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JaumeAlcazo
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Quote JaumeAlcazo Replybullet Topic: Medici U21 INVENTIONS! (28/06/2012)
    Posted: 17 August 2010 at 9:57am
Hi, I made this.

Please let me know what you think about it.

I'm specially interested on know what thinks jalonso about it.

Sorry for poor english, i'm from Spain.

I wish to congratulate Jalonso for his extremely good work.


Edited by JaumeAlcazo - 28 June 2012 at 7:33am
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Quote JaumeAlcazo Replybullet Posted: 17 August 2010 at 9:57am
** EDITED: See the last update at the end of the thread **

Edited by JaumeAlcazo - 19 November 2010 at 12:13pm
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jalonso
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Quote jalonso Replybullet Posted: 17 August 2010 at 11:23am
Link isn't working/I must see - Link no se puede usar/ necesito veer
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Quote carbontwelve Replybullet Posted: 17 August 2010 at 2:02pm
Link worked for me I think, but I don't have flash on my computer.
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Quote jalonso Replybullet Posted: 17 August 2010 at 2:14pm
k, I got in but understood nothing, what do you do to get around, stuck in maze screen which has some flaws.???     ...its somewhat flattering.
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Quote greenraven Replybullet Posted: 17 August 2010 at 4:43pm
"If you build it, they will come." 
jal, I think you may have found that programmer you've been looking for.
"pwnage comes with patience, practice and planning." ~ Jalonso   
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JaumeAlcazo
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Quote JaumeAlcazo Replybullet Posted: 18 August 2010 at 4:52pm
Hi, jalonso, I'm proud and happy of talking with you, you are a legend to my eyes.

I admit that this is very simple, it's only 1 screen, and you can't get out, and has some bugs. The explanation is that i was playing a little bit with this, is a very very early version, and wanted to show you, so if you where interested in doing something "por amor al arte" (just for fun), being this Medici, or anything else you have in mind, i would be happy to trying to program with your graphics. If anyone else wants to pass my their graphics, i will try also, i can promise nothing, but i will try, just for fun.

I admit also the flaws, but, could you all point them, so I can correct the more important ones? I wish improve as a programmer.

Thank you!! : )
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Quote Adcrusher Replybullet Posted: 18 August 2010 at 5:53pm
when the character is facing down, the staff looks completely different from the other angles. 
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Quote jalonso Replybullet Posted: 19 August 2010 at 1:30pm
JaumeAlcazo, If all you're doing is seeking improvement in your programming I'll give you the isolated assets so you can play around with them instead of having to cut and distort ma pixels. I'll post some here for you and if you do good I'll give you more :)
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JaumeAlcazo
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Quote JaumeAlcazo Replybullet Posted: 20 August 2010 at 9:02am
@jalonso: That is wonderful. I will love working with your isolated assets, or layers, it *really* will help a lot : )

Now I leave you with my update 2, I'm afraid I still needed to cut a little.

@Adcrusher524: I took what was in the final image of jalonso, and I'm afraid there's no Leo with the wood wand facing down (only with the blue wand facing down), so I can't put it yet, sorry.

Update 2:

** EDITED: See the last update at the end of the thread **

- Added the city, with a vertical scroll spanning 2 screens.
- Added the collision detection *with vertical scroll* of 2 screens. This involves moving the collision detection along with the scrolled screens.
- Completely rewrite of the collision detection system, *MUCH* more fluid now.
- Added the old man character wandering around, and the lady (at a faster pace), and incorporated them into the scroll.
- Added the "floor 1" of the city, so you can go *behind* the tower, not step on it (this was in the gardens, also, in the pillars and in the door), and incorporated the floor 1 in to the scroll also (if you don't do this, the *tower floor 1* stands still while the screen scrolls).
- Transition beetween the gardens and the city, this involves repositioning the scroll of the city, eliminating the floor 1 of the outgoing screen, and repositioning the elements of the scrolled screen (npc's and floor 1 of the city screen).

c+c is wellcomed.

Edited by JaumeAlcazo - 19 November 2010 at 12:14pm
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Quote carbontwelve Replybullet Posted: 20 August 2010 at 10:29am
omi that does look really nice. Although you probably already know, the old man can walk over people rather than collide with them and in the top scene before the garden he walks over the top right building.

