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Author Topic: Pokemon Orthoclase & Microcline: Back to work!  (Read 152306 times)

Furtuka

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #2100 on: June 29, 2012, 06:23:36 pm »

The way the bridge overlaps with the ground looks wrong. I think you're suppose to have it sorta suspended.
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Johuotar

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #2101 on: June 30, 2012, 05:52:40 am »

The way the bridge overlaps with the ground looks wrong. I think you're suppose to have it sorta suspended.
Yeah I'll try that. Glyph added me as contributor so I can update the Rom as soon as Github stops making me want to go to weep incoherently into corner. Just how difficult can uploading file somewhere be made?

EDIT: I get this as I try to connect to the main git repo and I dont really have any idea what I'm doing. (git@github.com:GlyphGryph/Bay12Pokemon.git)
Spoiler (click to show/hide)
EDIT2: I got past that with tutorial to create SSH key but what now?
EDIT3: I commited the rom and it disappeared, but didnt appear to the git. Thank goodness I just took backup.
« Last Edit: June 30, 2012, 07:31:58 am by Johuotar »
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[img height=x width=y]http://LINK TO IMAGE HERE[/img]
The Toad hops in mysterious ways.
This pure mountain spring water is indispensable. Literally. I'm out of paper cups.

Johuotar

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #2102 on: July 01, 2012, 09:16:39 am »

Alright here's the error message I get, I'm using the smartgit from OP. Using pull didnt help.
Spoiler (click to show/hide)
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[img height=x width=y]http://LINK TO IMAGE HERE[/img]
The Toad hops in mysterious ways.
This pure mountain spring water is indispensable. Literally. I'm out of paper cups.

Johuotar

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #2103 on: July 01, 2012, 01:22:51 pm »

Oh I got it, cloning everything from remote repo helped. Now I can worry about making more stuff, mayby I'll have a look at turning the second town into proper dwarf fortress. :)
EDIT: Sorry about the spam.  ::)

EDIT2: I edited Bluerobin cave a bit today, does it look better or worse?
Spoiler (click to show/hide)

Original (This one lacks the weird grass though, it had to be changed because ingame weirdness.):
Spoiler (click to show/hide)


I'll have a look at Headshoots next I quess.
« Last Edit: July 02, 2012, 11:42:43 am by Johuotar »
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[img height=x width=y]http://LINK TO IMAGE HERE[/img]
The Toad hops in mysterious ways.
This pure mountain spring water is indispensable. Literally. I'm out of paper cups.

Korbac

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #2104 on: July 03, 2012, 02:57:42 pm »

I like your new one alot, Jot! Although I'd rather there be a little more grass. Perhaps it's for the best though.
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USEC_OFFICER

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #2105 on: July 03, 2012, 02:59:25 pm »

Yeah, it needs more grass. They look kinda lonely.
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Bluerobin

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #2106 on: July 03, 2012, 03:02:31 pm »

I like the look of it but I agree with the grass comments as well. That's the problem with the underground routes that I've found so far. The tilesets don't really allow you to block a path with grass and have it still look good. Maybe you can figure out a way though. Also, you have to have the edge of the map be flat rock (like in my original) because when the screen gets to the edge of the map it adds in that tile as an extension to avoid blackness and with yours it would just have abrupt ends to all your edge tiles.
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Johuotar

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #2107 on: July 03, 2012, 03:23:36 pm »

I like the look of it but I agree with the grass comments as well. That's the problem with the underground routes that I've found so far. The tilesets don't really allow you to block a path with grass and have it still look good. Maybe you can figure out a way though.
Yeah I looked at it after I got it to it current state and noticed the grass problem but it's difficult to make it look good while completely blocking a route. I'll try to find solution. If I remember right, caves had encounters everywhere and not only in tall grass in FR/LG and that's probably why there are no good tiles for cave grass. Not sure though.

Also, you have to have the edge of the map be flat rock (like in my original) because when the screen gets to the edge of the map it adds in that tile as an extension to avoid blackness and with yours it would just have abrupt ends to all your edge tiles.
I didn't realize that, good that you pointed that out. I'll try to fix the problems when I can, but I've been quite sick today so I haven't got energy to do anything.
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[img height=x width=y]http://LINK TO IMAGE HERE[/img]
The Toad hops in mysterious ways.
This pure mountain spring water is indispensable. Literally. I'm out of paper cups.

Bluerobin

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #2108 on: July 03, 2012, 03:25:42 pm »

Yeah caves normally have encounters everywhere, I just changed it for Bluerobin cave because I thought it would be a little overwhelming to be constantly attacked AND have mons that can poison you multiple ways on the first route. And yeah, sorry about the edge tiles thing, I should have warned you about it earlier. You might want to check the other map you made too (although that one might be tiling trees at the border if it didn't start out as a cave).
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Korbac

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #2109 on: July 03, 2012, 08:30:45 pm »

I'll finish up some more mons tomorrow :)

Also, ROCK ON GUYS. This is REAL.
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leafbarrett

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #2110 on: July 05, 2012, 01:31:58 pm »

I can do some basic scripting (up to making a legendary encounter that RESETS if you fail, because fuck one-chance encounters), but don't count on me for self-made dependability. If you need me to help with anything, I can do that, but I know myself, and I know I have a horrible tendency to procrastinate.
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King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
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Korbac

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #2111 on: July 05, 2012, 01:57:59 pm »

Any help is welcome, Leafbarrett! :)

TODAY -

Added three new held item concepts (i.e. names and effects)

Buffed Gianbane's stats (as the comparison between Magikarp and Gyrados was made I felt the need to raise them quite a bit)

Preliminary stats for merperson dude.

:)
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Tsuchigumo550

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #2112 on: July 08, 2012, 09:54:39 pm »

I've started a little mapping project exclusively for this. Not really going to do anything before it's done, but I plan to make it like the Gordian knot of caves.

at least I'm nice enough not to have the "i hope you saved before you jumped" ledges. I kinda put those by accident a lot.
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Reudh

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #2113 on: July 08, 2012, 10:09:51 pm »

Glyph has elected to leave this forum, so I think I need to learn mapping. :3

Furtuka

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #2114 on: July 08, 2012, 10:18:36 pm »

Wait what? Well crap... :'(
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