Another progress pic of Transcendence. You can also see the attack stance in this one.



This is in the Spirit World, part of the intro to the game.
In response to DanteVFenris
DanteVFenris wrote:
all ive done is remake my health bar code, its now about 4 lines long and does everything a health bar should and thanks to animate slides really smoothly instead of an instant drop. I'm also working in covering the screen in darkness sorta like this https://www.google.ca/ search?q=sprite+horror+game&biw=1252&bih=599&source=lnms&tbm =isch&sa=X&ved=0CAYQ_AUoAWoVChMIwqnkze7ZxwIVw6OICh3tqAti#imgr c=qMQ1NHUsjrZnaM%3A . Than just kinda redoing everything in my game rebuilding it to be a horror game with combat more similair to bloodborne with run elements from outlast and other horror games. Thats the dream anyway. Right now we are making the first zone.

i was actually thinking of changing our style to more basic it fits the theme of horror more but you know projects take perfection no matter how many tries ill get the right style down for us D:
In response to Southend_boi
Good job.
In response to Ishuri
Ishuri wrote:

Amazing screenshot, Ishuri.
In response to Ishuri
looking nice bro
In response to Ishuri
Ishuri wrote:

I'd hate to be picky but I feel as if the bed does not match with the perspective you have going.

Nice work though! What are you working on?
In response to Ishuri
Ishuri wrote:

:O This looks great man! Where were you hiding this? What game is this?
In response to Exentriks Gaming
what game is that?
In response to Alienx26
Alienx26 wrote:
what game is that?

Not sure I understand.
I'm working on a chao-garden type game. Not that far into it, but I am proud of my progress so far.

In response to Ishuri
Ishuri wrote:

The straight lines bothers me a lot I think U or ur artist Should remove all straight lines i believe that'll improve the visuals.

I'll do a edit once I get on my pc.

Cleaned up companion wisps and based all their colors on their color variable instead of pre-drawn color sets. I also cleaned up their healing process so it's quicker and restores health to 50% instead of 25%.

I'm also spending the three day weekend by finally getting the stick out of my ass and starting on the inventory menu. I've never really experimented with on-screen menus before so this will definitely be interesting. I already set up the grid drawing last night, but I still need to figure out how everything will be laid out. Any suggestions are graciously welcome. (:


Bare bones atm, but I'll hopefully have something fancy come Monday. (:
In response to Kumorii
I have a few suggestions that help me.
The majority of my menus are screen objects.

First, for the menus that don't hold player specific info- use one set for all players.
Secondly, move your onscreen objects in groups. In fact it's easier to handle them with the right object oriented set up (parent relation)
/menu/Stats
/menu/Items

and so on.

That's good to know, but I was moreso referring to the design approach than the mechanics of it. (:

When I'm saying menus, I'm talking like..


I don't really play many games and I have a terrible eye for designing these sort of things as anyone who tried navigating Feed's menus would know. I'll just need to doodle up some ideas this evening, though. Needs to work right before it looks fancy, anyway.
In response to Kumorii
I was also speaking from a design aspect - not visual.

Once you have the pieces you can make them look anyway you desire or place them anywhere you want.

What I mentioned was mostly to allow you to handle the objects with ease in terms of placing them onto the screen and whatnot once you've decided on a lay out, creating "sets" of the appropriate objects and so on.

In that image for instance I see 2 or 3 different sets that would be displayed to the screen independently of each other, maybe more depending on how the text is displayed.
In response to Southend_boi
Southend_boi wrote:

lol
In response to Kumorii
This is a simplified example- but for instance instead of thinking of each 32x32 inventory box as it's own object, rather split it up into 2-3 objects and simply add the proper visuals to it.




The end result is that you cut down on the # of objects you need to display per player if you allow all players to use the same objects for non specific data (so in this case-basically the inventory 'back board' and maybe the inventory buttons you'd use to switch pages.)

You'd only need to create 1 instance of each and use them universally between all players.

Items would be displayed and positioned accordingly by you via code.
Ex:


In this example, the entire menu is shared by all players, the only thing that differs is the items they possess, which are displayed individually.

Also here as well:


Okay, I get what you're saying now. That's actually a much smarter way to go about it! Once I get home I'll try your approach and report back with the progress. (:

Thank you!
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