I really like this, look forward to more updates.
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Quote wenruto Replybullet Posted: 20 August 2010 at 3:33pm
Man tht looks so cool, really nice dude ..some part of the tiles looks kinda blurry and out of shapes to me and carbontwelve is right about being able to go through the characters.....
can't wait to see more updates =]





Edited by wenruto - 20 August 2010 at 3:33pm
Earn free stuff by searching like Google
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Quote jalonso Replybullet Posted: 21 August 2010 at 5:29pm
All the blurry spots are because he's cutting the mockup and filling the holes.

This was a mockup and not intended to be a game so I don't have much that is isolated but the Medici folder is huge so I will dig through it and let you play with them. I will do this as soon as I can. I almost sure I have all backgrounds without anything on them.
_____
Here's the deal. Make a garden maze and if you impress me and its interesting to others, I'll give/make you more stuff :) These tiles include assets not used in the mockup and a few I made just so you have plenty to work with.
Everything in red is stuff that could be transparent overlays.
I had fun with this today so I'm making you a set of underground catacombs so you'll want to make sure the top ground layer has enough of the grates/grills for lights and stairs that go down.
Have fun :)

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Quote bannanawalrus Replybullet Posted: 22 August 2010 at 3:11am
 
it's sexy.
 
not major but its a little annoying that if you walk next to a building he jumps a couple px to the right and over the building every 4 frames or so.
just move that frame a couple px to the left and add colisions with NPC's.
 


Edited by bannanawalrus - 22 August 2010 at 3:11am
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Quote jalonso Replybullet Posted: 22 August 2010 at 1:11pm
90% brand new tiles (Medici Part 2 for my gallery might be happening.) Don't use the mockup part it was just for my planning the tiles but wanted to show you how I think it should roughly look.


TILES FOR LABYRINTH AND CATACOMBS HAVE ERRORS DO NOT USE!!! UPDATE VERY SOON :)


Edited by jalonso - 22 August 2010 at 3:23pm
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Quote JaumeAlcazo Replybullet Posted: 24 August 2010 at 10:51am
I, of course, accept the challenge : ) I already started working on it. This will keep me busy for a while. Ok, I will not use the dungeons until you are ready!
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Quote jalonso Replybullet Posted: 24 August 2010 at 2:33pm
Oh noes! its the maze part that has the big errors : |

OK, use this. Some Forest tiles added too :)
In case you already added tiles the changes were mostly in the grass walls, trees, walls and anything not within 16x16 breaks.



Edited by jalonso - 24 August 2010 at 2:35pm
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Quote JaumeAlcazo Replybullet Posted: 26 August 2010 at 9:44am
Ok, understood : )
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Quote Fingerfoods Replybullet Posted: 26 August 2010 at 11:53am
I didn't realize Medici was more than a few mockups. O: These tiles are amazing! They need to be on my harddrive for dissection. *saves*

Now, if this becomes fully-playable...then there is a god. Good luck JaumeAlcazo!
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Quote JaumeAlcazo Replybullet Posted: 02 September 2010 at 5:44am
Ok, I'm not finished, but I really feel that I must you show how is it going at the moment, and I feel that I need some c+c before moving on.

I did 2 things:

1- I did 64 new screens, but *THEY'RE NOT YET IN THE GAME*, at the moment *THEY'RE ONLY GRAPHICS*.

2- I did update 3.

Let's see this:

Edited by JaumeAlcazo - 02 September 2010 at 5:59am
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Quote JaumeAlcazo Replybullet Posted: 02 September 2010 at 5:46am




Edited by JaumeAlcazo - 19 November 2010 at 12:15pm
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Quote JaumeAlcazo Replybullet Posted: 02 September 2010 at 5:50am
FOREST:

You want to go in to the temple, but you need the key. The guard won't gave it to you, he's keeping it (the boss said "no one enters here, it's old, and rusty, and it's too dangerous"). But he's tired and feels bad because of the hot weather. If you only could bring him some water he would feel better..

The fountain is blocked by stones. But you found (in a chest) the "Earth Wand" ! This wand, has various powers, but the most important is that is in contact with the earth, and can "dissipate" some big blocking stones that you found in your way.

You give the water to the soldier and he lents you the key "temporary".

You walk into the temple and go downstairs to find the key to go a screen up, to the dungeons.

DUNGEONS:

You appear in the dungeons. You must first drain the underground channels (that are flooded) (they caught the rain, in order to have fresh water) with the switch in the upper middle of the screen (the switch was to make the water go out when it's too much water stored).

Then you get the red and blue keys and you are able to descend on to the dried channel and get the key.

With the yellow key you open the door in the right corner, and you see the chest where is the "fire wand".

But you can't get into it, you first must make appear a bridge, with a nearby switch.

