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Author Topic: BoundWorlds: An action-adventure game with an insanely powerful level editor  (Read 148603 times)

Kamani

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Re: BoundWorlds Reborn (Open alpha)
« Reply #525 on: December 02, 2017, 02:02:03 am »

I was around, then I disappeared for a while (I accidentally stopped Notifying, so I thought their had been no updates), then I came back. I mostly know because about when I got back was when the sprites changed from 32x48 to 32x48.

Edit: So to use something under a creative commons license, I need to link the license, give credit to the creator, and link the content? I haven't done much of this kind of stuff except for citations for projects and stuff, and I would prefer not to mess up. Admittedly, I still have yet to find a 32x32 tileset I really like (a lot of it is 16x16, and there seems to be basically no 32x32 towns on OpenGameArt.org), but if I DO manage to find something, I would prefer to know how to use it immediately.
« Last Edit: December 02, 2017, 02:19:04 am by Kamani »
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Boundworlds: A Multiverse Creation and Exploration Action RPG
Good if you can't focus on a single project long enough to make a full game. Or for making an entire large game, if you feel like it.

Urist McScoopbeard

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Re: BoundWorlds Reborn (Open alpha)
« Reply #526 on: December 02, 2017, 02:26:04 am »

SPEAKING OF 32x32 VS 16x16, is the player avatar final? Because it seems more 16x16 than 32x32.

Also, got started on making a tileset.
Spoiler (click to show/hide)
the walls don't look right, but it's a start. Gonna have to whip up some more variants and also grass and decay.

Also, loading a tileset is really easy. You just add a new global tileset, link to where the actual picture of the tileset is located and then just tag each tile.
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Kamani

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Re: BoundWorlds Reborn (Open alpha)
« Reply #527 on: December 02, 2017, 02:29:07 am »

This wouldn’t be an already present tileset. I was looking at the ones on opengameart.org, so I would have to follow the rules of it. Not that they really have a nice 32x32 tileset either for towns...
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Boundworlds: A Multiverse Creation and Exploration Action RPG
Good if you can't focus on a single project long enough to make a full game. Or for making an entire large game, if you feel like it.

Daren Kazzarch

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Re: BoundWorlds Reborn (Open alpha)
« Reply #528 on: December 02, 2017, 04:06:07 am »

What kind of town are we talking about? I have some images laying about which i could put together. It's very greyish (concrete ?) and dark with blue lights. Also have a brigther version with yellow light made by shifting the colors around a bit.

Any recomendations for an image hoster?
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Kamani

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Re: BoundWorlds Reborn (Open alpha)
« Reply #529 on: December 02, 2017, 10:57:29 am »

Eh, I was planning on a less modern town.

Also, there is an upload file button if you are in the my resources file, if it is for BoundWorlds
« Last Edit: December 02, 2017, 10:59:36 am by Kamani »
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Boundworlds: A Multiverse Creation and Exploration Action RPG
Good if you can't focus on a single project long enough to make a full game. Or for making an entire large game, if you feel like it.

IndigoFenix

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Re: BoundWorlds Reborn (Open alpha)
« Reply #530 on: December 02, 2017, 11:46:08 am »

Important heads-up: I am planning on rehashing the way boundaries between floor and drop tiles work.  The new system will be less buggy, but it will be more restrictive in where one can move in and out of a sidescrolling area.  Rooms that are either all sidescrolling or all top-down will be fine, as well as those that cleanly separate platforming sections from top-down sections by means of a ladder or a drop, but rooms that blend them - most notably, Trials 2 and 3 in Kamani's Treasure Dungeon - will likely wind up severely broken when the new system goes up.

The most notable change is that it will not be possible to move from a "floor" tile to a "drop" tile from the side, except where the drop tile in question has a block tile directly under it, marking it as the "floor".  The purpose of this is to more clearly mark where in abstract 3D space a given tile is meant to be, as well as making all movement between boundaries "reversible", making it possible to fix up a lot of the bugs associated with top-down/platforming boundaries.

Dropping down from above or climbing up into a sidescrolling area from a ladder will still work.

Now to answer some questions...

I mean without knowing any lore prior, you'd probably assume the player avatar is a human.
As far as the lore is concerned, the player avatar is intended to be
Spoiler (click to show/hide)
As far as their appearance, they can be regarded as an (ambiguously gendered) human for all intents and purposes, although this may vary from world to world...
I mean without having seen any other humanoid sprites, one would assume that it is simply stylized as a cartoonish human. Not saying you're wrong, but there's really nothing dwarvish or gnomish about the avatar right now.
In worlds where everyone is 32x32, they might call themselves humans.  In worlds that use 32x48 sprites (such as Charasproject.net sprites doubled in size), they might call the shorter player a halfling or a gnome.  Or they might just call them a short human.  Whatever works better for your world.

Is it possible to add a pure image file to a package? aka I want to share my item images in the same package with the tilesets they were made for, but am to lazy to make objects for each of them.
Every file you upload to your file system will automatically be added to the public resource list unless you uncheck the "public" checkbox in credits menu.  (I want to encourage file sharing to maximize available files but you can make it private if you are so inclined.)  It will be removed from the system only if nobody is using it.

So to use something under a creative commons license, I need to link the license, give credit to the creator, and link the content? I haven't done much of this kind of stuff except for citations for projects and stuff, and I would prefer not to mess up.
The current upload system was designed with the CC license in mind.  Upload the file, then click on it and you'll see a space in the lower right where you can add credit rows: the name and website (when applicable) and an extra space for any additional information the particular file might specify.  I'll handle the rest later (basically there will be an auto-generated "credits reel" whenever you finish a generated quest.)
Admittedly, I still have yet to find a 32x32 tileset I really like (a lot of it is 16x16, and there seems to be basically no 32x32 towns on OpenGameArt.org)
You can just double the size in Paint.  It'll look fine, maybe a bit pixellated next to a proper 32x32 tileset but it's no big deal.

