The new forums will be named Coin Return (based on the most recent
vote)! You can check on the status and timeline of the transition to the new forums
here.
The Guiding Principles and New Rules
document is now in effect.
Re-programming Atari 2600 "Adventure" for current systems. [SCREENSHOT UPDATE]
Posts
I know :P I just thought it'd look nice! But anyway, remov'd.
Done.
Thanks, I just pulled down a bunch of them. Although for now I'm still just be using the FFIV tiles for the sake of nailing down the design first.
Here it is:
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Maybe.
I'm tempted.
I have a party to attend to today. So my work on the engine will be a little light.
I changed the code so the engine accesses the map files "YellowCastle.pcx" "BlackCastle.pcx" and "WhiteCastle.pcx" as opposed to "CastleDef.pcx" for all three.
I can start working to make some art assets that reflect the good, evil, and ice themes, and I can use the free assets that I've obtained as a guide so that we can maintain that general layout/look/perspective of the castle above.
I suppose the castle above, it's layout, will be the 'good castle.' And we might want to change the design for the evil and ice ones juuuust a little to give them their own distinct appearance along with their own distinct sets of tiles (for evil / ice /etc). But I'll work on that once I do the stuff for the "good castle."
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
I haven't put them in place yet to take a screenshot yet, though.
But let's just say that, while I drew all of these tiles from scratch in Photoshop, they are heavily inspired by the ff artset and so the final result, although brand new, looks very similar to the castle pictured above.
The new one is also more of a gold/yellow color than gray. That's because this is obviously the gold/yellow/good castle.
I'll post the thing tomorrow probably.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
I know the goal is to create a windows port. I wonder if this would be a good candidate for XNA? I've been wanting to try out XNA programming for awhile. Something like this, where you put a spin on an old game, might be really fun. Of course, you'd have to be sure the copyright stuff wasn't an issue...
caffron said: "and cat pee is not a laughing matter"
I just wanted you to know that this was an awesome post and definitely encourages me to continue my latest attempt at game programming.
This is actually really fun.
I'll post another screen tonight or tomorrow or something.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
I created so many tiles for this castle that I could reconstruct the entire thing, entirely in Mappy, without any extra post-mappy Photoshopping.
So anyway, here's the "good / gold / yellow Castle":
Here's my tileset for those who are curious:
These are all new tiles that I made from scratch, although I used the ff tileset as inspiration.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Slash.
My wood for you guys is THIS BIG.
And yes. It's Haunted Wood.
One thing, not to pick nits, but since you're being a perfectionist about it I figured I point this out.
The human eye is trained to recognize patterns. You have 8 flowers, 4 on each side of the castle. It stands out like a sore thumb to me. Delete just ONE flower and you've eliminated the pattern.
Otherwise, this is fantastic.
Are you able to edit mappy tiles in photoshop? I've been solely using photoshop to create tiles and haven't really looked into any other editor.
Mappy itself is just a tile-based map editor. It just lets you create a blank slate, tell it how big tiles on the slate are, and then load up your own set of tiles and it will divide up that single image of tiles into separate pieces. You can then take those tile pieces and "draw" them onto the blank slate. You can also load an image into the blank slate and have Mappy chop it up into tiles automatically.
So what Halkun and I are doing is taking the collision map and loading it onto the blank slate, and then loading sets of art tiles. Then we're "drawing" the art tiles over the collision map.
What I have done is created my own set of brand new art tiles, having drawn them in Photoshop, and then I took my set of tiles and loaded them up in Mappy, and "drew" them onto the black-and-white collision map provided by Halkun. Taking a little bit of liberty with the front towers, and the back of the castle of course.
Anyway, since you mentioned the flowers, I can overwrite its tile with a blank grass tile. It takes a split second in Mappy:
I'll probably start on the Evil Castle later tonight... should be interesting.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
So just have a dark opening there instead of having the gate? And then later when you've implemented the sprites and what have you, the actual gate will be an overlaying sprite on top of the dark opening?
Also, I'm making the Evil Castle right now, and it's going to be thematically similar to the earlier conceptual image of the Evil Castle I put, except it's going to be done in the style of the castle that I just finished.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Sorry, I had to.
I just want to clarify:
Instead of having a gate actually on the screen as I have above, what I need to do is just have a dark opening, and then you'll add the gate sprite(s) onto it later, correct?
As a general update, I'm about 60 percent done with the Evil Castle. Again, it's theme is dark black bricks with blood-like mortar, and evil looking arches, sharp/harsh angles, and torches, and instead of pillars, probably gargoyles, and some other evil things.
QUESTION: what color is the ground around the Evil Castle? is it brown dirt, is it some kind of grass, it is some kind of dead grass, is it stony stuff, what should I do with the ground around the Evil Castle? Right now it's just brown dirt.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
I almost have the new collision system implemented. The hero doesn't bounce off the walls anymore, but now it's not moving from one room to another correctly.
I'll probably add a debug key that will toggle collision detection (scroll lock) so that you can wander all around the world to see how things look.
Again, I created all new assets, most of them from scratch, some of them heavily modified versions of the public domain art:
As a side note: halkun, these images have the gates on them, but I'll be sure that before the game is finished, there will just be a dark opening where the gates normally goes, since the gate is an animated sprite. But for now the gates are on these pics just for show.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
that castle, man
it looks scary
I'm afraid to go in there
Nicely done.
Yeah, that's some real high quality art right there. Very well done.
I suppose I'll be starting on the Ice Castle later today.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
http://www.audioentropy.com/
not a blue dot post