure out a way to animate certain areas of the world, like torches and waves and such..
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
___
NNID: carmofin
3DS: 2852 6971 9745
Throw me a PM if you add me
There are a few connecting rooms that I know what to do with, artistically, because they are simply 1 room transitions between 2 areas.
But there are a couple of rooms that I'm not sure what to do with.
Here is a map, I have labeled the ones that we know what they are, but I have indicated in red and circled the rooms that I do not know what to do with and what to make out of them:
Any suggestions as to what to make these rooms and what to do with them / make them look like?
All suggestions welcome and appreciated.
That would certainly be easier.. might be a good idea.. but I guess we'll worry about sound once the main game's features are coded.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
A giant wang, or
A picture of the heavy eating a sandvich
The big question is what those three big empty rooms on the southeast are.
Are these rooms accessible at different times/ways depending on the level/difficulty that you're playing the game? Because that could affect what the art for them should be....
for example, I think on the easiest/first level, if you go South from the yellow room, I think you go right into the southeast pink room to get a Black Key and fight a dragon... Whereas on other settings you go through the forest. I think.. I'm not sure though becuase I'm only partially familair with the game...
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Don't know what to make that room or put into it.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Make it the same as the castle map with original graphic, so people that never played the original will know how much improvement there are between the remake and the original one.
I play Blazblue, Soul Calibur 4, Street Fighter 4 and soon Tekken 6... yeah... so add me if you want to play any of those.
Halkun has officially retired from this project for personal reasons.
So ideally if someone likes this idea, and wants to code their own version of this game, or pick up where Halkun left off, i'd be more than willing to continue making artwork. Most of the game art is done at this point, anyway.
If no takers, plan B is for me to start making this game myself from scratch.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
I just saw that forest... I feel like kind of an asshole now
But it seems like it'd be interesting to program for the DS :O
Is there a copy I could play somewhere? Or some recreation somewhere?
EDIT: And I feel as if I had time to do it, I'd probably go with OpenGL and C++.
I need some practice in it, and it'd be kinda interesting to reprogram Adventure, which couldn't be super difficult.
I'm Jacob Wilson. | facebook | thegreat2nd | [url="aim:goim?screenname=TheGreatSecond&message=Hello+from+the+Penny+Arcade+Forums!"]aim[/url]
What's the number select room?
The way I see it, I think I might be able to do it in OpenGL.
Draw a sprite. Throw on the background. Add in the map to make sure the main character doesn't collide into anything. Add the items. Then add the enemies.
It might be a fun project...
I'm Jacob Wilson. | facebook | thegreat2nd | [url="aim:goim?screenname=TheGreatSecond&message=Hello+from+the+Penny+Arcade+Forums!"]aim[/url]
The only "tricky" aspects of the game are:
1. The "dark" areas
2. The multiple difficulties, which change the map layout a tiny bit (i THINK but am not sure on this)
The dark areas you can only see a certain area around you. But that's kind of a simple issue to address the way ExoVark described it a page or two back.
Most of the game is picking up / putting down items, although there are only a couple of enemies with very basic "AI." The duckdragons which simply follow you, and the bat which flies around grabbing/dropping shit.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Is that room normally accessible within the game? As in, can you walk to it and enter it?
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Large black image with a hole in it. You can then adjust the alpha settings to blend in OpenGL.
Move the black image with a hole, and bam, you have a spotlight.
The multiple difficulties I think I'll tackle last.
That'll probably require reworking of the map layout, but nothing else.
I'm Jacob Wilson. | facebook | thegreat2nd | [url="aim:goim?screenname=TheGreatSecond&message=Hello+from+the+Penny+Arcade+Forums!"]aim[/url]
I'm not sure how the game tells if you are eaten by a duckDragon. Is it after "colliding" with a duckdragon for too long and then you go inside its belly? Or does it have to be open-mouth when you collide, and then you're "eaten?"
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
So, open mouth dragon + 3 second collision = death
I'm Jacob Wilson. | facebook | thegreat2nd | [url="aim:goim?screenname=TheGreatSecond&message=Hello+from+the+Penny+Arcade+Forums!"]aim[/url]