So while Cyrus has been busy with 64Brawl animations, I've been keeping myself occupied waiting for him. He's doing a terribly hard job, but all I can do is sit on my thumbs while I wait. Or, you know, maybe do some work on the mechanics of the game itself, but my defense is that I need characters to work with, yeah?
There are a few things of note, but overall, while not a lot has been done to progress the story, the mechanics and some other parts have been modified, which in turn will make the game a little more fun and allow some bigger possibilities for me.But before you see the screenshots, here is my latest bit of work. Over the course of a few hours, I sketched this, scanned it, inked it, and colored it. I think it turned out pretty well, maybe except for the face, but the image will be scaled down in-game. This is River's new outfit.
This is River's new outfit. Here are your goddamn shadows, Cesque.
Here are your goddamn shadows, Cesque. But the item of note here is the HUD overhaul.
But the item of note here is the HUD overhaul. Eira's basic attack has been modified slightly.
Eira's basic attack has been modified slightly. And finally, the boss alert system.
And finally, the boss alert system.
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			V0.13 (in progress)Battle- Added an alert system for many boss attacks- Aidan and his party can now suffer from slow effects- Eira's opening attack mechanics have been altered slightly, so instead of traveling in a straight line, the projectiles will near the ground, serving an illusional effect- Eira's "Storm of Misfortune" spell has been renamed to "Misfortune"- Eira's "Bad Karma" spell now spawns more pools in his path, which share the same damage tick timer and all deal increasing damage as River stands in one- Enemies, projectiles, and the player are now capable of interacting with objects of different heights- Maximum party members (including Aidan) capped at three instead of fourGraphics- Characters, trees, props, and floating projectiles now have shadows- Floating projectiles are now more visibly predictable, due to shadows- River's character design has been changedInterface- Added an options tab to the pause menuHUD- Revamped the HUD, so it doesn't cover half of the screen- Upon taking damage, characters now show a health bar above their heads, to better facilitate the HUD changeSound- Several tracks have been written- Terminys is now using GM FMOD	- Eira's boss track now properly loops and fadesCutscenes and Dialog- Allowed text skipping (active after a short time, as spamming breaks the dialog box)- Profile pictures are not enabled until at least the base characters have their own
		
	
Those goddamn shadows are goddamn unrealistic :P
I mean, circles for trees and characters? Gah. At least add a second, larger circle a bit above the original one corresponding to the size of the tree (or use a sprite for that).I like the shadows for the beam attack. How flashes of light leave shadows is beyond me, though. :)Cesque, you are just so goddamn hard to please.
I know circular shadows are unrealistic, but I don't have the time or motivation to animate shadows as well as characters. That'll be yet another one of those unnecessary details that will halt progress. But hell, I'll do it for the trees one day. But characters? Remind me when I'm near finished, because I'm not going to put the game off longer by drawing a shadow for every person.There's a good reason light leaves shadows though. I actually thought about that. "Why not have a glow on the ground instead of a shadow?"Simple.Having a glow would confuse people more than why light makes shadows. It keeps bullet hell elements but when harmless things look harmful, that's just mean. The game isn't meant to be completely confusing, just tough.Your criticism is appreciated as always.I'd actually like to see dynamic shadows in-game. Maybe when I find the time, I'll take your suggestion, though not all shadows are 1:1, so I'll work on some squashing method. Maybe even dynamic there too. This could be fun.
Projectiles are height-based. You have to focus on their shadow placement compared to yours, as well as their distance from the shadow (height). That's why the game is depth-based.And as for the glow, I can probably try that, but due to the shape of the projectiles and the flatness of the game, the glow would probably make it too confusing. The shadow is simply a height indicator and doing away with it actually hurts the game a bit more. I'll try the glow, but it'll have to be pretty faint.At any rate Cesque, here's what the glow (and River's new shadow) look like. I have comments on each.
maybe they would look more harmful if there was a harsher center to them, like white maybe? right now they kinda look like cloudy poofs w/ or w/o shadows.
I think that's code for "Stop blend mode whoring."
It depends. I've spent too long on this boss alone, when his fight only lasts a few minutes. Different fights will be…different.But that still leaves me with my shadow problem, because Cesque is so damn picky. >=[True dat Cyrus.
Dis shit be reel.
I stole it mahself.Better recognize nigguh.Now JID can be more flashy.
And normally I wouldn't care about making shiny graphics, but when it's as game-changing as depth, it should concern me at least slightly.