Then you can get the "fire wand" that is the goal of this dungeon (with this maybe you can burn things and make light when you are in the dark).

Edited by JaumeAlcazo - 02 September 2010 at 6:04am
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Quote JaumeAlcazo Replybullet Posted: 02 September 2010 at 5:57am
UPDATE 3:

** EDITED: See the last update at the end of the thread **

And now, the Update 3. These are the improvements

Resize the screen if you got performance problems (make the screen smaller)

- Added the text for the 3 post signs, "Cathedral of Florence", "Clock Tower" and "Public Baths" (I didn't know what to put here, they're placeholders), with a fade in and fade out in the post sign.
- Added the entrance to the clock tower, and the text "You can't enter here.. yet".
- The same with the entrance of the Cathedral and the "Public Baths".
- Corrected some bugs with the floor 1 of the city.
- The old man stops when you touch him, and Leo is drawed with more or less depth depending on the center of the y coordinate of the 2 sprites.
- Better legibility in the texts.
- Now you can't step on the roof on the bottom right.
- Added some instructions at the beginning ("find the red wand..")
- Added some credits at the beginning of the game, instead than in the front screen. And a big title screen in the end of the credits.
- Added some text for the woman with the chicken ("You can't buy anything.. yet")
- The fade in/out beetween screens now draws itself on the right depth (before you could see the fade drawing behind the tower, and any other element that could be put in the floor 1).
- Added some music. I will put the copyright author of the recording on future updates (or maybe exchange for a midi).

I'm worried, because now is 7mb (because of the music) and had to put it to megaupload, because is to big to load online.

Edited by JaumeAlcazo - 19 November 2010 at 12:15pm
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Quote JaumeAlcazo Replybullet Posted: 02 September 2010 at 5:58am
I'm afraid I worked so hard in this that I need a couple of weeks off of this. But I'm looking forward to read your c+c : )

PS: Open the .swf with a browser, for example, Google Chrome, and resize the screen if the thing goes too laggy.
PS2: Thank you Fingerfoods, carbon12, wenruto, and all the other people who expressed interest in this.

Edited by JaumeAlcazo - 02 September 2010 at 6:10am
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Quote jalonso Replybullet Posted: 02 September 2010 at 8:34am
You are doing great 
I will play later today and post my comments here.

I gave you shadows for trees and stuff and would probably makes things look grounded.

The only thing I really don't like is the water filled areas' front walls point in and nothing should do that. All view is front up ^, understand this?

Rocks in dungeons look ugly. If you want I'll make you grey/green ones...just ask :)
______
Take your time and don't worry about taking breaks :)

Do you want me to give you the fonts I used?

I will make you 'switches'

I will make you another set of grass variations since it looks flat.

Anything you want just ask, really :)
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Quote greenraven Replybullet Posted: 02 September 2010 at 8:47am
You better believe this is going down as a news article when it's all done! 
"pwnage comes with patience, practice and planning." ~ Jalonso   
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Quote Stratto Replybullet Posted: 02 September 2010 at 11:06am
this is coming out great, although those water tiles look a little bit weird from that angle.
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Quote carbontwelve Replybullet Posted: 02 September 2010 at 12:05pm
this is looking really amazing :D
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Quote vlad61 Replybullet Posted: 02 September 2010 at 3:39pm
Im so glad someone started on that! very nice progress so far. Glad Jalonso is cooperating as well haha.
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Quote JaumeAlcazo Replybullet Posted: 19 October 2010 at 7:25am
Hello, i'm still alive!

Sorry for the delay, I began the school in september (i'm teacher) and procastinated this a lot, but finally I got my hands on the work and I'm now doing the update 4 and working on answering your questions and working on my suggestions to jalonso.

I hope to post something new soon.

When i was driving today to work, I had an idea. What if we put some harpsichord in Leo's studio and in other places throught the game?

When you approach the harpsichord a big keyboard is seen on screen, over the chars and background and the player can play the harpsi with the keyboard of his/her computer.

May be you can bring some scores to the keyboard and are played automatically ("Leo plays them") and we could do some puzzles with that trought the game.

For example, he could bring the well tempered clavier to the harpsi (was Bach alive at the same time as Leo? would be cool that the 2 characters meet? may be Leo could fly to Leipzig?), and then the player would see the keys illuminated as some kind of midi was automatically played.

To not be boring it would be not long piece, only an significative excerpt.



Think about that and let me know what you think please.

I'll come with update 4, suggestions, and answers as soon as posible.


