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TIGSource ForumsCommunityDevLogsPale Meridian [aRPG]
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Author Topic: Pale Meridian [aRPG]  (Read 23233 times)
TitoOliveira
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« Reply #80 on: August 22, 2016, 06:10:23 PM »

I'm digging this thread.
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TheWanderingBen
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« Reply #81 on: August 22, 2016, 09:33:37 PM »

Fantastic ambient movement! Starting to remind me a lot of Golden Sun Smiley
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beetleking22
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« Reply #82 on: August 23, 2016, 04:17:03 AM »

Dat water looks so damn delicious! I wonder how it would look like if the water reflected sky?
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Eluardian
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« Reply #83 on: August 23, 2016, 05:13:06 AM »

This is shaping up so well! It's amazing how much the butterflies add.
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TonyManfredonia
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« Reply #84 on: August 24, 2016, 02:53:32 AM »

I second the Golden Sun reference Smiley

Looking great!
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washk
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« Reply #85 on: August 24, 2016, 03:55:29 AM »

Your progress is astounding and will push me to do better on my own game. Keep at it Smiley
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saluk
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« Reply #86 on: August 25, 2016, 02:45:24 PM »

I love everything about this! I went down a similar path with behavior trees and npc collisions and  pathing in my game. I just wish I could draw as good as you.
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Fervir
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« Reply #87 on: August 28, 2016, 07:23:28 AM »

I'm liking these environmental tiles, the water looks really good
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longshorts
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« Reply #88 on: August 28, 2016, 07:46:16 AM »

Some damn sexy water here!
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Ashedragon
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« Reply #89 on: August 28, 2016, 10:46:10 AM »

The world feels so much more alive and I love it <'3
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RujiK
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« Reply #90 on: August 31, 2016, 07:05:16 AM »

@swordofkings128 I briefly used RPGmaker in the past but never made anything serious. The map is currently limted to about 16 km2 (6 miles2) but a significant portion of that will just be water. I'm aiming for modestly good sized, but not so big it's boring and sparse.

@Dandan Dev Zoom is actually pretty simple. First, have the zoomed in and the zoomed out image rendered. Next just stretch and shrink the images accordingly while increasing the opacity of the second image. Nothing fancy at all.

@beetleking22 Cloud reflection is not a bad idea. I'll put that on the to do list.

To Everyone Else, thanks for the compliments! I'm flattered you think my art can compare to Golden Sun's. If anyone needs encouraging, my art wasn't always good. Here is an older image from 2013 that I drew.


And yes, that was my best art at the time.



Technical time:
A homeslice of mine asked how I draw my tiles. Originally, I did something like this:
Code:
if right_tile != my_type {transition_right = true;}
if down_tile  != my_type {transition_down  = true;}
if left_tile  != my_type {transition_left  = true;}
if up_tile    != my_type {transition_up    = true;}

The problem with this is that all transitions will be the same, so you can't have grass touching rocks and dirt unless you make special cases. I've actually seen some games that do this, like Forsaken Isle:


Notice how all transitions are dirt. You can't have water directly touch grass, all transitions must have a dirt buffer so they match. But I wanted EVERY tile to be able to blend directly with every other tile, so I made a simple layering system. Pseudo code:

Code:
if right_tile != my_type {transition_right = true; right_sprite = highest_layer_tile_border;}
if down_tile  != my_type {transition_down  = true; down_sprite  = highest_layer_tile_border;}
if left_tile  != my_type {transition_left  = true; left_sprite  = highest_layer_tile_border;}
if up_tile    != my_type {transition_up    = true; up_sprite    = highest_layer_tile_border;}


Below is an older image of mine before I switched to the layer method, and a new one with the layering. Note the dirt buffer between all tile types on the left.


And that's the gist of how I draw my tiles. Again, thanks for all the comments.
« Last Edit: March 27, 2018, 08:46:48 AM by RujiK » Logged

purenickery
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« Reply #91 on: September 08, 2016, 05:29:00 PM »

This is awesome  Wink Do you do your walls essentially the same way, just drawn up a bit and with the flat gradient piece underneath?
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pmarincak
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« Reply #92 on: September 08, 2016, 06:15:28 PM »

This is a really interesting project. It's nice to see how far it's come too Smiley
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RujiK
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« Reply #93 on: September 12, 2016, 06:08:37 AM »

@purenickery Yep, except they don't layer over each other. Walls not have any overlap, so they are really simple.
@pmarincak. Thanks man!


So I implemented some fake 3d this past week. Should make walking into a big castle or something look more interesting.




Also I thought this was amusing (Not intended obviously)
« Last Edit: March 27, 2018, 12:53:18 PM by RujiK » Logged

internationalfish
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« Reply #94 on: September 12, 2016, 06:35:38 AM »

He pulled a Tom Petty!

This is gorgeous, man, great work. Looking forward to following it. :D
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Bahototh
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« Reply #95 on: September 12, 2016, 06:42:58 AM »

Wow, really nice looking ideas.
This is the sort of game look I keep searching for.

I'd love to walk around and explore the world.

Following!
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TonyManfredonia
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« Reply #96 on: September 14, 2016, 04:13:24 PM »

Fake 3D was always an impressive trait of SNES games. You masterfully accomplished it!

Well done! I also like how you call it Fake 3D x)
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Davi Vasc
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« Reply #97 on: September 16, 2016, 09:45:50 AM »

As soon as I saw that fake 3d effect I immediately got Chrono Trigger vibes. I guess this kind of effect is very characteristic of the SNES era. Nice work!  Smiley Hand Thumbs Up Right
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RujiK
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« Reply #98 on: September 22, 2016, 09:09:01 AM »

@amanfr01 @Bahototh @internationalfish  Thanks guys Coffee

@Davi Vasc SNES RPG's are a big inspiration for this game, if that wasn't obvious already.


I made a castle, yo.


First structure with tall walls. Many more to come.
« Last Edit: March 27, 2018, 12:53:59 PM by RujiK » Logged

TonyManfredonia
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« Reply #99 on: September 22, 2016, 10:04:19 AM »

I know we discussed the transition from inside-outside prior in this thread, but I want to re-emphasize that it's looking great. Especially seeing it in a large structure, it works well!

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