Page 5 of 6

Posted: Fri Dec 06, 2013 8:17 am
by Qloof234
Minor update.

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I ended up giving the Acid Pools their own texture (still WIP, as is the area itself, as you can tell). Thoughts?

Posted: Fri Dec 06, 2013 11:30 am
by Blazeknight
The beach pictures are nice... :D
The acids look a bit lighter if you ask me :roll:

Posted: Fri Dec 06, 2013 9:10 pm
by Qloof234
Yeah, the texture's a bit brighter than MoFI's.

Posted: Sun Dec 08, 2013 9:06 am
by Qloof234
DP. Updated the texture a bit and worked on the hub area for the Acid Pools (though it's still very WIP).

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Also...

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VOLCANO

Posted: Sun Dec 08, 2013 10:25 am
by Blazeknight
The volcano looks a bit awkward... the acids are neat :D

Posted: Sun Dec 08, 2013 11:56 am
by Qloof234
For starters, the volcano is still WIP (as is the whole area) - I wanted to see if I could get the lava to look the way I wanted it to (which I could).

Second off... "Looks awkward"? That's it? I agree that it does, but I'd appreciate it if you could at least point out something I should work on when you're criticizing something... :roll:

(not complaining about criticism/constructive criticism, but it's not constructive if all I get is "I don't like X")

Posted: Sun Dec 08, 2013 1:38 pm
by Emerald141

Posted: Sun Dec 08, 2013 5:16 pm
by StinkerSquad01
I love it! :D
Out of curiosity, how do you start making the revamped textures? Sometimes it looks like you started from scratch, but sometimes it doesn't.

Posted: Sun Dec 08, 2013 7:41 pm
by Nobody
I have to agree with the people who think this is pretty great that this is pretty great. As for how the volcano could be improved (although I think the volcano is pretty great), maybe make it look less... "cliffy"? You could try messing with the Height variable some more.

Posted: Sun Dec 08, 2013 9:53 pm
by Qloof234
Thanks for positive comments again! :D
Nobody wrote:As for how the volcano could be improved (although I think the volcano is pretty great), maybe make it look less... "cliffy"? You could try messing with the Height variable some more.
Yeah, that's what I'm thinking of doing. Figuring out how Xtrude and Height interact is another issue, but I think I know what to do to fix this. :)
StinkerSquad01 wrote:Out of curiosity, how do you start making the revamped textures? Sometimes it looks like you started from scratch, but sometimes it doesn't.
Well... It depends. The MoFI texture reduxes were direct edits of the originals, but for the custom textures I've made (Acid Pools, Frozen Caves, Willow Hills, etc.) I usually use one of the original textures as a starting point, editing tiles from there.

I use a combination of GIMP 2 and MS Paint. Willow Hills and Acid Pools are the exceptions here - The former was built off of an old Minecraft texture pack I started working on (and haven't finished), while the latter is really just re-arranging tiles from the MoFI Volcano set to work better as a standalone texture.

Posted: Mon Dec 09, 2013 7:07 am
by Qloof234
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Still working on it, but I think this is looking a lot better already, to be honest.

Posted: Mon Dec 09, 2013 10:19 am
by Blazeknight
Sorry, I forgot to suggest earlier... the volcano would look great with those small volcano models of decoration and by making those 3 cave entrances look like one... :D

Posted: Mon Dec 09, 2013 10:16 pm
by Qloof234
Ahhhh, I see what you mean. On that note, I apologize for snapping earlier, I was in a bit of an irritable mood, sorry. :oops:

Also, picture update! Doing this earlier because I can. Just Hub stuff this time, no adventures.

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I've only got these two shots of the Jungle, for some reason... Not sure why, I thought I had more. Anyways, more Acid Pools stuff!

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Added some decorations around here, though it's still not finished.

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The first Acid Pools adventure drops the same kind of key as the Jungle adventures do - the player can get a spare key from the jungle to get to the coins/gems behind the second gate.

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Zoopi can also explain each of the spells for the player - Grow is introduced at the Acid Pools section, though Grennfleagel (I hope I spelled that right) isn't there. Hence the decision that Zoopi has notes on each of the Rainbow Spells (saying that, none of these options go anywhere yet).

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Shot of the area just past the first gate.

Posted: Mon Dec 09, 2013 11:20 pm
by Jutomi
I think this is looking very good! :D

Actually, I was irritable that day, myself... I had presumed it was my failed attempt at trying to record "At The Lodge," but apparently I'm not alone. :lol:

Posted: Tue Dec 10, 2013 1:53 pm
by Nobody
Looking good, as always! :D

Posted: Sun Dec 22, 2013 8:10 am
by Qloof234
No screenshots or anything today, just a status report.