Edited by JaumeAlcazo - 19 October 2010 at 7:28am
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Quote jalonso Replybullet Posted: 19 October 2010 at 10:03am
It's a good idea. Finding puzzles, activities and mini-games should be easy to add wherever you want. Let me know what you need art-wise when you have it planned out :)
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Quote ChrisButton Replybullet Posted: 20 October 2010 at 6:19am
omg I can't delete this post.

Edited by ChrisButton - 20 October 2010 at 8:06pm
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Quote ChrisButton Replybullet Posted: 20 October 2010 at 6:22am
Make sure you are using the else if function, not just another if function when you're using different buttons. A good example of this is a game I ripped and whipped up in 10 minutes LOL!
 
Take note of how when you press left or right, you can't do both at once.
(Obviously, if you pressed both at once he'd be stuck in the one spot, because -2 + 2 = 0 blah blah)
 
 
 


Edited by ChrisButton - 21 October 2010 at 11:24pm
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Quote JaumeAlcazo Replybullet Posted: 22 October 2010 at 5:45am
@jalonso: fine! i'm almost done with update 4 and suggestions, I only need few days more and will let you know what i need : )

@Chris: Thankss. I get your point. at the beginning it was no diagonal and then i felt that was cooler if you could walk diagonal. I think i want to hear more opinions about being able to walk diagonal or not. If the people wants no diagonal, i will give them no diagonal.

Zelda was no diagonal, i think, wasn't it?

by the way, the tonypa tutorials were very cool. Thank you.

Edited by JaumeAlcazo - 22 October 2010 at 5:45am
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Quote jalonso Replybullet Posted: 22 October 2010 at 6:19pm
I think diagonal walking is not needed.
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Quote ekobor Replybullet Posted: 22 October 2010 at 11:15pm
Originally posted by ChrisButton

Make sure you are using the else if function, not just another if function when you're using different buttons. A good example of this is a game I ripped and whipped up in 10 minutes LOL!


Take note of how when you press left or right, you can't do both at once.

(Obviously, if you pressed both at once he'd be stuck in the one spot, because -2 + 2= 0 blah blah)




(I understand what you mean, but with the Mario thing if you hold left, then right, he goes right. If you hold right, then left, he goes right. If you try to hold both simultaneously, he goes right. He prefers right, it seems =P )

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Quote JaumeAlcazo Replybullet Posted: 23 October 2010 at 4:24am
UPDATE 4:

Ok, sooner than I expected, here goes the update 4.

*Important*: Open it with a browser. It's a .swf. Right click on it-->open with-->and select your favorite browser.

*Important*: If it lags, resize the window of the browser and make it smaller, it eventually will not. Tell me if it lags in your computer, please.

** EDITED: See the last update at the end of the thread **

Major changes/improvements/additions:

1 - Now you can enter in the cathedral:
     - The cathedral is a Y-scroll consisting in 3-screens.
     - Added the bishop.
     - You can go behind the columns in the cathedral, as pictured (sorry for the blurriness, it's jpg, in the actual game is not blurry)


2 - You can talk with the bishop! As jalonso offered me, I need the fonts that jalonso used to put them into the dialog box, so it will look better with his fonts, jal, could you sent them to me at jaume.alcazo@gmail.com? thanks : )
     - When you enter the dialog it lacks the portrait picture of the bishop, i put it as a suggestion below. As a temporary solution, i put the picture of medici instead of the bishop one.
     - When you start talking the bishop, Leo moves automatically in front of him. First to the right, then up (or down, depending on the bishop Y and Leo Y), and then he faces left, to face the bishop. With this automatic movement I think that cool cinematic sequences could be done using the auto-movement. I writed a complete automoving subsystem, in which you can make auto-move Leo as you wish in the cinematic sequence (or any other character or thing).
     - When you enter the dialog, it fades in, without fade in it was to rough visually, i feel.
     - The current dialog is as depicted:











When you talk to him again, to insist, it goes like this:





(You are not able to get that wand at the moment)

3 - As I told you above, I writed an automoving system for Leo (for cinematic sequences, events, explanations of the argument, flashbacks, etc..) or any other character in the game. Currently you only see it when talking to the bishop, but I made it "scriptable", so I can made him go automatically first 50 units up, then -100 units down, then 75 units up again, then 25 units right, etc.. as long and as complex as you wish.
4 - Added the hud. The hud consists of:
     - The level marker of the character, in the upper left corner. Currently you are level 01 and can not improve.. yet.
     - The marker of the wand you selected and the caracter is displaying, at the upper right corner.
     - The hud doesn't appear immediatly when you start the game. It waits a second or two and then appears with a fade-in. Is a very very subtle effect, but i think it adds coolness to the overall game.

