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  #41  
Old 09-13-2010, 09:08 AM
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I know the forest is buggy, will fix tomorrow, as for the inside levels can you tell which levels this occured, usually happens when I don't place a proper transparent tile in a empty value above layer 0. Although I believe this is fixed in v6
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  #42  
Old 09-13-2010, 06:17 PM
xXziroXx xXziroXx is offline
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Although I believe this is fixed in v6
Correct.
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  #43  
Old 09-13-2010, 09:48 PM
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I was going to get all the level names where the glitch appeared, then this happened in level gale_house3.nw (See attachment)

But the glitch where random tiles appear inside happened in pretty much all the houses below the castle.
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  #44  
Old 09-13-2010, 10:13 PM
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Can you please check out that level again and tell me if the same happens?
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  #45  
Old 09-14-2010, 06:19 PM
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Recent Progress:

Issues:
Noticed an odd bug in the movement system. (Fixed)
Solution:
Built a new movement system, better collision detection.

Issues:
Black blocks show up in levels with layer tiles that have no value. ( Almost, if not done)
Solution:
Ok, I believe the levels are fixed if anyone sees anymore blacks square please take a screenshot and show me.

Updates:
Made it so it looks more fluid when lifting up a bush.
Bushes no longer spawn when player is standing on tiles that theyre trying to spawn. Instead it will wait until the player is off the cut bush tiles then spawn.
Added a few features to the castle scene.
Fixed pull switch behind castle, looks fluid now.

NEW BADDIES
Bat - Flies down at you to bite you!
Snake - If you cross it's path it will come towards you!
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  #46  
Old 09-17-2010, 02:27 AM
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Varia is up to date, tile layers fixed and NPC's/Systems all working, once I finish the first dungeon I will apply for hosted, just to get Varia's name out there to the public.
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  #47  
Old 09-17-2010, 02:56 AM
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I can't wait!
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  #48  
Old 09-17-2010, 02:57 AM
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You know what you should do? Make a custom GUI for when you log in to start your adventure, MrOmega. Do you agree?
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  #49  
Old 09-17-2010, 03:05 AM
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Quote:
Originally Posted by scooter123 View Post
You know what you should do? Make a custom GUI for when you log in to start your adventure, MrOmega. Do you agree?
Actually I'm in progress of doing so. ;D I have to stay one step ahead of the community now, haha
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  #50  
Old 09-17-2010, 04:30 AM
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Looking forward to this.
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  #51  
Old 09-17-2010, 04:49 AM
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Figure I show the current gmap, it's a 7 by 7, with each level not being "boring". I've blurred out the non developed areas. But here it is.
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  #52  
Old 09-17-2010, 04:53 AM
maximus_asinus maximus_asinus is offline
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Figure I show the current gmap, it's a 7 by 7, with each level not being "boring". I've blurred out the non developed areas. But here it is.
it is so beautiful!
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  #53  
Old 09-17-2010, 04:55 AM
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Very.... "oceanic/water" based. But nice nonetheless.
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  #54  
Old 09-17-2010, 05:06 AM
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Thank you, I also figured I share this, Varia is the name of the planet. I plan on dividing the world up into 6, 7x7 gmaps and have a wrapping effect of the sorts. (This would mean varia is a cube world, haha xp) this is currently side 2.
___
|1|.........
|2|3|4|5|
.........|6|

Just imagine that as a cube and you have Varia.
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  #55  
Old 09-17-2010, 11:58 AM
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awesome
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  #56  
Old 09-17-2010, 12:19 PM
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Looks nice! How did you render such nice map screenshot by the way? My offline editor gives way less details to my map screenshots.
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  #57  
Old 09-17-2010, 12:37 PM
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Quote:
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Looks nice! How did you render such nice map screenshot by the way? My offline editor gives way less details to my map screenshots.
He has 3584x3584 screen resolution
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  #58  
Old 09-17-2010, 02:55 PM
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Looks nice! How did you render such nice map screenshot by the way? My offline editor gives way less details to my map screenshots.
perhaps he used NW2PNG?
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  #59  
Old 09-17-2010, 02:56 PM
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He has 3584x3584 screen resolution
Even with a high resolution, it needs a program to render such details, and the offline editor doesn't give such fine details.
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  #60  
Old 09-17-2010, 03:14 PM
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Quote:
Originally Posted by Deas_Voice View Post
perhaps he used NW2PNG?
You are correct sir, I rendered it 1/2 the sizeof what the level really is then I went back and added in the NPC images
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  #61  
Old 09-17-2010, 05:06 PM
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Oh wow this looks so helpful! Thankies ~
Keep up the good work with Varia
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  #62  
Old 09-17-2010, 08:21 PM
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Dungeon 1 has been started! And it's it's turning out great.
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  #63  
Old 09-21-2010, 03:46 AM
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Here's a little demo of how Dungeon 1 will be, also attacked some screenshots showing new varia with layers.

