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Messages - Dianthus

#46
Okay.. So apparently the way the engine thing works is that i can only have a L-shaped outward corner if the hero can not be within the view area of it? I tried adding a 416:240 mountain around the corner so hero cant get in contact with separators and it does solve the problem, as the snap thing the separators course when the hero goes down the other separator cant be on screen.

I guess i need to have a lot of weird mountains on my map i guess xD. I probably need to find another solution of some sort.

Edit: I have given up trying to find some solution for it for now. My guess is when i get to the programming part of my game (I am currrently learning Lua), I will find some solution for it.


#47
Thx.. I worked alot on my rustic-cartoon style : )

Sry for slow reponse. I am testing some technical stuff regarding doing L-shaped corners. I will be back with a response in a week or two! There should be some way of doing this, cause i have seen 3d games doing this kind of stuff with camera movement.

#48
I think you should go for something between minish cap and zelda a link to the past. I am currently making the tileset for my game and I am trying to hit a style like that-ish. Basically i want a sort of rustic cartoon style combining elements from wind waker, minish cap, zelda a link to the past and and ocarina of time 3DS.

That cancelled Midora game would probably be a pretty close description of that.
#49
Hi guys..!
I have a problem that i don't seem to know how to solve regarding separators in solarus. I have this overworld map where i want to do an outward corner with two separators.

Areas of the overworld are divided up with trees that the player is not meant to see over. It have worked for now with separators with inward corner areas, but now i want to do have an area with an outward corner cut out and it don't work with separators apparently?

Basically the interaction i want is that when the player goes around the outward corner the hero can only see downward on the screen when the hero is no longer on the horizontal separators area. What i got instead is two invisible separators that extend, so when the hero is near the outward corner it creates a horizontal and vertical separator that extends beyond their actual length rather than blocking the camera from moving down the horizontal or vertical corner until the hero is outside 416x240 view area of the outward separator corner. Idk that makes sense? 

Is it possible to do an outward corner cut like this into the map without this problem? I have seen the youtube video on separators by Christopho and the documentation blog. I don't have the same problem with the inward corner cuts you see. Is it a problem like with T shaped corners and doors?

Here is the specific area. The purple are the invisible separators. When the hero goes down the outward corner there are two invisible separator walls that split up the map like that.


#50
The first tree I tried drew based on some of the style used in children of solarus mixed with how the trees in links awakening are done, but yeah the second i tried using the side angle style and those "rhombus" style leaves from i think your redpine forest (the trees to the right in the tileset), mixed with my first tree. 3 and 4 i tried drawing like styles used in final fantasy, and that cancelled midora game, but i tried to follow yours and children of solarus style with the angle of them, by shifting to darker colours in around same sized circles, though that did not result in similar looking angles. I am generally just messing around with stuff for testing.

Yeah it somewhat makes sense, apparently i have drawn all my furniture wrong, which are like 1:2 top: side.

Idk I would say I have even "started", as its going now its only like 15%-20% of the stuff i have drawn that i find fit for any use. Anyway thx for the help, probably wont be the last time with how this is going.

froggy77: that looks better! but it still looks too "flat" on the sides. I am gonna try redrawing it.
#51
Yeah i noticed that now with 2 and 4. I didn't intend to do others angles by doing that, it was more meant to be different heights.

Dammit, i actually like the first one the most now - the hair looks more like coralines hair with the split in the middle. Gonna come up with some middle thing between the two.

I honestly dont know what angle my pixel art is drawn from, i have tried placing some of my furniture in a room with my wall textures and the angles looks off, so I had to increase the size of the top of my cabins to "fit" the walls - it still looks off though. So i am probably doing something wrong. I have just followed the style in minish cap. My trees looks weird too with some looking "flat" and more from top and more from side than others. The number 4 tree looks totally flat on top, and angles on side are off, but i cant fix it somehow and number 3 is way too down in camera angle.  :P

#52
Hi guys i just used +10 hours now on trying to design my hero's hair. Basically given up with which one i think is best... Here is the ones i have reduced it down to:



Guys which type of hair do you think that are best for my hero, Coral? I am just gonna use which ever design most people like.. only solution i have at this point - cant get myself to choose and stick with it..  :)

My hero is inspired by the stop-motion movie Coraline, which features the character Coral(ine) with blue hair in a yellow rain suit..
#53
Your projects / Re: Ocean's Heart
June 02, 2020, 07:18:25 PM
Quote from: Max on May 26, 2020, 02:41:04 PM
Seems like you're kind of answering your own question as to why I'm not using a 426px size. I rounded down to the closest multiple of 16 for things like that. So I can evenly fit 16x16 tiles into maps

Dammit, i really need to find a solution for that. The fact that my game has black bars when i run it in full screen, is really irritating my Asperger's :P ;D
#54
Your projects / Re: Ocean's Heart
May 26, 2020, 09:18:41 AM
Max, sorry for writing again!!

Just of pure interest, why don't your game use a full screen ratio that uses all the screen in a 16:9 aspect ratio? At a resolution of 416/240 pixels you get black bars on each side because its not wide enough to take up the whole screen. 426 and 240 pixels should take up close to the whole screen that are of a 16:9 aspect ratio.

edit:
I have been trying that in my game, but i run into problems with dungeon design and separators switching between rooms on an area for each room that are 26,625 tiles wide. I cant place separators on 426 pixels and i cant place the tiles totally in the middle on the screen because the width of 426 brings the game out of a normal 16x16 grid. The only solution I have found for now, was having dungeon rooms on separate maps and then use teleports between them in doors, though that means i no longer have scrolling transitions in the direction of the room the hero moves to.
#55
Your projects / Re: Ocean's Heart
May 09, 2020, 08:43:48 PM
Max, just of pure interest are you a fan of avatar the last airbender? :) I was trying to come up with a currency system for my project and I came up with an idea based on the the currency used in earth nation, which are round cobber, silver and gold coins with a square hole in the middle:



I came up with this:


Just noticed that you also use round coins, with a square hole in cobber, silver and gold types. ::) Good i also had a pearl currency concept i wanna try.

Thx for bed color advice. It looks less odd now.
#56
Playing through this, i really liked the art style. I have tried drawing a tree in similar style  :)



Dont understand how you guys come up with original texture design. Everytime i try my own texture palette it looks really odd xD
#57
wow thx. I have tried editing those for changing controls but never really got it working. Yeah i am trying make a shield like in minish cap and links awakening. Far as I understand someone have already programmed that in a solarus mod before in: https://www.solarus-games.org/en/games/the-legend-of-zelda-a-link-to-the-dream


#58
I would love this answered too. I currently playing around with the hud and controls too. I want a similar hud for my game. I am also trying to edit controls to have z and x for two items, c for shield, v for sword and space for pegasus boots.
#59
Your projects / Re: Ocean's Heart
March 27, 2020, 04:42:43 PM
Max, I just love your work. I am currently trying to make my own tileset for my own game. I have been drawing for a few weeks now for experimentation. I mostly look at similar assets from zelda a link to the past, pokemon fire red, minish cap, links awakening and your work for ideas. Here is a few i have drawn in paint.net. I dont really find any of them really use-able.



I am struggling coming out with my own unique charistics for my tilesets. How did you come out with your own art style?  :)
#60
Just an update. I am still working on the project, but i have decided that i want to create my own texture set and i am probably changing the resolution and grid size. So its a much larger project :)