Minor changes:

1 - Corrected the misspelling "Johan Sebastian Bach" for "Johann Sebastian Bach", which is the correct name.     

Suggestions to jalonso:

1 - Dialog portrait for the bishop. I mean, like Mona Lisa and Medici. My idea of him is like a fat, unpleasant man, with oily skin and may be with one or two teeths missing. Dressed with opulence, with gold rings and other things like that. In the surface is ok with the people, but in his mind he is always thinking how to backstab you, he is sneaky, furtive, and may be with hidden perversions. With Leo is openly hostile. What name could he have? This is only a suggestion, if you have another vision of him, it's ok for me : )
2 - Dialog portrait for Leo! It would be absolutely cool that when Leo talks his portrait is seen, and when the bishop talks his portrait is seen.
3 - Could you make "A" button for the dialog, like it is a console button for gameboy or something like that. Like you done in the mockup.



4 - Can you give me the graphic of the room where medici is? I mean, without the dialog and the portrait of him. Like the bottom right in the mockup ("utterly useless"), but without the portrait and dialog box, and (if you can) the character of lorenzo by separate.
5 - Would be a good idea to make some animation in the "level" marker (level 01, level 02, etc..), like a little shine. I would trigger it sometimes, to add more dinamism to the hud. I think some dynamism in the hud is cool. For example, if you've played Starcraft 2, the Zerg race, the hud is like an organic flesh of zerg, that slowly moves, like if the hud is "breathing". Obviously these would not apply to "Medici", but may be we could get the idea of some subtle movement or animation in the hud.
6 - Can you give me the graphic of the city without nothing over it (no characters, no hud, etc..) so we could get rid of the "blurry" spots? Or, if you can't, could you fix the blurried spots better than I did, so it don't look so bad.
7 - Can you do some animation in the graphic of the bishop? may be only 2 or 3 frames, modifying slightly the first one. I feel he is too static. It's not needed for him to walk, may be change facial expression or move his hands or arms a little bit. What do you think of changing a little bit the sprite to make him more fat, with more belly ?
8 - I can't put the sprites of Leo that you gave me because you forget the frames where Leo stands still, without moving his feet. Can you do these frames, please? I need Leo standing still facing down, left, right, up, with each of the 3 wands and with no wand. I think the left and the right standing still is done, but I can't see it clearly.
9 - Yes, please send me the fonts you used. I'll put them in the dialog boxes. I like the fonts in the credits sequence, but may be would be better with your fonts. In the dialog boxes definitely your fonts look better. You could send them to my mail, jaume.alcazo@gmail.com, thanks!
10 - jal, have you noticed that the dialog box that you gave to me is very slightly shorter that the one in the mockup? it's like 4 o 5 pixels less tall. For me it's ok like that, i only tell you just in case was a mistake.
11 - The green rocks for the dungeon.
12 - Switches for the dungeon.
13 - Skeletons for the dungeons, chained to the walls, in the ground holding a sword or a glass, etc..
14 - A whole supper table for the dungeons (like in the last supper) but filled with misterious skeletons that meet the death while eating, they are sitted in the chairs, the food is may be rotten. There's a skeleton "king" sitted in a throne, with a glass in his hands, his head falls backwards, he wears may be a cloak, etc.. This are only suggestions, to make the dungeons more creepy, I feel they are too nice now, I think they need more scary things and a feeling of horror or something like that. At the moment the game is too "Zelda", for kids, but may be would be cooler with more adult horror elements (from time to time, not to abuse from them).
15 - A bunch of rocks in the gardens, that are blocking the fountain, but better drawn as i did (see the bigger garden image that is in this post for what i mean).

Known bugs

- Sometimes when you go in the gardens and return to the city, Leo goes away. I'll fix this.

Please tell me if you can find any bugs.

You suggestions and comments are welcomed, as always : )

Misc

- Bach was not born at the time Leo was alive. He would born like 200 years later, or so. We could ignore this and make the two characters meet, or find some other composer that was alive at that time, for Leo to meet.

