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Elk
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Quote Elk Replybullet Posted: 02 February 2011 at 1:01pm
woah impressive ship ^^
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Stratto
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Quote Stratto Replybullet Posted: 02 February 2011 at 1:46pm
Wouldn't the ship have to be facing right instead of left?
Like Elk said, it's really impressive, will it be useable in the game? if it is it should have a little captain's cabin inside and a badass looking crew, that would be pretty neat.

And I don't know if this changes anything, but I think Da Vinci was a lefty.
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Quote jalonso Replybullet Posted: 02 February 2011 at 2:06pm
Originally posted by Stratto

...Wouldn't the ship have to be facing right instead of left?...


Really o.O  Does it have to be? cuz I already drew the ground shadows :(
For now ship stays there all the time but it can sail away if needed.


Thanks Elk :)
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Quote Lochie Replybullet Posted: 02 February 2011 at 5:14pm
Originally posted by jalonso

Really o.O  Does it have to be? cuz I already drew the ground shadows :(For now ship stays there all the time but it can sail away if needed.Thanks Elk :)


Ships have to be able to reverse, otherwise how would it get into the proposed "reverse park"?

For aesthetic reasons, it should definitely be facing towards dock.
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Quote JaumeAlcazo Replybullet Posted: 03 February 2011 at 1:19pm
UPDATE 9

I'm in a REAL hurry, so I will answer you jal tomorrow or ASAP, I only can post what I've written earlier, talk to all of you soon!!! UPDATE 9 IS UPLOADED!!

http://www.jaumealcazo.com

The time catch me for this update, i did not all what i've planned (i'm sorry mainly for not including last supper and complete floor2 and 3 of medici), but anyways, here is what I did:

Things done in update 9

- Additional guards in the palace.



- You can talk with the bad guard...



... and then he leaves.



- You can talk with the good guard...



... and then he leaves.



- The shops of the twins, both are fully working. You can buy and sell (and cancel and exit : P). Both twins share the same stocks for the moment. That means, if you buy 3 wood to one twin, then the other twin will have 3 wood less in stock. There are animations for the shop, buttons, etc...







- You can talk with David. He's in the entrance of the woods.



- The ship captain walks around the ship, up and down. You can talk with him.





- You can talk with Josquin.



- The monk in the library.



- The collisions are not showed anymore (except a few spots), we superated that stage.

- You can look at this plaque in Medici's palace...



...and this other portraits too...



...and this Boticelli's painting.



- The doors auto-open/auto-close as you approach/go away from them.



- New leo portrait, the sprites are untouched for the moment.

- The couple by the cathedral.



- New cardinal.



- Gypsy dancers.



- Animated pig and dog in the gypsy camp. Notice the pig rotates by itself, lol xD should not be someone there rotating it? I suggest also the dog to bark from time to time ; )



- This doors in the gypsy camp open depending on which direction Leo is taking. There are some bugs with this door and the gate of the gypsys when exiting from the fortune teller wagon (and other buildings too). Explore it please, i'll try to fix that.



- New portraits & frames for the twins





- You can walk the path around the first screen. The guard also has new frames, but this will be changed, as jal said, as he's a unique character to be first met in Medici's palace.



- Incremented again the base speed of Leo (not the running speed).

- New mona animations. Jal, I left the first frame from previous versions. Note the difference in the face, which is more "clean" on first frame. Shouldn't be all the other frames with the "cleaned" face?



- Now you can't run (or use the scooterina inside the shops and the empty house.

- Fixed the bugs that Chris pointed.

- Fixed some important internal map-engine bugs.

- I left the bushes around the Cathedral as in previous versions (now you can't walk behind them) because was a source of bugs.

- Actual name of Mona Lisa in her house.



- You can talk with the Fortune Teller. She actually takes the money from you, as you can check, if you walk back the shops ; ) If you have not enough money, she should say so (I haven't checked...)



Edited by JaumeAlcazo - 03 February 2011 at 1:24pm
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Quote Stratto Replybullet Posted: 03 February 2011 at 3:11pm
On the library screen it says "Is hard to find something here.." replace the is with it's.
Oh and wouldn't it be better if David doesn't actually mention Michelangelo by name? I thinik it would leave a little bit more to the imagination.
Oh and Davinci looks like he's talking to the boat on the 'ahoy mate!' screen, unless that's intended.
everything else is splendid as ever.
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Quote jalonso Replybullet Posted: 04 February 2011 at 11:15am
Good update.
It needs some instructions and menu shortcuts at least temporarily. Where is inventory, menus, etc.
_______

Paintings suitable for scenes are surprisingly hard to find. Was everything a religious painting in the 1400s o.O

This one is, Saint Nicholas Calms a Tempest at Sea; The Miracle of the Ration of Grain, ca. 1437, by Fra Angelico

Water reflections are simple 50/50 to eliminate need for animations to keep file size manageable. Flying birds will have no ground shadows for technical reasons, else different heights would need unique frames. I'm trying to keep it pure pixel... eventually trans FX may be needed :/

All sprite animations not shown here, just their positions.

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Quote ChrisButton Replybullet Posted: 04 February 2011 at 8:23pm
I like that you've revised the area. I find it more interesting now that it's busier. Since there is a guard outside of the area, does that suggest we
will be able to go inside that area at some point?
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Quote jalonso Replybullet Posted: 07 February 2011 at 11:11am
@ChrisButton, that is not a playable area so I removed that guard :)

Two more painting scenes.
The single guy animation keeps pointing at the rock wall Leo needs to destroy.

