0 Members and 2 Guests are viewing this topic.
That looks cool so far and nice improvment on the graphics. Will the final title be Dragonsglid: Arcane of Uvutu?Some of the dungeon graphics are interesting, although I am confused about the 3rd on the left and the 1st on the right. Are they supposed to be small rocks or holes? Ideally, unless the floor is surrounded by plenty of holes, you should try to make the floor easier to distinguish from the walls, like for the other tilesets. The swamp one is my favorite Nice to see you again, by the way. I hope you have more free time soon
Might I ask how you did collision detection, and that sliding animation for the battle? I'm think that could be useful for me for fighting as well.
real(3,2,X,Y,20,1,0,0→T //This checks the tile the player is standing on (before it's rendered) at (X,Y) on a 20 width map stored in Str1. The ending 0,0 is the x and y offsetIf (T>7 and T<16) or T=23 or T=24 // These values correspond to numbers in your tileset. 0 is the one on the very top left, 1 right below, etc.ThenZ→Xθ→Y // Z and θ hold the values of X and Y before I tried to moveEnd
Well I added collision, a sample map, and an empty battle feature.
Quote from: 123outerme on October 16, 2015, 09:22:17 pmWell I added collision, a sample map, and an empty battle feature.Looks good so far. For battles you should add a border to the text window and separate sections to make them look like separate windows, like old Final Fantasy games.
Ah ok cool to hear. I wonder: What is the guy sprite supposed to represent? Are you a monster in this game is this sprite a placeholder?
Really nice job you've done, the graphics look very good and i also like that menu selection sword
Page created in 0.111 seconds with 52 queries.