Thanks

- To all of you, and specially to jal. People, your comments give me the strength to carry this on. Is hard to go on with a work, and a life, and hobbies in this time of crisis without going in to the sanatorium, and every single word of you telling you like this goes directly to my heart and gives me strength.
- Thanks for reading me, and for the patience with my english. Is *VERY* frustrating not being able to express all what i have in my head in your language (and in my own language too hahaha ; ). I feel that my head goes like 1000 times faster than my words that i talk or write when i talk about programming or what i'm doing! If you don't understand some point because of bad english, tell me so and i'll try to explain better.
- By the way, for curiosity, can you explain me in other words what "utterly" means in the phrase "utterly useless"? It puzzled me from the very beginning and couldn't find an answer : )

More suggestions and other things will come!
Thanks.

Edited by JaumeAlcazo - 19 November 2010 at 12:17pm
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Quote ChrisButton Replybullet Posted: 23 October 2010 at 6:09am
Originally posted by ekobor


(I understand what you mean, but with the Mario thing if you hold left, then right, he goes right. If you hold right, then left, he goes right. If you try to hold both simultaneously, he goes right. He prefers right, it seems =P )


LOL Yeah, that's because of the way it's programmed. To be put simply, you start the code off for walking with an if statement. (if this key is down, walk)
but then for the next three directions, you have to use an else if statement.
else if is basically saying 'otherwise, if you do this instead, override any other key that is previously held down' kinda thing, you know? :D so basically, the else if statement for right, was programmed AFTER the if statement for left!
 I'm looking forward to how this thing will turn out.


Edited by ChrisButton - 23 October 2010 at 6:13am
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Quote jalonso Replybullet Posted: 23 October 2010 at 12:01pm
I was unable to download and play :(

Fonts in the Mockup are pixelled and not a true font. Do you want them as a picture? You can also use 'Times' 8 pixels high with no smoothing. Let me know about this. I don't really like any of the fonts you are using, they look cheap.

...Dialog portrait for the bishop...What name could he have?...

I will make you a portrait of a new character that looks more like a Pope. His name can be whomever was the Pope then. See This Page
Use the red Bishop as a NPC. Animation frames for the Bishop below.
...make some animation in the "level" marker...empty city...

I'll make this in the next round of images and give you an empty Cathedral and maybe the Last Supper Room too.
...buttons...Medici room...standing Leo...other stuff you asked for

Notice I made you new rails for the dungeon for bridges and stuff. Also new Medici portrait with no AA. The Last Supper table is too important to be used only once so I made you new tables. Those dark pixels are flies. Whatever is missing I'll do later ;)

ps: I like the cutesy Zelda look :) --- utterly = completely


Edited by jalonso - 23 October 2010 at 12:17pm
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Quote Ninja Crow Replybullet Posted: 23 October 2010 at 2:37pm
Hi, JaumeAlcazo, I'm impressed with the work and care you've put into this!

Real quick, before someone beats me to it, (like "Quick-draw Jal" :D) I wanted to let you know that "utterly" is an adverbial form of "utter", which is an adjective that means 'fully', 'completely', or 'totally'. People usually use it as another way to say "very", because it's useful to make a word stronger, and so writers would use "very" a whole lot. But then it would be used too much, so they start to use other words instead, as long as the meaning is close.

It comes from a really old word (from an ancient form of English that was used about a thousand years ago!) called "ūtera", which meant 'out more', and so you can see how the 'more than' meaning of "utter" came to be. In Old English, the word "out" used to be "ūt" (rhymes with "boot") so I hope I've helped clear it up for you. I'm happy to offer any other help with English as well! And also, please don't feel shy or embarrassed about your English, since we can tell you're a nice person who deserves assistance. :)

Renaissance music is generally hundreds of years older than the 'Classical' music we know about today, and was mostly devoted to sacred forms, such as the "mass" and the "motet", which often didn't use instruments at all (not to mention that many of the instruments that we are familiar with now had not been invented yet!). So I don't know if you'll be able to use a composer like Mozart, or Wagner that lots of people will know. :(

Interestingly though, one of the most famous and influential composers of the Renaissance, Josquin des Prez (here is a small but better portrait) was alive at the same time as Leonardo. And on top of this, Leonardo invented a special kind of 'piano' instrument, called a "viola organista" (which, if he had ever actually built, might have looked like this modern re-creation) which Josquin might have wanted to compose for. Josquin had been a member of the papal choir in Rome, so it's even conceivable that he could have crossed paths with Leonardo (although some historical dates will separate the possibility of this by about ten years, who's to say they couldn't have made a special trip?).

Good luck with this!

