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Messages - Kamani

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181
Okay. Good to know. Thanks

I think Xor should be the right one. Thanks, hadn't thought of that. That should work much better.
Edit: Wait, no, that won't work for what I am doing. Unless I make an extra invisible layer of solid black and change it's visibility all of the time. Plus it wouldn't be easily packaged.
Edit: This should work as longs as people don't go significantly offscreen, and there is nothing I can do about that.
Edit: Hmm, seems to cause some lag (probably because a huge sprite using the player as a host, and thus probably jumping to them every frame). That isn't great. Can't think of any great way to manage this one. Might have to think of something else. Any good ways to avoid this?

Oh, okay. Thanks.

182
Oh, the invisible projectile graphical effect is a good idea. Thanks. Also, thanks for the radial hitboxes for melee. It should still come in handy for explosion sprites and the like.

... Yeah, that would be a really good idea. Thanks. Feel kind of silly for having failed to think of it now. I’ll try out hitlag too. I just don’t know how well it’ll work for multiple enemies at once. I’ll try it out though.

Oh, okay. I’ll take a look when I am able.
Edit: Still isn't working for me. Is there another issue, or were the fixes not published? Bright side: Other worlds are loading pretty well.

Edit: If multiple packages are loaded with objects that have the same ID, will things get messed up? If so, that could lead into issues quite easily (projectiles named fireball or whatever could end up present en mass).

Edit: Messing around with Composite Operations, I tried out exclude. With a blank white circle, it makes a circle of reverse color. Very neat, possibly useful. Not really useful to me now, but I think I'll be using that eventually.

Edit: Wow, having a 672*672 image on an object makes the menu look really goofy. And the image isn't even that detailed. Possibly I should have made it smaller and just scaled it up...? That may have been a better idea.

Edit: Any good way to make an entire room change color until it is undone? I tried setting the room's color (using the... debug menu for world editing, I guess?), and nothing happens, and I don't see a way to make a flash effect have infinite duration, so I am at a loss here.

Edit: Severe glitch I guess? Suddenly every room has turned into a black and white thing in edit mode, and when I go into test mode, it's just black. The objects and tiles still seem to be normal (and I didn't save just in case), but this makes doing really anything impossible.
Edit: Happens to non-edit mode worlds too?
Edit: Rebooted BoundWorlds. Now it works. Feel silly to have taken that long to think of that, but... Still weird.

183
Okay. Glad I just copied over everything instead then.

Also, I made my Flying Eye's skills. They also paralyze, but instead of using a paralyze, they change color, and, if you are in a line with them, you get hit for 10% of max life + 5 damage and get stunned (with a color reverse because it looks nice). Now I just have to figure out how to make them actually walk into a line with the player reliably.
The main reason I want my flying eye to work like this rather than your version is because I'm hoping that with the damage inflicted this way, it should be a bit more interesting with groups. Could be totally off base, but it's worth a shot.

Edit: On a second though, I don't think the Flying Eye really fits the dungeon. Maybe one of the other dungeons, but not in the desert/cave.
I think I'll go with a golem (although they'll be a different color in the second half), snake, dragon, in the second half, and a sand-slime, plus one more in the first half I still can't decide on.

Edit: Today's loading issue: I can get everything to load as normal from the world selection menu except the new Throne Room map, which won't load (even if I make a gate to it in one of my worlds). So I guess that world just won't load for me for some reason.

Edit: Oh, and the Floaty Metal World is messed up. Only the red circle tiles are fall tiles now, and empty tiles are just floor tiles. I don't know if Shook is around, but if they are, they may want to fix that.

Edit: If you have a rotating free-rotation projectile (_face + (number) in update, for example) with damage and knockback, the knockback will trigger in any direction. Which is, admittedly, rather fun, but doesn't really make any sense for a thrown rock. I mean, I guess I could just make it no-rotate, but it looks nice this way, so I'd rather not. Any way for me to make the attack knockback work in either a line based on movement or make it work with a radial force vector (like for hitboxes. Would be goofy if you managed to run into the back of the projectile, but would otherwise work well, and kb for running into the back of a projectile can be goofy)?

Edit: I think the new golem (labeled StoneGolem so as not to mess up if used with the other golem). They disguise as rocks, then attack once the player reaches within 150. They have one general rush attack and one attack where they throw a rock. The only thing about them that is at of interest is that the color of the rock they can be disguised as can be changed, and both the golem and the rock they throw will be set to be the same color. But they should be okay enemies. Hopefully.

