Alternatively, join us on Discord.

Sorcery of Uvutu Closed Beta (SPOILERS)

Started by 123outerme, December 28, 2015, 10:23:14 pm

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

DJ Omnimaga

On a side note, I was wondering if you were using a map editor or something to make map more easily? And even though you don't want people's help for map making to avoid them being familiar with the game before release, do you still accept help from beta-testers?

123outerme

Quote from: DJ Omnimaga on May 25, 2016, 02:57:29 am
On a side note, I was wondering if you were using a map editor or something to make map more easily? And even though you don't want people's help for map making to avoid them being familiar with the game before release, do you still accept help from beta-testers?

I'm using the xLIBC map editor in TokensIDE. I've got ideas now (hence why I'm back and posting this). so hopefully I can finish soon.

DJ Omnimaga

Ah ok. Is it easy to paste the map data inside a program? I always wondered how it was constructed and if sometimes the sprite order got messed up.

Also I hope this is finished :)

123outerme

Quote from: DJ Omnimaga on July 18, 2016, 06:13:07 am
Ah ok. Is it easy to paste the map data inside a program? I always wondered how it was constructed and if sometimes the sprite order got messed up.

Also I hope this is finished :)

Yeah, all I have to do is Insert & Exit on the AppVar line that I've set to be read when trying to load a map. I think I have one more map left, the "boss room" map, then I'm done and can hopefully create more maps. The main reason I was so stuck is that I found making the beach/island world boring. Once I get that out of the way, I should have more creative freedom.

DJ Omnimaga

Ah I see now. Hopefully the new worlds are more fun to make. Does the engine allow adding plot twists or events, by the way?

123outerme

Quote from: DJ Omnimaga on July 23, 2016, 06:10:17 am
Ah I see now. Hopefully the new worlds are more fun to make. Does the engine allow adding plot twists or events, by the way?

No event scripting has been added yet, I might add that.
(I've been absent for a while; my keyboard wasn't working and I don't have a touchscreen computer so using the on-screen keyboard was worse than just trying to fix it)

DJ Omnimaga

Ouch, I know the feeling. I wouldn't bother. My arms would get sore. X.x

123outerme

Quote from: DJ Omnimaga on August 13, 2016, 10:22:53 pm
Ouch, I know the feeling. I wouldn't bother. My arms would get sore. X.x

Yep. Now I have my keyboard back and I've made lots of progress with the game, so I'm sending a build out soon.

DJ Omnimaga

Do you plan to add larger skill animations for the higher tiers of upgrades?

123outerme

Quote from: DJ Omnimaga on August 28, 2016, 03:57:46 pm
Do you plan to add larger skill animations for the higher tiers of upgrades?

As in more elaborate? If so, I sorta have that already. If you use an upgraded move, it displays the weaker move first. The way the attack animations are, it looks coherent. The first upgraded move looks like
(Gif that I'll post when I get back to my computer)

DJ Omnimaga

I meant larger than 8*8 pixels, such as cycling the entire battlefield with real(5

123outerme

Quote from: DJ Omnimaga on August 28, 2016, 04:26:41 pm
I meant larger than 8*8 pixels, such as cycling the entire battlefield with real(5

Oh, ok. It might be nice to have that for some animations like Storm (the screen inverts, or maybe just the icon will).
Also here's that gif:


DJ Omnimaga

For magic animations, you might need two copies of the battle screen and invert one, so you can update the LCD only when needed. That way you can also control which part of the screen you want to invert or cycle.

Also nice ^^

123outerme

Quote from: DJ Omnimaga on August 28, 2016, 06:52:20 pm
For magic animations, you might need two copies of the battle screen and invert one, so you can update the LCD only when needed. That way you can also control which part of the screen you want to invert or cycle.

Also nice ^^

Yeah, that'd be nice to be able to do. Also I like the speed that the attack sprites change at, but I was thinking it might be a little more fluid if they were a tad faster. I'll experiment some with that.

DJ Omnimaga

Since color calcs have no motion blur, you might be able to speed up the animations without making each frame hard to distinguish.

Powered by EzPortal