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KainMinter
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Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Tue Jul 06, 2004 6:45 pm    Post subject: Reply with quote

Heres a slew of screenshots with commentary ofr whoever is interested ^^.




Random military camp area. As with many maps, no NPCs inhabitting here yet.
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Here is an early attempt at the chocobo racing engine. This one really works well, but I'm going to work on tweaking the interface a bit since the stamina bars and lap counter have a hard time keeping up with you on the multi screen courses.. Still really fun to play. There is a high scoreboard that keeps track of your best times and best laps, and it grades you on a scale of F to AA after each race at how well you did
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An example of use of emotion bubbles as well as changing the hero walkabout. Works much like Final Fantasy 6... just with bubbles to further help the player understand what i attempted to convey. Guess this one is pretty boring seeing that hes just putting his hands on his hips.. but there are more detailed ones for fear, laughter, anger and such. Btw, the lack of shading detail in the character walkabouts in comparison to the battle sprites is mainly because of this. I have to draw 16 emotions for each playable character, as well as many npcs, and 24 emotions for some special characters. With 12 different playable characters in the game , that adds up to many many sprites.. The lack of detail is to make things a little easier on me. I already finished most of it luckily though. ^^
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The use of blank attacks to make in battle "events".
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You ought to see just how complicatedly everyone moves at the same time here. It took 3 hours of coriagraphy to pull this flashback off.
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An NPC that gives you the option to challenge him to a card game. Careful, its addictive.
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One example of a large monster.
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Another Example of a large monster.
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More classic FF monsters in game.
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The dungeons offer some pretty interesting puzzles and other scripted special effects.
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The bosses have strategies behind them. This ameoba like crature, for example, will randomly reach out to try to engulf your characters, like it is being shown here. You have to beat up the extruding portion thats reaching out until it stops, or else you may loose a few party members.
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This is a fairly large capitol city. No NPCs or anything in it yet, but it does host the first multi screen chocobo practice course. The Inhabatants clear the streets and portions will be roped off to make the whole town square into one big course! ^^ Too bad its too buggy to release screen shots yet.
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Who could it be?
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Thanks to the last update i can take a screen of the world map before it gets altered 70% through. =)
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Thats all i took of screenshots for now ... Hope you like them. ^^
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RedMaverickZero
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Joined: 12 Jul 2003
Posts: 1459

PostPosted: Tue Jul 06, 2004 7:05 pm    Post subject: Reply with quote

The amoeba creature looks awesome. I think he's the best drawn enemy sprite I've ever seen in OHR. And I realized why I said what I did about your walkabouts/hero sprites, it's because of the black outline that they look different. But they look good still.
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Setu_Firestorm
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Joined: 26 Mar 2003
Posts: 2566
Location: Holiday. FL

PostPosted: Wed Jul 07, 2004 11:22 am    Post subject: Reply with quote

If those graphics are not ripped, than you have just compelled me to call upon my ninja midget monkey clan to steal your pixel art ability and deliver it to me to aid in my plan for global domination!

Just kidding. It looks awesome.
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rpgspotKahn
Lets see...




Joined: 16 May 2004
Posts: 720
Location: South Africa

PostPosted: Wed Jul 07, 2004 12:22 pm    Post subject: Reply with quote

I cant really believe my eyes... (Not that they can speak or anything...) Those must be the best graphics I have ever seen in an OHRRPGCE game. Mr Lunaris shall be proud. Thats awsome. Thanks so much for those screens, I needed a bit of inspiration. Big grin

That wintery sort of town looks really cool! And that incampment... I dont really know where to start... They are all to bedazzeling... Really confused

Great Work! Razz
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KainMinter
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Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Wed Jul 07, 2004 1:31 pm    Post subject: Reply with quote

Thanks for the compliments. ^^ It makes all the time drawing it worth while!

As a note, none of the graphics or music in the game are ripped, except for the chocobo sprite (I borrowed one for now, because mine came out looking odd ^^;;;) they are all original just for this game. You'll notice that the encampment has a bit more detailed tiles, as that was the last tile set i worked on. I'm hoping to redo a couple older tile sets to meet this ones level of quality.
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Eggie




Joined: 12 May 2003
Posts: 904

PostPosted: Wed Jul 07, 2004 6:10 pm    Post subject: Reply with quote

Yeah, they are prettylisticallyawesomeyay. It's nice to see someone take chunks outta their ass for this. Where did you learn how to sprite? Them good sprites, and I like puzzles in RPGs.
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KainMinter
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Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Wed Jul 07, 2004 6:27 pm    Post subject: Reply with quote

I learned how to draw the sprites and backgrounds from drawing comics, editing photos, hacking graphics in SNES roms and making sprites for games for 8 years. ^^
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KainMinter
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Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Thu Jul 08, 2004 3:36 pm    Post subject: Reply with quote

Just wanted to note that I posted a sample of the battle music for critique in the bamtastic forum.
http://www.castleparadox.com/forum/viewtopic.php?p=25983#25983

Sorry for the double post. =)
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Ssalamanderr
Simply too strong. Simply too beautiful!




Joined: 14 Feb 2003
Posts: 208
Location: Out somewhere, Chillaxing.

PostPosted: Fri Jul 09, 2004 11:50 pm    Post subject: Reply with quote

Ooh! Looks excellent! How did you do the amoeba battle? It sounds complicated.
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KainMinter
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Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Sat Jul 10, 2004 10:18 am    Post subject: Reply with quote

Thanks ^^

For the boss battles in this game, Shaede and I used alot of invisible Monsters to do tricks. Its hard to explain the specifics on most of them, like the one we had act much like whelk from ff6.... phew so complicated. The ameoba was a little bit simpler though, in that when it is going to reach out like that, it just hits itselfwith a script specific element and an invisible monster spawns, then it raises the defence on the main body target as the invisible monster comits suicide, and spawns a monster that is the reaching part, which blends into the original monster to look like it is a part of the original sprite(s). The pertruding part has more dangerous attacks, but can be killed after just a few hits. After it dies it spawns a invisible monster that brings the main body's defence back down to normal.... phew. Hope that someone understood that mumbo jumbo. ^^
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Moogle1
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Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Thu Jul 22, 2004 9:57 am    Post subject: Reply with quote

I put my seal of approval on the little bit of the game that Kain and Shaede showed me. Looks very nice.

(BTW, Kain, stop givin' away yer secrets! It's not magic if they know how to do it.)
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