Showing posts with label sprites. Show all posts
Showing posts with label sprites. Show all posts

Saturday, May 21, 2011

Slight Delays



So a slight delay last night. The blacksmith had a day of reprieve and I spent the day building an effect tester, will be useful when effects are parsed in later on.



Redcape has been working over time on the combat sprites. Tell me those don't look awesome. If you see Redcape give him a slap on the back for a job well done.

Daisy

Friday, May 13, 2011

Ah! Misssed an update?!?!



First off apologies I missed an update... I blame the fact that blogger was down.

Second off we're about 3 days from the one year anniversary of Otherworld. As far as I can tell may 15th was when Otherworld got the name and was officially announced rather then just a bunch of test programs.

And so whats going on... Using Docclox rather brilliant pallet system, I have combat and exploration running in the same program to make testing going back and forth between the two possible. And it works. Passing information between the two is probably one of the most important things as combat and exploration are going to be clicking back and forth rather constantly in a final version. Not really that surprising. As you can see though I have been tearing code out of the combat, trying to hmm... see if I can break it. Almost ready to start trying to add in Redcape's sprites. As you can probably tell their is still a ton of work to be done, and then there's xml parsing that the attack tester was doing that has to be added... oh and updating the attack tester with the new sprites... and... not something that will be done any time soon. Also I want to rewrite the math all together for combat it just is to 1 shot.

Daisy

Wednesday, May 11, 2011

Sprites, sprites, sprites...




I just wanted to point out for those of you not following along Redcape has been working his rear off building an army of sprites. Like he is building his own Terracotta Army (I really got to stop watching PBS at work.)

Check it out.

Nothing else really going on.

Daisy

Saturday, April 30, 2011

Sprites



Redcape continues to pump out the new sprites. Go check them out...

Sprite Thread


Tyrranus is moving the wiki over to the new site... But the wiki can always use any help you guys can give it.

New Wiki


Also I am asking for any help of transferring important stuff from the old msg board to the new one, if your bored please help.

Sorry no new tutorial today just not feeling it spent too much time playing with the SVN.

Daisy

Monday, April 25, 2011

New Sprites? New Website?



Redcape the original designer of the sprites wants to go bigger! Why? So that sex acts will be possible in battle. Cool idea but a lot of work, for the artistic department. And how can you not love the idea of seeing Yoko raped in battle...



Tyrranus has built up a website for Otherworld. Its still in the creation stage, but very interesting, go check it out at...

http://otherworld.lehighshopping.com/



Rearranging the explorer screen. Joshua_D recommended that traps should be visible when sprung... they now are. Also moving and adding components to make the play area larger and to add the girls brought into the dungeon. Actually have more to talk about on the dungeon dealing with the test mode vs. play mode but need something for tomorrow.

Daisy

Wednesday, February 16, 2011

Some sprite changes



Mainly just fixed a bunch of sprites thanks to redcape and then called it a night. Certain sprites weren't added or showing that is all resolved and pretty... so pretty.

Debugging starts for real tonight looking at the bug list about 1-2 days of bugs and then hopefully this time an official release. Yay! So much fun so little time.

SVN updated

Yah, its a rainy day,

Daisy

Thursday, December 9, 2010

Set up Screen part Infinite



So got all of the placement stuff up and working last night will still need to add some UI help and mouse over but that's about it. Will be working on the player items to backpack next. I did these a little oddly in that the backpack items are actually just pointers to what is in the player array. Rather then making multiple copies or moving stuff from one to the other and then back again. That seemed to work out pretty well up until this point. Now the array sorting of the two is going to be interesting. Will probably have to rewrite how stuff appears. But now that I think about it the sorting buttons do that already... maybe a special hidden sort for combat items... ooh. Good talking to you I need to go play with that.

Testing out another .swf player sort of like the Gom Player. In my search for the perfect way to play otherworld, it seems to run it quite fine and fast.



Redcape has pretty much finished up the sprite parade. They are as always so kawaii that I feel like I am getting sugar shock and want to thank him again for the great work.

Daisy