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  #64  
Old 09-21-2010, 04:06 AM
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you can definitely script, but the actual tiling leaves something to be desired.
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  #65  
Old 09-21-2010, 04:10 AM
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so excited for this
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  #66  
Old 09-21-2010, 04:13 AM
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That door transition is going get annoying real fast.
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  #67  
Old 09-21-2010, 02:34 PM
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In game or on the video? Cause in game it's a lot smoother
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  #68  
Old 09-21-2010, 03:05 PM
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I agree. That door transisition is going to give me a headache.
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Old 09-21-2010, 04:12 PM
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That door transisition is going to give me a headache.
Yeah, make it abit faster.
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Old 09-21-2010, 04:51 PM
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Yeah, make it abit faster.
Just a note in game the transition is fast as when it starts to move, the video seems to make lag cause I have set to focus on player. But If enough people who have seen it in game agree to make it faster, I will.

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you can definitely script, but the actual tiling leaves something to be desired.
What can I do to improve?
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Old 09-21-2010, 10:18 PM
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What can I do to improve?
Reduce the usage of grass detailing tiles you use, just because you have a fairly decent amount of grass doesn't mean you have to over-decorate it with marsh and what not, same goes for the dirt.

Redo the inner detailing of your paths after you make them with the dirt-path tool.

The sand doesn't really fit in the with the pics1 tileset either.
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Old 09-22-2010, 12:34 AM
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Quote:
Originally Posted by fowlplay4 View Post
Reduce the usage of grass detailing tiles you use, just because you have a fairly decent amount of grass doesn't mean you have to over-decorate it with marsh and what not, same goes for the dirt.

Redo the inner detailing of your paths after you make them with the dirt-path tool.

The sand doesn't really fit in the with the pics1 tileset either.
Thanks for the input will work on it.
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Old 09-22-2010, 12:47 AM
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Quote:
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What can I do to improve?
Quote:
Originally Posted by fowlplay4 View Post
Reduce the usage of grass detailing tiles you use, just because you have a fairly decent amount of grass doesn't mean you have to over-decorate it with marsh and what not, same goes for the dirt.

Redo the inner detailing of your paths after you make them with the dirt-path tool.
This. Very basic advice but will improve your levels by a long shot. For paths I would also suggest giving them more shape, they seem too straight to me. The most important thing for me to stress to you is creativity, you need to be more creative when it comes to level design or you'll have bland looking levels (you've shown some creativity but you need to work on it, and don't get me started on color coordination). Oh and don't use those default castle tiles, they look terrible (yes, even with the diagonal walls).

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The sand doesn't really fit in the with the pics1 tileset either.
The sand does not work because he isn't using any sort of transition tiles. It looks like dirt suddenly turns to sand. I suggest creating some sort of transition, like grass to wavy dirt, or that dead grass to dirt (and with layers you could probably make these tiles easily but with expandability if you use transparency in those tiles).
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Old 09-22-2010, 08:31 AM
MrOmega MrOmega is offline
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I agree with the sand tiles being un-pics1.png so ill work on those some more, I like the castle tiles, but maybe I adjust them too. As for the detailing of the level, I don't agree at all, if you look lttp the dirt paths were straight as Joe Biden on 4th of july, and as for the too much grass detail, well I don't really know what to do, I like it as is, tiles aren't blocking the players path. Swamp tiles do slow down the player and I've placed them accordingly. Maybe you can show me an example of an ideal level, if I like it I'll redo the levels, but as for now i like them as they are. I guess you could say its the style of Varia
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Old 09-22-2010, 03:23 PM
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Link to the Past levels were okay for the time and for the purpose they served, it is 20 years later, you're going to have to improve on that. If you want to stick with a Classic theme, I suggest you search for WanDaMan, he has an album with a bunch of examples plus a lot of work posted in the levels forum.
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Old 09-22-2010, 03:45 PM
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Link to the Past levels were okay for the time and for the purpose they served, it is 20 years later, you're going to have to improve on that. If you want to stick with a Classic theme, I suggest you search for WanDaMan, he has an album with a bunch of examples plus a lot of work posted in the levels forum.
ok, thank you and also, four swords levels can be quite a lot like lttp. Just throwing that out there. I just like the feel I guess.
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  #77  
Old 09-24-2010, 10:46 PM
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Link to the Past levels were okay for the time and for the purpose they served, it is 20 years later, you're going to have to improve on that. If you want to stick with a Classic theme, I suggest you search for WanDaMan, he has an album with a bunch of examples plus a lot of work posted in the levels forum.
Incorrect. The lttp levels are better than anything I've seen done on graal.

They aren't as "pretty" as graal levels but they serve purpose. Each level connects to the next. Instead of aethstetic appeal it is more of a gameplay appeal.

In other unrelated news: I think this server looks like ass. However, the concepts and general idea behind it more than makes up for that.
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Old 09-24-2010, 11:31 PM
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Quote:
Originally Posted by jacob_bald6225 View Post
Incorrect. The lttp levels are better than anything I've seen done on graal.

They aren't as "pretty" as graal levels but they serve purpose. Each level connects to the next. Instead of aethstetic appeal it is more of a gameplay appeal.

In other unrelated news: I think this server looks like ass. However, the concepts and general idea behind it more than makes up for that.
Well then I'll work on the levels some.
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Old 09-25-2010, 02:01 AM
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Obviously the levels need some work, take a lot of time making them. Just like drawing, do not speed up go slowly and you will get a better end result. I hope you add some effects in the levels, too. Like candle lights? Anyway I'm pretty excited for this.
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Old 09-25-2010, 04:01 AM
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We have candle lights in the inside levels waterfall particles etc. I just played through four swords so I feel confident in the new level designs will release sometime this week
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