Edit: Also did the snake enemy, although I even less of an idea how they turned out. They have an ability that makes an egg that turns into a mini snake after 10 seconds, a poison bite, and a regular damaging bite. Pretty standard. Hopefully okay.

184
Text inputs! Those should come in handy, now that they are actually enabled. Don't need them right now, but eventually should be useful when I use a password for something.

Well, that should probably be pretty useful for people.

I don't think I'll be really using it, since I don't have a website, but still, seems neat.

Yeah, that should be real neat.

Makes sense.

Fair enough. I'll do some messing around and try to figure it out.

Eh, the floating eye you used is neat, but it isn't quite what I am going for.

Edit: Has the dragging frames around techniques glitch been fixed? I remember that it used to break stuff, but I don't recall if that was ever fixed.

185
Okay. I’ll take a look at the tile getter and see how I used that. When I used _distance_to_target set to test variable, it came out 0, so I probably messed up something else. I made a workaround for this instance (one that, in retrospect, was easier), but I’ll probably need it in the future.

Okay. I figured that, even in the larger Elemin loading case, 5 minutes would be enough, but my connection isn’t great, so...
Yeah, a loading bar would be appreciable, assuming it would be reasonably possible (I wouldn’t know, so...).

Yeah, that’s exactly it. It would make searching for not-tilesets much easier (plus, it should be fairly useful when there is a larger amount of uploaded content). Thanks for taking the time to see what you can do (I guess? I’m not entirely sure how to phrase that thanks...).

Edit: Hmm, need to remember to make this set a bit easier for enemies than the last. Also, things that would be helpful: Skills that only get used if enemies are in a line from the player (with an area on the line), and a decent way to make enemies try to move to use said skills.
This would be really useful for making a LOT of enemies with 4-way art (the previously mentioned dragon for example, and the Floating Eye enemy I was working on. Which may be on hold now).

186
Neat. I don’t really end up using all that many animations (since most easy to access sprites have directions and walk and that’s it), but it’ll come in handy if I do.

I think I could workaround that pretty easily by just setting the firing angle to straight lines. I think I’ll be able to figure it out. Or I’ll just do the boss a different way. Not yet sure.

Edit: Possibly loading issues? Was attempting to look at your worlds (saw the edit dates had all changed), had the refusing to load issue, got into temple of worlds teleport hall, wandered around, but some wolds didn't really seem to load. The screen just went dark and the loading text appeared, and then it stayed that way for like 30 seconds (which is unusual). Also, I'm having worlds on the world selection menu refuse to load again.

After some more testing, the Library of Sepharia usually seems to work (although there is no actual indication that a map is loading when you are in the world selection screen, and since the Library of Sepharia is usually taking 10-20 seconds to load, this was a bit easy to miss), but Harlequin Epicycle fight is failing (although it could just be taking a weirdly huge amount of time, because of aforementioned lack of indication, it has been at least 5 minutes, and the map has not loaded, and it really shouldn't be taking this long).

Edit: The castle mega pack looks nice. Now I just wish I was making Batelier's Trial so I could use it. Don't think there are going to be any castles in the desert Trial. Well, c'est la vie I guess. I'll be using it eventually.

Edit: It's... Enemy Creation Time! Wooh. Need to think up a new set of enemies for this Trial (because repetition could make things boring). Even if I reuse some of the same gimmicks (which will be inevitable at a certain point), they at least shouldn't LOOK the same, and I should reuse gimmicks as little as possible.

Edit: A tag exclude option for searches would be convenient.

Edit: Okay, how do I actually use the _distance_to variables? I tried _distance_to_target, and it returned 0 every time, and _distance_to._target, and it returned undefined and caused a weird glitchy state. So I'm kind of at a loss on this one. Also, you might want to try that, because that glitch state thingy was weird.

187
I solved around it for this dungeon (the Trial Guardian being a sand... entity I guess? (I just made them a shapeshifting sand monster, which makes sense for them anyway, and means I can use most sprites after some recolors)), but five or so Trials down the line, I have a character I doubt I’ll be able to simple edits (because their design could be summed up as bizarre, quadrupedal, and, optimally, slightly unnerving the first time you see them without actually moving too far from the tileset aesthetic I use (it makes sense within the context), and I am guessing that that combination of traits will be hard to edit on. Plus, I’d have to improve my sprinting to be good enough to manage that).