!Strange Atoll - The Amazing Wilbot Game Project!
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Quote ChrisButton Replybullet Posted: 24 October 2010 at 5:54am
Just checking, is there a reason the walking up animation is so wavy?
When he's walking up Leonardo bumps left and right as he walks. In Flash when you put sprite sheets together (like I did with my Mario example) you have to zoom in until you cannot anymore, so you have pixel perfect precision. Because from far away it might appear in place, but then you will notice the flaws in the movement later on.  Keep up the good work! And I'm here to help you.
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Quote JaumeAlcazo Replybullet Posted: 26 October 2010 at 10:29am
@jalonso: wwoooooow! That's speed!!! The skeletons are incredible cool! I like them a lot, and the other things you gave me too.

About the fonts:

I understand you mean "Times New Roman"? There is no "Times" alone in my hard drive, and i searched around and only find the standard times new roman. I used photoshop to put it 8 pixels height with no aa and did not get your results. For example the "g" is different, and the "U" is also very different from yours. If you can give me as image it would be better i think, because i think you retouched the original, isn'it?

Here are some more suggestions, in case if you have time and like them: remember, they are only suggestions, I don't want to seem like i'm asking a lot of things, they are only ideas, do only if you feel comfortable:
16 - Shadow of the forest treetops, as in zelda:



17 - Animals for the forest, they go around, like rabbits (a blue one and a pink one?), birds, a flying leaf, bees, butterflyes in different colors, etc..
18 - A band of thugs guarding a cave or some thieves or something like that? (like in lands of lore)



19 - One rat for the dungeons, may be some puzzle with the rotten food? (you gave the rotten food to the rat and she presses a far switch for you (that you can't reach?)) (like in prince of persia1)

20 - One removable roof for the entrance of the temple in the forest, as in ultima 7, when leo is out the temple the roof is seen, but when leo walks below it the roof goes away, as i illustrate with the pics:






21 - I will think on some way to do some parts of the dungeons more "Indiana jones", i mean more like these kind of temples. For example, Leo enters into a long corridor, it's all dark but only a few rays of sun are squeezing into because of little windows. At the end of the corridor he sees some thing that is far and hard to reach. All seems calm but in the air is the feeling of a trap. It's sounds a misterious short music (I did it in my korg keyboard, is a cool misterious music, i will show you)



22 - Well this is not really a suggestion, but, don't you feel that the dungeons are too bright? this is connected with what i say above. May be Leo can see only his sorroundings, like he is holding a torch or something like that (like in zelda)

let please me know what you think of all of this ! : )

Ninja Crow : ) Thanks for your very kind words and for your help!! Thanks for the Josquin des Prez research and for the music research about the instruments and musical forms. I think it would be nice with some gregorian chants in the churches. The Josquin thing is cool, it only has the downside that (as you tell) is not as well known as Mozart, etc.. Mmm.. I'll think about that.

Chris thank you! the wavy animation was done on purpose, as with the old man and lady, but i'll make it straight in the next update : )

Edited by JaumeAlcazo - 26 October 2010 at 10:46am
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Quote jalonso Replybullet Posted: 27 October 2010 at 11:48am
Don't add new things for now. Let me catch up first.
Don't worry about asking for stuff. If its a problem I'll let you know.

The mockup was never made from a true tileset so I have to create these tiles from scratch. I'm working on making the city and is the next thing I'll post for you. This will have cliffs, rocks, water and grass tiles so they will be used for the forest background. Don't do much on the forest until these tiles are made.

About the fonts. I made the fonts by hand and are not real fonts. Use these real fonts as replacements. My type was based on these real fonts so the are very close.
Download links
Times New Roman (you said you had it)
Silkscreen (my basic pixel font is based on this and is almost the same)
Civitype FG ( Best version I could find)



Edited by jalonso - 27 October 2010 at 11:53am
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Quote JaumeAlcazo Replybullet Posted: 28 October 2010 at 10:55am
Cool ! : ) I'm sure it will look great with all the things you say you are planning on the city!

Take your time, now, among other thousand things that are flying and buzzing around my head, i'm working on a resolution changer, that is almost done, and reading about streaming the mp3 music to load faster in the browser, so we could get rid of megaupload and i can upload to swfcabin again. I will work in the fonts you gave me too, and in some other things that doesn't add new things that interfere with your new tiles.

By the way, the forest and the dungeons i did them in photoshop and was a big pain, i downloaded the mappy tool that chrisbutton said, on the tonypa tutorials page (links section), maybe you should give it a look, because when you change a tile, it automatically changes all the tiles of that type in your map, and yes, it supports layers!! : ))

Edited by JaumeAlcazo - 28 October 2010 at 11:02am
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Quote ChrisButton Replybullet Posted: 01 November 2010 at 2:43am

haha if you're looking to reduce the filesize dramatically, tile based programming is the way to go! When you break a map into fragments, for SOME reason, even though it would take up just as much space. The little pieces decrease the file size heaps. That's why your demo jumped so high in file size when you added more to it.

