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Sorcery of Uvutu - Screenshots

Started by 123outerme, November 10, 2015, 08:42:03 pm

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Dudeman313

True. :D

Scenario: ShowHide

You encounter a :walrii: !

:walrii: used Flipper Slap!

-50!

You used freeze!

:walrii: gains 25 health!

:walrii: used Blubber Crush!

-3000!

You have died.  :'(
Does this qualify as a signature? 
The answer is "Sure."


DJ Omnimaga

Yep, just like First Fantasy CSE (although you did 1 damage and he heales by 1 HP)

123outerme

I like the idea for a troll enemy, although I'm not sure which of the many ways I could take would be the best...

DJ Omnimaga

Yeah that would be nice. It would look better in 8x16 though, but I guess you could do it in 8x8 by recoloring another sprite from the game.

123outerme

Update: Just put ALL of the world maps under the spoiler. It's called a spoiler for a reason, though; don't look at the maps unless you've already played through all the worlds or have no ability/interest to play. But proceed at your own risk.

DJ Omnimaga

It doesn't seem like much inside the game, but if you compare this game's worlds with my monochrome RPGs, your worlds are quite huge actually and they look even bigger as big maps in the first post. This is because in Illusiat, for example, maps were 16x8 each and in Reuben Quest 12x8, while in Uvutu they are 20x15. My favorites are definitively 6 and 7. :)

123outerme

Quote from: DJ Omnimaga on January 17, 2017, 03:08:46 am
It doesn't seem like much inside the game, but if you compare this game's worlds with my monochrome RPGs, your worlds are quite huge actually and they look even bigger as big maps in the first post. This is because in Illusiat, for example, maps were 16x8 each and in Reuben Quest 12x8, while in Uvutu they are 20x15. My favorites are definitively 6 and 7. :)

Yeah, it really feels huge. My favorites are, as far as level design, 6. As far as aesthetics, 6 or 1.

DJ Omnimaga

Yeah 6 is very nice. It reminds me one of the NES Final Fantasy maps

123outerme

Quote from: DJ Omnimaga on February 03, 2017, 07:32:06 pm
Yeah 6 is very nice. It reminds me one of the NES Final Fantasy maps

Yeah I agree. If I had one world palette to use for an entire game, I'd probably use World 6 (Under City, for those who are too lazy to look around for it or guess). I feel like the atmosphere combined with the stuff the people say there really gives the ominous feel I was going for. And then that's thrown out the window with the bright colors of World 7 :P Although I have to say, World 8 is definitely growing on me.

DJ Omnimaga

Will world 6 and 8 use inverted colors or will the character himself be inverted?

123outerme

Quote from: DJ Omnimaga on February 04, 2017, 06:00:28 pm
Will world 6 and 8 use inverted colors or will the character himself be inverted?

For the monochrome version, I'm not sure yet. I have an inverted sprite already in the spritesheet, and I think it would look good. I couldn't figure out how to invert the sprite (I tried using the Spr_Method argument, setting that to 4, but it wouldn't work), so that's my workaround. I guess it works fine, so I may do that. As for inverting the world colors, I'd either have to redo those tiles and manually invert them, or see if real(2 can invert them, which I don't think it can. So basically my answer is, probably the character himself will be inverted.

DJ Omnimaga

To invert the sprite, draw a black square then Xor the sprite on top of it.

Or make a mask with a white outline but that would require it to be a 16x16 space and I don't know if DCS7/xLIB supports sprite clipping.

123outerme

Quote from: DJ Omnimaga on February 04, 2017, 09:40:04 pm
To invert the sprite, draw a black square then Xor the sprite on top of it.

Or make a mask with a white outline but that would require it to be a 16x16 space and I don't know if DCS7/xLIB supports sprite clipping.

Ah, ok, that makes sense. Although to keep the speed of the main loop, I'm jut going to use the pre-drawn inverted sprite, so I don't have to add another real(1 command and an If conditional.

DJ Omnimaga

Yeah that could work. The other alternative that could fix the monochrome limitations would be to use grayscale but that might be a bit of hassle depending of how the engine works.

123outerme

Quote from: DJ Omnimaga on February 07, 2017, 10:01:40 pm
Yeah that could work. The other alternative that could fix the monochrome limitations would be to use grayscale but that might be a bit of hassle depending of how the engine works.

That could work, quite possibly. I don't know much about implementing greyscale in a useful way (different pixels in the same sprite different shades), but if you're just talking about blinking the entire character to make him gray, it could be possible.

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