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Author Topic: <-- Archived --> (Battle Engine and Combat)  (Read 117194 times)

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Offline DarkTl

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Re: Battle Engine and Combat
« Reply #240 on: February 15, 2015, 10:21:09 AM »
I agree with Xela here. Beach looks great, but trees in the forest seem giant and remind me of Alice Madness Returns game too. It's not necessarily a bad thing, we could use a giant forest location too. But we need a normal forest anyway.

Offline Xipomus

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Re: Battle Engine and Combat
« Reply #241 on: February 15, 2015, 11:21:10 AM »
Full render of the beach. Like i said in my earlier post, had to emulate the camera.
It's very close to the first one.. only fully rendered without hot pixels (the white points).

http://www.iedereenkanlerenduiken.nl/pyt/beach_b.png

The forests look so big because the camera is zoomed in much.. will adjust and fix up the scenes and render again.

Offline Xipomus

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Re: Battle Engine and Combat
« Reply #242 on: February 15, 2015, 12:04:59 PM »
One forest done. It's still rendering. At 1/4 i took a screenshot to give you a look.
Let me know what you think?

Offline Xipomus

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Re: Battle Engine and Combat
« Reply #243 on: February 15, 2015, 12:35:10 PM »
Never mind the earlier post.

This one is about the size of the beach, so i think it should work.

It's still rendering but i took a sample from it and made the include preview.

The full version is here http://www.iedereenkanlerenduiken.nl/pyt/forrest5_done.png
« Last Edit: February 15, 2015, 01:04:35 PM by Xipomus »

Offline Xipomus

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Re: Battle Engine and Combat
« Reply #244 on: February 15, 2015, 01:25:49 PM »
The other forrest doesn't lend itself to change the distance of the camera. Everythings gets messed up.

So i'm recreating that scene completely anew.

Will probably be somewhere next week till it's done.

Offline Xela

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Re: Battle Engine and Combat
« Reply #245 on: February 15, 2015, 07:15:57 PM »
Looks a lot better :)

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Offline Xipomus

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Re: Battle Engine and Combat
« Reply #246 on: February 18, 2015, 03:39:38 PM »
When i was looking for a decent looking 3d filler for the 2nd forest clearing, i came across some backgrounds.
All for are forest clearings and nicely drawn. I sized them to the right size and have uploaded them.

Let me know if they are usable.. samples included with the post.

The real files are uploaded at:
http://www.iedereenkanlerenduiken.nl/pyt/drawnforest1.png
http://www.iedereenkanlerenduiken.nl/pyt/drawnforest2.png
http://www.iedereenkanlerenduiken.nl/pyt/drawnforest3.png
http://www.iedereenkanlerenduiken.nl/pyt/drawnforest4.png

Offline CherryWood

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Re: Battle Engine and Combat
« Reply #247 on: February 18, 2015, 04:23:39 PM »
I really like those new ones!


The scale still feels a bit off, but I think we should solve that not by changing the BGs further, but by making our sprites bigger in BE.

Offline Xipomus

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Re: Battle Engine and Combat
« Reply #248 on: February 18, 2015, 05:04:08 PM »
I really like those new ones!


The scale still feels a bit off, but I think we should solve that not by changing the BGs further, but by making our sprites bigger in BE.

The original versions have much more "clearing" under them, so i can make them show more trees.. or less trees and more clearing...

Offline Xipomus

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Re: Battle Engine and Combat
« Reply #249 on: February 21, 2015, 02:47:26 PM »
Came across this pic, when helping someone find a decent background pick.
Just thought i would offer it for use.

The bigger version is here: //http://www.iedereenkanlerenduiken.nl/pyt/drawnforest5.jpg

Offline Xela

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Re: Battle Engine and Combat
« Reply #250 on: March 11, 2015, 07:17:47 PM »
Found a LOT of new gifs and filmstrips for attacks/buffs. Sorting through them right now, some are really amazing. I could have found a lot more (there are many on small asian/russian/english websites and even more ripped from other games).

@Dark, you once said our options were limited, that is definitely not the case... Some are really good and we can always find more. Getting matching or even generic sfx will not be easy, but that is doable as well. We just need to figure out how many we really need. Once sorted, I'll upload them to DB.
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Offline laposteb

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Re: Battle Engine and Combat
« Reply #251 on: March 15, 2015, 05:11:38 PM »

Offline Xela

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Re: Battle Engine and Combat
« Reply #252 on: March 16, 2015, 12:37:57 AM »
I spent a few hours playing sumbro2, quite a few ideas there. We can use something from this game as well, thanks :)
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Offline Xela

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Re: Battle Engine and Combat
« Reply #253 on: March 22, 2015, 02:42:32 PM »
There is a whole bunch of ways for poison to work... never thought of it as a difficult concept but BE wasn't prepared for it properly.

For now I am coding the effect to take place right before character makes a move and not once per full battle queue.

Proper damage calculation is also a puzzle atm but I'll try to come up with something...
« Last Edit: March 22, 2015, 02:45:15 PM by Xela »
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Offline DarkTl

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Re: Battle Engine and Combat
« Reply #254 on: March 22, 2015, 02:53:43 PM »
I told you, we could use strings like [poison, 20] meaning -20 hp per turn. And vice versa for regeneration.