Cool. And yeah, animated tilesets would probably be helpful.

188
Makes sense. Should be cool. I’ve got two more Trials I can do between now and Batelier’s, so I’ll just focus on those until changes.

Makes sense. I really have to get around to taking a look at that.

Edit: I should really learn how to sprite. Being able to make a couple of characters would make life far easier. I just realized that I don't have a great sprite for the next Trial Guardian, and I checked OpenGameArt and didn't really find what I need. I really do need to look into that...

189
Oh, that would explain it. I get pretty bad internet. Bright side on that is it should be getting way better at some point in the future. No clue when, but that should be nice.

Hmm. I might want to hold off on Batelier’s Trial until that’s done. Those platform kind of tiles are already painful not to have, and I am about four jumps in.
I guess I’ll start on one of the other Trials for now?

Okay.

Yup. Used visibility unchecked on the invisible sign in the stone pillar, if I recall correctly.
But for tilesets, I prefer changing opacity. Means I can have it be visible when I want, but it can be fully invisible when I am adding objects or similar. Plus, since I use one tileset for all tile controlling, it doesn’t take too much work to deal with the opacity.

190
I had a workaround planned for that one actually. Using an object with an if condition in place of a gate, namely, as well as using some tile changers and warping around things to my convenience.

But that should work better anyways. I’ll do a short platforming bit before the tower too.

I thought I had? Although I guess since I’ll be changing the starting room, I won’t really need it, since every room can have roofs.

Nope. The real reason Batelier calls it the Trial of Teamwork is because they don’t want people to know that they are the Trial Guardian until you’ve won. They’ll also refer to themselves (when talking about the Trial Guardian) in third-person, and if you are sufficiently nice, they’ll give you hints towards beating the Trial. Also, Lusuria didn’t really have much of a theme, whereas this one does.

Edit: Going to look at the tower example you made, but I can't seem to load worlds in the world selection. I double click them, and nothing happens. The bottom of the screen says Loading (insert opening room name), but nothing seems to happen. After waiting a few minutes, nothing happens (except the FPS drops for a second).
After some more testing, I can load some worlds (Bottom of the Mountain), but I got a partial loading glitch where one of the tilesets didn't load, the avatar didn't load, and everything was a bit slow (and this never ended or fixed itself like the similar old glitch). After leaving and reentering, things are back to normal.
After running around for a while exploring worlds, everything is loading fine. Still, that wasn't super great, and should probably be fixed.

Edit: Oh, right, checked out the example, trying it out now.

Edit: Any good ways to make a tile be solid from the top but drop from the bottom (besides adding a bunch of invisible _y checkers)? In addition on that, it would also be nice to be able to make it possible to drop through a platform like that (like the platforms in platformers that you can drop through but can be flow up through). Not sure how I could manage that.

191
Ah, okay. At least it shouldn’t effect the actual Batelier setup, since that won’t work in a create function.

Cool. Probably won’t end up using that in Batelier’s Trial, since that won’t really fit here, but I think it will be relevant for the Trial after that.

Makes sense. Should be neat.

Also makes sense.

Makes sense, and yup, talking about the switch ability. I guess I’ll just use an item. Bright side: I wanted Batelier to give you an item upon victory, so I can just make it (plot wise) the same item (Which will actually be a variable on the core item. It will make Batelier appear in Lusuria too).

Edit: Having the main sprite attached to Batelier sprite issue again, even though I am in an item skill function instead of a create function (the item is gotten from a create function, but I wouldn't think that would make a difference).

Also, another new glitch. Flying up from drop tiles on to tiles that would be solid (example: try to fly all the way up the tower using the Batelier sprite in the map) causes the player to gain an amount of vertical height that, based on some short testing, appears to be based on the distance to the current ground for the flyer.
Also, flying at the side of a solid tile while on drop tiles above topdown tiles acts weird. Kind of jumpy?
I won't have any instances of this besides the initial tower room, but it is impossible to avoid topdown drop flying mix for the first room, and that is probably going to be a source of many bugs.

Working on this is going to be wayyy different than Lusuria. Different gameplay style, different number of NPCs, etc. Well, variety is the spice of life and all that.

Edit: Basic Batelier switch is in. Haven't noticed any new bugs (and the player sticking on seems to have stopped. If you fixed that, thanks), and basic flight is working. Tomorrow I'll get started on the actual dungeon design and all that.

