Another thing I've had to get working for caves out of necessity, that will affect other tilesets. Since caves are being generated with walls that have waterfalls, and I'm also re-generating and shifting around all the existing palettes, I've had to figure out how the game flags a particular palette to cycle through its colors. The game uses this for most water animations, and other things like those rainbow trees in Ice Country.
Now that I set this up for every set of palettes that I generate, not only should the cave waterfalls "flow" correctly, but the island tileset water should also move around appropriately now. It's mostly irrelevant for forests (only affects the waterfall tile I mark the exit with) and entirely irrelevant for ruins .. I think. Actually, the fireplace tiles might use it, so maybe I'll check that out too.
I'd post an example but I'm way too lazy to take a video capture of it and turn it into a GIF. You'll see it when v0.50 comes out or when I do a test stream.
As for caves for v0.50, they're still a little glitchy, but they're coming along.
Friday, January 27, 2017
Tuesday, January 24, 2017
Caves and stuff
Very basic caves are generating seemingly-fine. They still need some more details, a few fixes here and there, enemies, indoor areas (probably the same cave ones I use in the forest tileset), and a boss room... but it's a start.
Additionally, as part of the cave stuff, I redesigned the way I build walls and other multi-tile structures out of necessity. I used this new code to improve how I generate trees for the forest tileset. They should no longer have random holes and bits missing.
Additionally, as part of the cave stuff, I redesigned the way I build walls and other multi-tile structures out of necessity. I used this new code to improve how I generate trees for the forest tileset. They should no longer have random holes and bits missing.
Thursday, January 19, 2017
v0.40
We're gonna try with these settings for now. If any of the difficulty levels doesn't feel appropriately difficult, let me know and we can figure out how best to tweak it.
Changes:
- Weapons are randomized. They will have random effects, stat changes, palettes, icons, and names. The names are taken from various other video game, TV, and movie sources.
- Zhade's shorter chest-opening animation hack
- Some rebalancing of enemy stats
- Mana Magic is removed for now
- The timer doesn't start until you finish flipping through the starting dialogue.
Link
Next up: Probably cave tileset for v0.50, in conjunction with any fixes for v0.4x
Changes:
- Weapons are randomized. They will have random effects, stat changes, palettes, icons, and names. The names are taken from various other video game, TV, and movie sources.
- Zhade's shorter chest-opening animation hack
- Some rebalancing of enemy stats
- Mana Magic is removed for now
- The timer doesn't start until you finish flipping through the starting dialogue.
Link
Next up: Probably cave tileset for v0.50, in conjunction with any fixes for v0.4x
Monday, January 16, 2017
v0.40 Test Stream
Test stream from yesterday, on hard mode, with weapon randomization. I spent most of it trying to properly balance weapon damage, enemies, and bosses, with help from Stinger and others in chat.
https://www.youtube.com/watch?v=RBK56GfdgxU
v0.40 is probably coming pretty soon after a few more balance issues are resolved and tested.
So far, v0.40 has:
- Randomized weapons
- Shortened chest opening animation (new since stream) - thanks to Zhade for researching this one for me
- Rebalancing of enemies and bosses to account for changes in weapons
- Mana Magic is removed. Later on it will be replaced by new spells.
- The timer now starts after you flip through the initial dialogue (new since stream)
https://www.youtube.com/watch?v=RBK56GfdgxU
v0.40 is probably coming pretty soon after a few more balance issues are resolved and tested.
So far, v0.40 has:
- Randomized weapons
- Shortened chest opening animation (new since stream) - thanks to Zhade for researching this one for me
- Rebalancing of enemies and bosses to account for changes in weapons
- Mana Magic is removed. Later on it will be replaced by new spells.
- The timer now starts after you flip through the initial dialogue (new since stream)
Thursday, January 12, 2017
Weapon Randomization
This is getting somewhat close to being usable. I have a bunch of names, palettes, status effects, etc that can randomly appear on weapons now. The names include the originals plus a bunch of crap from other games. Some of them include silly descriptions and all of them list the associated effects/stats.
Also, weapon names are no longer in all-caps. Not sure why they did that.
My only concern is maybe having so many random effects might make weapons OP. I'd like to do a test stream on hard mode soon and check things out.
At some point I'd also like to fix the Watts upgrade glitch - if you upgrade a weapon that's currently equipped, it won't take effect until you re-equip it.
Also, weapon names are no longer in all-caps. Not sure why they did that.
My only concern is maybe having so many random effects might make weapons OP. I'd like to do a test stream on hard mode soon and check things out.
At some point I'd also like to fix the Watts upgrade glitch - if you upgrade a weapon that's currently equipped, it won't take effect until you re-equip it.
Monday, January 9, 2017
v0.31
With the fix so bosses shouldn't be covered by trees on forest maps.
Link
v0.40 is in development and will have weapon randomization. Weapons will have randomized names, enemy attack effects, stat boosts, and status conditions. Attack will be slightly randomized.
The weapon level screen will show any effects present on a weapon.
Link
v0.40 is in development and will have weapon randomization. Weapons will have randomized names, enemy attack effects, stat boosts, and status conditions. Attack will be slightly randomized.
The weapon level screen will show any effects present on a weapon.
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