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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Thu Apr 28, 2005 9:27 am    Post subject: [quote]

Certainly looks promising, though some of the new artwork seems a bit... harsh... that red floor tile especially. :p
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Nodtveidt
Demon Hunter


Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Thu Apr 28, 2005 12:39 pm    Post subject: [quote]

Those were just test graphics. Here's an example of the new graphics DeveloperX has been working on:

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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Thu Apr 28, 2005 9:02 pm    Post subject: [quote]

Ah, that's much better. Easier on the eyes than the original, too.
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Verious
Mage


Joined: 06 Jan 2004
Posts: 409
Location: Online

PostPosted: Thu Apr 28, 2005 11:25 pm    Post subject: [quote]

That's looking really good. I think the only thing you might want to update is the "brick" on the top of the walls. Its a personal thing that has always bugged me about the old school style RPGs.
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Sat Apr 30, 2005 7:57 am    Post subject: [quote]

Verious wrote:
That's looking really good. I think the only thing you might want to update is the "brick" on the top of the walls. Its a personal thing that has always bugged me about the old school style RPGs.
Then what exactly do you personally think it should be? :P For the record, I'm not redrawing the tileset to accomodate your personal taste, sorry, too much work involved, for me, and for Nekro. ;)

I'm still interested in your suggestion, however for future projects. :)
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Verious
Mage


Joined: 06 Jan 2004
Posts: 409
Location: Online

PostPosted: Sat Apr 30, 2005 3:15 pm    Post subject: [quote]

I'm referring to the use of one specific tile on the top of the walls, I really like the tileset and I don't think any of the tiles should be redrawn.

I'm referring to the placement of the brick tile ( ) in the following screenshot (illustrated the areas I've blacked out):



The top of the walls should probably be the darkest part of the map, not the lightest. You could probably use the lighter gray brick tile for the front of the walls. I'll draw an example of a different tile to replace the top of the wall later.

Also, shouldn't the floor tile with a shadow be used in place of the one that is circled in red?

I know these are nit-picky things, but I think consistency really helps to create the sense of a living, breathing world.

I guess this is really a criticism of the mapping more so than of the tileset.


Last edited by Verious on Sun May 01, 2005 2:38 pm; edited 1 time in total
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Sat Apr 30, 2005 10:44 pm    Post subject: [quote]

Verious wrote:
...The top of the walls should probably be the darkest part of the map, not the lightest. You could probably use the lighter gray brick tile for the front of the walls. I'll draw an example of a different tile to replace the top of the wall later.

Also, shouldn't the floor tile with a shadow be used in place of the one that is circled in red?

I know these are nit-picky things, but I think consistency really helps to create the sense of a living, breathing world.

I guess this is really a criticism of the mapping more so than of the tileset.

Oh, that.
I agree, the top of the walls should be black. I'll notify Nekro next time I see him. And, yes, there are a few mapping errors.
I will make certain that they are all fixed before the release of the game. I will go through it with a fine-toothed comb. ;)
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Nodtveidt
Demon Hunter


Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Sun May 01, 2005 5:24 am    Post subject: [quote]

The placement of tiles mirrors the original mapping exactly. I haven't gone over the map because I'm in too much trouble writing the game engine itself. :D
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Verious
Mage


Joined: 06 Jan 2004
Posts: 409
Location: Online

PostPosted: Sun May 01, 2005 2:39 pm    Post subject: [quote]

Here's an alternate treatment for the top of the walls:



(You may have to look closely depending upon the contrast of your monitor)

This is what I had in mind... it's a subtle effect, but I think it adds to the realism of the game.

Castle walls were originally constructed by building two outer retaining walls, then the area in the middle would be filled with earth to create a solid and impenetrable barrier.

Feel free to enhance the graphics, I'm just trying to relay the idea.

Here they are side-by-side-by-side for comparison:



If you wanted to created a cheery feel, you could use the original light gray brick tiles for the front of the walls and save the darker gray tiles for a dungeon or passageway.



Note: Using the pure black tile on the top of the walls will require substantially less tiles (1 tile instead of around 16 to create all possible joints).
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Verious
Mage


Joined: 06 Jan 2004
Posts: 409
Location: Online

PostPosted: Wed May 11, 2005 11:04 am    Post subject: [quote]

Bump.

Have you guys made any more progress on this remake?
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Barok
Stephen Hawking


Joined: 26 Nov 2002
Posts: 248
Location: Bushland of Canada

PostPosted: Sat May 14, 2005 6:22 am    Post subject: [quote]

I dunno if Nek left this as well, but he's leaving the fb/qb community, his fb projects. Understandable, considering he's got his kid to worry about. He probably quit this for now as well, but i'm not sure.
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Sat May 14, 2005 6:28 am    Post subject: [quote]

Well, he said he's still doing programming for the tg16... So I assume this is still in progress.
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Sun May 15, 2005 2:44 pm    Post subject: [quote]

Just thought I'd quickly get you guys on track:

Nek hasn't left this this project, we just haven't posted anything new yet, cause the worldmap is so large, its taking along time to write the subprogram for it. Plus, my time has been severly limited for drawing more art, however today I just finished the last of the tiles, so yes, we have been making progress, and yes we're still working on it. :D
As soon as there are new screenshots, we will post them.

Oh, and if you're interested, visit our site:

http://frozenutopia.nodtveidt.net/

Gotta run. cya.
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Nodtveidt
Demon Hunter


Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Tue May 17, 2005 1:24 am    Post subject: [quote]

I've finished the mapping of the world map itself, but yes...programming it is very time-consuming, plus with my time being somewhat limited nowadays, it's taking awhile. It may be ready for the June 1st expected release but no promises on that one...
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If you play a Microsoft CD backwards you can hear demonic voices. The scary part is that if you play it forwards it installs Windows. - wallace
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Nodtveidt
Demon Hunter


Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Thu May 19, 2005 12:56 am    Post subject: [quote]

New screenshot released:



This is the shot of the world map operational. It has no linkouts yet but it works by itself so far. :)
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