Dark Crusade
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Posts posted by Dark Crusade
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> Because you start remaking stuff cause you get better
![](http://i2.photobucket.com/albums/y23/Alexanderthegreat91/losticanewgui-1.png)
![](http://i2.photobucket.com/albums/y23/Alexanderthegreat91/lostica_cartoon_test.png)
![](http://i2.photobucket.com/albums/y23/Alexanderthegreat91/new_villaheights.png)
![](http://mrmiguu.com/lostica/preview_villa.png)
I personally think you should have stuck with the 3rd screenshot back in 2009\. What happened between then and now? -
Gosh, the main post needs an update! I'll clean it up and add the new content to it.
Also here's a new screenshot.
![](http://eclipseorigins.com/community/filehost/a1c5967e33d1603ae4ec6f42dbce07a0.png)
Check out more information and previews on my blog-
[http://beaubuckley.blogspot.com.au/](http://beaubuckley.blogspot.com.au/) -
> Because your method doesn't allow for dynamic lighting, which is something that I'm working on as we speak.
What exactly are your plans to make what you've currently got dynamic? You were never clear. All I saw in the original image was a mask with a hole in it. I saw no variety, flexibility or customisation so please don't get upset when I give you a better way to do it when you never said it was unfinished. Dynamic lighting usually refers to interactive real-time light that changes according to weather, time, multiple light sources, and adapts to walls and other block objects, and casts shadows and so forth. -
Something like this is lighting and would look good if applied to your dungeon.
![](http://img171.imageshack.us/img171/9332/inthedarkzt7.png) -
> Actually, I'm currently drawing primitive lines and slowly bending their x/y coordinates using trig functions to create an arc. I'm setting the spread angle to 360 degrees so that they create that circle effect. I am then rendering the resultant pieces onto a black texture using multiplicative blending. After that, I finally render the texture onto the screen to get the desired effect.
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> Please don't jump to conclusions next time.
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> Thanks,
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> John
Sorry if I upset you, but why all the effort? An overlaying mask would have achieved the same effect, would have been more optimised (no pointless calculations), and would have not wasted your time. Your 'spotlight' isn't even lighting. Lighting is a blend of different values. Your mask is obstructing the view and allowing the player to see through a small hole, which in my opinion is quite unaesthetic. -
Overall everythings too muddy. You need some distinction between ground/wall/cieling. The only thing that stands out is the pipes.
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I like the smaller house. Good color choice also
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> ![](http://i.imgur.com/ya2SVYI.png)
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> Finished some basic lighting.
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> I'm going to work on this a bit more when I learn some better lighting techniques.
Lighting haha? That's just a mask -
I played a game called 'Shoot First' which had more messy dungeon rooms. The rooms were less squared, there were remnant walls in between rooms, and the corridors were more windy. Perhaps it hits a good 'in between'?
![](http://www.indiegames.com/blog/images/timw/shootfir3a.png)
![](http://www.indiegames.com/images/timw/shootfir3b.png) -
> I don't know. To be honest, after seeing the dungeons that Kreator posted, I didn't really like them too much.
Really? Your current algorith is a complete mess. The walls are clunky and have no structure. The area is completely opened in the strangest shapes, and littered with random tiles of unconnected walls. Dungeons are man/creature-made, so they should at least look more accomodating and interesting. I hate to say it but I can't imagine anybody enjoying exploring and questing in the current maps. -
A company title needs to be a few things-
1\. Be memorable
2\. Be original
3\. Be observable (It should some-what sound like a game-studio name)
To make your company name renowned it's all about your games/productions. Square Enix is highly respected because of their popular titles. -
Definately left, its both more appealing and more original.
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> You should have a warning in the beginning which is also in a very comic-like style and looks like you can't take it serious :D
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> -seal
Haha that's the plan!
> Downloaded the latest version. But, for some reason, I crash when I talk to the weapon sales dude.
That's incredibly odd. Did it happened more then once? And did you get an error message? -
Donjon's dungeon generator for D&D games has an incredibly good algorithm and flexibility/customisation. Maybe some of it's options can inspire you. Here is a map I generated-
Square layout, huge size, scattered and large rooms, errant corridors.
![](http://eclipseorigins.com/community/filehost/99a491515c0ad0625bb270a7682d4af2.png)
And here is a cavernous one I generated as well to give you some ideas.
![](http://eclipseorigins.com/community/filehost/99c707d0ec79b4bbb7415c36124b0799.png)
[http://donjon.bin.sh/fantasy/dungeon/](http://donjon.bin.sh/fantasy/dungeon/) -
Thanks guys. I'd love to show off this feedback excerpt I got from another forum I posted it on. I was quite happy with the initial shock-response I recieved!
> Ok, so I figured I'd try this game out. First things first, you need a freaking warning somewhere that this game contains graphic content and such… because I mistook this game for a mostly lighthearted comedic game... but it's pretty much the most graphically violent rm game I've played in recent memory. Seriously, especially considering the game is about cute little animals there should be some kind of warning, the contrast will be powerful enough even with a heads up. -
Whatever algorithm your using for the dungeon map generator is uninspiring and clunky. I'd love to see you improve it so rooms and corridors are more defined and the dungeon looks more fun to explore.
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Bump!
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I'm looking for feedback in this one, so could players whom reach the end of the demo please tell me-
a. How much money you had when you reached the city?
b. What level Black Cat, Brown Dog, and Yellow Duck are?
That way, I can balance the game better, including shop prices in the city.
Anybody else who wishes to be elaborate in their testing, and give me a list of feedback, statistics, and suggestions I'd be very much thankful for. Such candidiates will be credited as a tester in the final release. -
New Demo and Alpha Trailer!
****Trailer:**
http://www.youtube.com/watch?v=k3vMIWxIPew
**Download:**
[http://www.mediafire.com/download/hw8g24f2815hco3/Black+Cat%27s+Story+v0.4b.zip](http://www.mediafire.com/download/hw8g24f2815hco3/Black+Cat%27s+Story+v0.4b.zip)
Version: Demo 4 (Always check the original post for the latest demo)
**Concept Art:**
_Ruffus, the main antagonist_
![](http://eclipseorigins.com/community/filehost/e4e6c534a67e0ded9b08e5b033f1f665.png)** -
Aww I hate turn based combat in rpgs… :(
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> Just wait for the rpg turn based battle system I'm busily working on. Once complete this game will be top notch.
Turn based? :(
That's a game killer for me. I only enjoy turn-based combat in select strategy games. -
Loving the graphics, looking forward to seeing more!
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Screenshot Saturday! (It's not Saturday but Black Cat don't care)
![](http://eclipseorigins.com/community/filehost/3adca707e5073231283214eaa3d1d172.png)
![](http://eclipseorigins.com/community/filehost/40e7df497fa4edb210b9130f9755befc.png)
![](http://eclipseorigins.com/community/filehost/69996ef9392bc66a0946d7c28f0cb5f1.png)
![](http://eclipseorigins.com/community/filehost/0043eef854b50bf349fd1f667ebd1b60.png)"
I've gone through the game and eliminated all bugs I could find. Im nearing finishing the city, and then I'll probably release a new demo and the teaser trailer as promised. :) -
It's already better. As pointed out the palette is a drastic improvement also. Throw up some mockups/screens when you get them done. :)
Black Cat's Story
in Non-Eclipse projects
Posted