Eh, I guess, but the old player model was twice as tall, so...
I'm sticking with the new size, mainly because being one tile tall works much better for platforming sections.  However...
SPEAKING OF 32x32 VS 16x16, is the player avatar final? Because it seems more 16x16 than 32x32.
Yes, it's a bit pixellated.  I'll have to commission a proper artist, since the current sprite is a placeholder at any case, being a slightly modified Link.  (I cannot art from scratch very well).  But the size, as well as the basic features and design (dark grey cloak, no discernible gender) have been in since the very beginning and can be considered finalized.

Kamani

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Re: BoundWorlds Reborn (Open alpha)
« Reply #531 on: December 02, 2017, 11:51:32 am »

Ugh, and I just fixed trials 2 and 3. Ah well. Anyways, the comment about the 32x48 (which is 1.5x, not two times as big, to correct myself) was just to say not everything was 32x32.
Also, glad that my guess about the ritual of ascension was correct (I only guessed because you clumped my question about it with my question about player species, but I am still happy.)
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Boundworlds: A Multiverse Creation and Exploration Action RPG
Good if you can't focus on a single project long enough to make a full game. Or for making an entire large game, if you feel like it.

IndigoFenix

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Re: BoundWorlds Reborn (Open alpha)
« Reply #532 on: December 02, 2017, 12:05:44 pm »

Yeah, sorry.  I'm trying to avoid changing the rules as much as possible but if it's any consolation, playing through your area (and making note of its bugs) is one of the main things that told me the physics need to be changed.  Better now than later.

It can be kept mostly intact; just replace the one-tile wide floors with solid blocks and it should work pretty much the same.

Kamani

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Re: BoundWorlds Reborn (Open alpha)
« Reply #533 on: December 02, 2017, 12:07:15 pm »

Eh, no worries. I’ll fix it once changes are made and it is broken.
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Boundworlds: A Multiverse Creation and Exploration Action RPG
Good if you can't focus on a single project long enough to make a full game. Or for making an entire large game, if you feel like it.

IndigoFenix

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Re: BoundWorlds Reborn (Open alpha)
« Reply #534 on: December 02, 2017, 12:17:22 pm »

Oh, and as for combat stats - the overall strength of the player didn't change, but the balance between the dash attack and the rapid-strike attack (from holding down the attack button) have been adjusted.  I want them to both be useful, but in different circumstances.  The dash is more strongly affected by your stamina (using well-timed dashes is the best way to maximize damage over time, but you need to wait a bit between each attack or it becomes useless) while the rapid-strike is weaker overall but deals more consistent damage until you run out of stamina.

Kamani

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Re: BoundWorlds Reborn (Open alpha)
« Reply #535 on: December 02, 2017, 12:19:12 pm »

Okay. I had just gone back to trial three, and the boss just annihilated me.
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Boundworlds: A Multiverse Creation and Exploration Action RPG
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Daren Kazzarch

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Re: BoundWorlds Reborn (Open alpha)
« Reply #536 on: December 02, 2017, 12:58:27 pm »

Every file you upload to your file system will automatically be added to the public resource list unless you uncheck the "public" checkbox in credits menu.  (I want to encourage file sharing to maximize available files but you can make it private if you are so inclined.)  It will be removed from the system only if nobody is using it.

I knew about that. Figured that's how Whisperling originaly got my images. I wanted to bundle the image in a package for organization purposes. The seerch for image files is going to become increasingly messy unless we all stick to a consistent naming convention. Maybe tags for images?

Kamani: Not for Boundworlds, for the forum. I have several partialy made tillesets sitting around, which i think someone might like, but don't want to upload them to the game because, as said, they aren't quite finnished. I want to show them of here in the forum and if someone is interested in using them, make them publishable.
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Kamani

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Re: BoundWorlds Reborn (Open alpha)
« Reply #537 on: December 02, 2017, 01:00:02 pm »

Ohhh. I used to use photobucket, so that might work, although I haven’t had much luck with it lately.
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Boundworlds: A Multiverse Creation and Exploration Action RPG
Good if you can't focus on a single project long enough to make a full game. Or for making an entire large game, if you feel like it.

IndigoFenix

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Re: BoundWorlds Reborn (Open alpha)
« Reply #538 on: December 02, 2017, 01:13:34 pm »

Photobucket's changed.  Now you need to pay them for third-party hosting  ::)

I generally use Imgur.

I knew about that. Figured that's how Whisperling originaly got my images. I wanted to bundle the image in a package for organization purposes. The seerch for image files is going to become increasingly messy unless we all stick to a consistent naming convention. Maybe tags for images?

You're right about this.  The search function does look in the description field so that might help organize to some extent.  Tags aren't a bad idea though.

Kamani

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Re: BoundWorlds Reborn (Open alpha)
« Reply #539 on: December 02, 2017, 01:24:29 pm »

Ah, THAT explains my problem. Ugh, annoying monetization strategies.

Edit: After like 10 minutes of typing credits, I got a tileset that MIGHT work. And it is in public, so it might be of use.
Edit: Could a way to add a tile type to a lot of different tiles be added? I am adding solid over and over and over.
« Last Edit: December 02, 2017, 02:05:28 pm by Kamani »
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Boundworlds: A Multiverse Creation and Exploration Action RPG
Good if you can't focus on a single project long enough to make a full game. Or for making an entire large game, if you feel like it.
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