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Quote JaumeAlcazo Replybullet Posted: 01 November 2010 at 8:00am
Traditionally your point was the main view for these topic, but in my case I feel (at the moment, maybe may change my view on this) that having 500 or 600 movieclips at the same time in screen would slow down the game more than the benefit of space you get with tiles.

The whole image for the background is small (240x160). It's .gif, it has very small hard disk size, and most important, it's only ONE movieclip in the screen at the same time.

You can do the tiles outside flash to get the benefits of changing one tile and all the related ones change, and then freeze the image and use it in flash, so you have a small image and ONE movieclip, instead of 500 or 600, 2k or 3k gifs.

The increase in size, in this case is just because of the mp3, that is 7mb, it's only related to the mp3 in this case. Because of that i'll do streaming, so it will only load 5% or 10% of the mp3 and start playing the game, and then keep loading on the fly. So you will have very little loading time of the game, directly on your browser.

Please discuss with me the topic of the 500movieclips versus 1 slightly hard disk bigger gif. I'm not 100% sure that I'm right on this question. May be we could do a performance test with the 2 options, and see what is better.

Thanks for the collaboration! : )

EDIT: I was wrong. The movieclips would be *instances*, so surely will not have any performance impact. But for the moment I think I will keep having slightly larger gifs, which I think they make easier for me in terms of scrolling and collision detection. Of course I could change my mind as new needs emerge in the future.

Edited by JaumeAlcazo - 02 November 2010 at 11:13am
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Quote JaumeAlcazo Replybullet Posted: 01 November 2010 at 8:03am
Another topic is that with tiles would be very hard to place the trees in the forest as the same way i did it (see above).

It would look a way more "squarish"..
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Quote jalonso Replybullet Posted: 01 November 2010 at 5:47pm
This is Florence.
The grass and water areas will be updated on this once I remake the forest to include the shadows and stuff you asked for. I will make the forest based on the one you made.
In the city only the grass and water will be updated. Use this to plan/program as the city and streets will not change.



*You will have to accept things being a little bit "squarish" because I have create a lot of stuff since the mockup has only parts of things.
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Quote JaumeAlcazo Replybullet Posted: 02 November 2010 at 11:18am
Florence

Wooooooww! Very cooooool!!! I'll start with this right now.

I think i'll do scroll of the WHOLE city, it will be very cool and smooth! I'll put a progess bar for the player to see when the city is loaded.

The only fade ins/outs i think i will make when entering the buildings and exiting the city.

The water is very cool as is for me! But if you feel it should be changed it will surely improve! :) Mmm.. by the way i think it'll look weird without animation, when playing the game (too "static" water).

Times

By the way, i cutted all the letters of the mockup, because (for reasons very long to explain) i need this particular font as a image. This is affecting only times. Civitype and silk are ok, i'm ok with the ttfs you gave me.

I marked in red the letters that are not in the mockup. When you have time you could arrange the red ones (the red ones are regular times 12px, the black ones are yours), so i can put in the game : )

You did some alternative versions of some letters, for instance, the "h". I think the coolest "h" is the one in the row, but do what you want! : )

Your job impresses me, you are *REALLY* good. I feel lucky to be working side to side with you.



Squarinesh

(Don't worry about the squarinesh, it's hardly noticeable to anyone, and it's not an issue for me. To explain it easy, i was talking of having truly in flash all the separate tiles instead of the large image, which is now. The two options have some advantages and some disadvantages. The second options weights more at the moment for me (easier scroll and collision detection). But DON'T WORRY, this is not affecting your work, it's only a programming question, that is fully transparent to you. Really, don't worry about that : )

The woods

I have the forest in a .psd with all the things separated in layers. It will be a lot easier for you to work with that .psd. Please send me a mail to jaume.alcazo@gmail.com and will attach you the .psd of the forest with all the layers, so you could work comfortable.

Edited by JaumeAlcazo - 02 November 2010 at 11:31am
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Quote ChrisButton Replybullet Posted: 02 November 2010 at 4:40pm
Don't worry I hate using dynamic text boxes in Flash too. They're annoying to program for me, so I do the same - I just cut the letters up and make the dialogue pictures haha :)
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