192
Makes sense. Inconvenient, but what else can be done in this instance? At least reverse image searching should make the original sources easier to find.
Also, thanks. I couldn't remember the word credited, so I just used cited because it was closeish. Words are hard.

Edit: Somehow, I completely missed the second half of that (or you just edited it, not sure). Makes sense. I have a fair number of non-shared tiles, but they are all either stuff available in other content (I have the a Hyptosis Goblin Cave and Town set because sorting through all four tilesets was getting old) or stuff people wouldn't really need (a blank person sprite from Chara's Project I used for Shadow Mage's art, and a single piece of a Hyptosis tileset reversed because I needed it reversed).

Edit: Not sure if this is a glitch or just a strange setup, using set as avatar and set as camera on a testing Batelier sprite create function caused the main sprite's head to be put on Batelier and follow them around (until they died due to not being flying). Seeing as I need the main sprite around so they can switch between them, this isn't working. Is this a glitch or a design thing (I can work around it, but if it is a glitch, I'll just wait)?
Edit: Actually, it makes the main sprite follow around the testing sprite, not just the head. That was due to some misuse of grass tiles.

Edit: Any good way to add a skill to the player without transforming or items? I'll use items if there is no other way, but having a way to add a skill otherwise would be nice.

193
Oh, okay. Didn’t realize.

Oh, thanks. I’ll have to adjust the sound volumes in Lusuria now that that works.

Regarding 16x16 tilesets: Thanks. I’ll take a look.
Regarding detailedness of sidescrollers: I guess, but I’d prefer it look pretty nice. You have to sit through it for the whole extent of the dungeon, so it shouldn’t be bland or it will get dull.

Edit: It appears that if you save a world as a draft without publishing world first, you won't be able to load it again. This should probably be fixed before someone loses a lot of work (I lost about two minutes of tile set setting up, so nothing major, but someone could actually lose something significant, so...).

Edit: Note: For purposes of talking about switching sprite control, I'll be referring to the original sprite as the main sprite. Because it'll make more sense for me to keep writing it.

Edit: Think I'll give the main sprite jump 8 (same as the jump boots/spring jump) and slightly reduced gravity (to .46 rather than .5). This way the player won't have to spring jump all the time. Of course, flight using Batelier will be present, but you'll only be able to leave rooms with the main sprite (most rooms anyways. Some rooms can be entered with Batelier, although you can't switch between the main sprite and Batelier if they aren't in the same room). Also, some switches will only be activatable by the main sprite (because bats aren't going to easily manipulate things that need detailed hands).

Edit: While looking for an exterior bit for the castle, I noticed that Whisperling's tilesets can be found here: https://opengameart.org/content/pixel-art-castle-tileset. These aren't... cited, I guess?, so...

194
I guessed the cutscene bit, but I figured that if I faded out the screen, the credits would get blocked out. Are they not affected by flash effects?

Huh. I didn’t think the volume changed, but I’ll test it again tomorrow. Maybe I just missed it.

Okay. Thanks. I guess I am just not very good at finding things.

195
I’ll make sure to run into all of them (which seems to happen to me whether I try or not, in everything I use, so...).

Eh, it’s been fun for me to work on this, so I’m good.

Makes sense. Should be useful. I’ll try it for some ambient none-hostiles when it’s done.

Edit: Hmm... I used the Roll Credits effects and it just tinted the screen. Any clue what could be wrong?
I'm not going to set it up to look nice until there are some improvements (something to prevent gameplay and black out the screen while the credits rolled would probably work well for my case. Beyond that, those might be good to add anyway, since they seem generally useful).

Edit: Are the volume, pitch, and speed options for SFX not yet implemented? I need them to test out some of the sound effects.
Beyond that, preliminary run at sound effects is done. It isn't great, since I don't have sound effects tailored to certain specific instances, where a more specific use effect would work better, but it is there. There is still no Lusuria music because I can't figure out what to put there, since I lack the one specific song I want.

Edit: Hmm... Any advice on finding sideview tilesets? Unlike probably all of the other Trial dungeons, Batelier's is going to be sideview. Might use some sideview elements in others, thinking about it, but probably not to the same level Batelier's uses them. Need kind of a dungeony-towery sideview tileset, and I have no clue where to even begin looking. I'd make one myself, but, like I've said before, I can't art.

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