Work has been going slowly, as I've had schoolwork and some personal matters to deal with recently, on top of being a bit tired.

I'm still plugging away at this, though. I still think I can get most of Fire Island done before the end of the year. I had hoped to finish off some of the Volcano as well, but I don't think that'll be feasible.

Having said that, I have gotten an idea to make Wondertown/other town/village-esque locations a bit more lively. I can't promise anything, but here's what I'm thinking: Setting up an in-game, per-level "clock" that determines what NPCs are doing, where they are, what they'll say, etc. For anyone who's played Majora's Mask, think of something like that, but without the in-game time limit.

Saying that I'll probably use a different system to what I did with NPCs in that other image, as that'd probably work better in an adventure where you actually do have an in-game time limit.

So basically, right now, my checklist is this:
  • Finish up the Acid Pools adventures (need two more, at least), set up Hub-related commands, etc.

    Do a bit of cleaning up in other Hub areas (some of the events don't work properly, got the angle values on some of the arrows incorrect, etc.)

    Start work on the Volcano interior - determine number of adventures, set up hub area, etc.

    Experiment with an in-game "NPC Schedule" idea as mentioned above - I'll post updates on that in this thread as well
From there, it'll be working on the next few chapters, bug-fixing, figuring out what to do regarding testing (no don't ask me about this yet, I still haven't worked out anything), working on side-areas...

There's still a lot to be done. Regarding when I expect it to be finished, I'm going to have to stick to a "when it's done" approach. I'd love to say it'll be done in X months, or by Y time next year, or what-have-you, but A) That'd put me under pressure to get it finished by then, and B) I wouldn't want to fall short and disappoint anyone if I miss that deadline.

I'll try and get back to working at a more consistent pace come the new year.

Posted: Sun Dec 22, 2013 4:13 pm
by Jutomi
Oh, please do not stress your self out; I've had that done to me after trying to terraform in a cubical dimension. :|

The stuff you need to do first; Then the stuff you want to do.

It's a bit conflicted when you don't want the need and others want the want in addition, but I progress.

Any how, I hope you get better soon. :D

Posted: Thu Dec 26, 2013 9:22 am
by Qloof234
Right, so, still no major update as of yet. I've finished up the core Acid Pool stuff, other than a bit of dialogue and NPC events related to the end.

Next step, setting up the Volcano hub area. That puts me around... 66-75% done with Chapter 4, I think? There's the volcano itself, then one last area after that before Chapter 5.

Either way, I think the next major step is going to be bugfixing - There are a few things that I need to look into in the hub (NPC events not working correctly, stuff like that).

Posted: Thu Dec 26, 2013 9:24 am
by Blazeknight
Are you actually gonna release it after completion?

Posted: Thu Dec 26, 2013 8:09 pm
by Qloof234
... Um, yes? Why wouldn't I? :roll:

I'm not going to release it until it's finished, though. I plan on having a testing period of some sort (though I still haven't fleshed out the details on that yet), to make sure any game-breaking bugs are fixed and such.

Posted: Thu Dec 26, 2013 8:29 pm
by yot yot5
Blazeknight wrote:Are you actually gonna release it after completion?
NO HE'S GOING TO KEEP IT SECRET FOR THE REST OF HIS LIFE

Posted: Thu Dec 26, 2013 8:39 pm
by Qloof234
OH NO YOU'VE SEEN THROUGH MY NEFARIOUS SCHEME

ABORT ABORT ABORT

Posted: Fri Dec 27, 2013 9:23 am
by Qloof234
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Still really WIP, but started on the Volcano interior.

Posted: Fri Dec 27, 2013 5:58 pm
by Jutomi
Nice spikes. :)

Posted: Fri Dec 27, 2013 6:31 pm
by StinkerSquad01
Actually, that's a jagged wall protruding from a lavafall. It's a common annoyance.
..unless they are spikes

Posted: Fri Dec 27, 2013 6:59 pm
by dig 222
StinkerSquad01 wrote:Actually, that's a jagged wall protruding from a lavafall. It's a common annoyance.
..unless they are spikes
Annoyance? I think it looks better that way. :)
Not with waterfalls though.

Posted: Fri Dec 27, 2013 7:33 pm
by StinkerSquad01
Well, I meant waterfalls, but OK.

Posted: Sat Dec 28, 2013 7:34 pm
by Qloof234
The jagged walls were unintentional, so for now I've removed them.

More pictures, as the Volcano area is a but further along:

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None of the events or adventures are in place yet, though.

Posted: Sun Dec 29, 2013 1:17 am
by tb
nice screenshots... :roll:

Posted: Sun Dec 29, 2013 3:27 am
by Super Nuclear Power
tb wrote:nice screenshots... :roll:
Why are you rolling your eyes? :?