The other scene apparently is the Super Mario of the Renaissance, everyone painted a version of it o.O. They are the part of the maze puzzle.


Tower in BG is for Leo to use the glider invention.


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Quote Alexandre Belmonte Replybullet Posted: 07 February 2011 at 5:15pm
I know that this is not a construtive comment, but Wow! Badass!

Just one little thing I find odd is Leonardo's arms don't moving when running.
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Quote jalonso Replybullet Posted: 07 February 2011 at 6:51pm
Thanks :) New Leo with more frames in next update.

Almost done with the forest, sneek preview

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Stratto
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Quote Stratto Replybullet Posted: 07 February 2011 at 8:32pm
it looks amazing, but the small kid on the rocks on the far left is just weird. his legs look bigger than they should be
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Quote ChrisButton Replybullet Posted: 07 February 2011 at 11:47pm
I like how the guards are trying to occupy the whole space. It's like they're
trying to combat the wilderness and tame it in a way.
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Quote jalonso Replybullet Posted: 17 February 2011 at 5:23pm
Originally posted by ChrisButton

I like how the guards are trying to occupy the whole space. It's like they're trying to combat the wilderness and tame it in a way.


huh?

Imola Maze
So, I'm no puzzle designer but came up with this. Is it lame? too easy? too hard?
After figuring out the mechanics I'll destroy some towers, finish the fort on the lower corner, add water, make the mirrors and all the FX and stuff.
The keys are from Davinci math drawings and the map itself is a version of a map by Davinci of Imola. HERE



Edited by jalonso - 17 February 2011 at 5:44pm
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Quote Ninja Crow Replybullet Posted: 18 February 2011 at 3:05am
It's a multi-part puzzle involving movement, logic, and colour -- what's not to love?

I tried following the puzzle in my imagination to see how it played, as best I could, and I'm not perfectly clear as to how it works, so I'd like to ask a couple of questions for clarification, if that's okay:
   1. In the first map of the maze, at the end, when transitioning to the second one, is it being suggested that (after working your way to the end for the first time) the door is locked anyway and you have to go back through the maze and do something with the mirrors to get it unlocked?
   2. How are the lights related to the mirrors? (what does turning them on do?)
   3. Is the bottom version of the maze supposed to look different?
   4. It looks like, in your first map, that there are coloured tangents that break off the main maze map. Is this to suggest where the keys will be placed on your way through the first time, or after you have gotten to the door and realise you need to do something to it? (if you think the first stage is too easy, perhaps you have to put the keys into the towers as you go, to unlock gates or change which areas of the maze are flooded -- but you get more than one choice for each key that you come to, meaning you have to decide which set of doors or sluicegates to leave open as you go. You may even have to leave one in the wrong position to set up a later one, and then come back and move it to then go on in the correct direction.)
   5. May I assume the mirrors in each tower can rotate when there is a key placed in them? And that you only learn you can do this when you get to the locked door at the end and a message box pops up with Leo musing about how the lock must work? (each tower is oh-so conveniently rotated to the wrong position when you start?)
   6. Do the lights increase the power of the mirrors so they can shine all the way to the second gate? Or could the mirrors be raised up through the towers to pop out the top so that they have more range (or can shine past walls/hedges)?
   7. How will Leo be depicted getting from the bottom to the top of the towers? It makes sense that he can only enter a tower with an opening at the bottom, but should the towers have little trapdoors in the top? (either Leo or the lights/mirrors could pop up through them, I guess)
   8. Should the end tower (the goal of the glider stage) be made to look a little different, or slightly more special to suggest its status as a kind of 'switching station' for the raising of the mirrors/lights? It might have a big wheel on the side that spins as this change is made -- powered by the same running water that might be used to flood different sections of the maze? (perhaps even dependent upon which gates you left open before you got into your glider.)

The towers are terrific, and the glider looks great. It's all cool without a doubt, and puzzles of this type are my absolute favourite -- I love it!

!Strange Atoll - The Amazing Wilbot Game Project!
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Quote jalonso Replybullet Posted: 18 February 2011 at 8:42am
Originally posted by Ninja Crow

...I'm not perfectly clear as to how it works...

:)
Originally posted by Ninja Crow

   1. In the first map of the maze, at the end, when transitioning to the second one, is it being suggested that (after working your way to the end for the first time) the door is locked anyway and you have to go back through the maze and do something with the mirrors to get it unlocked?

The maze is 2 levels but they are not a continuous quest they are separate. There is a bell tower in the city that is many floors and its a puzzle too (maybe musical). When Leo gets to the top of the bell tower he meets Galileo and his telescope. Galileo tells Leo that he needs to lower the platform on the fort in the maze so the top of the tower light beams can be seen. This is how Leo gets the clue to opening the locked area inside the fort in the maze. Leo gets to the top level by using the glider from the bell tower. From the lower level of the maze Leo can't get to the top of the towers. Once Leo glides around and gets to the end tower he goes down the tower that is outside the maze and opens/unlocks the door. Leo then needs to get to the top of the bell tower again to do the puzzle for the city gate.

The fort inside the locked gate at the end of the maze has 2 areas. A reward area for solving the light beams/opening gate, making this its own standalone puzzle. Inside this fort area is a second locked area which is to place the landing pad to be used from gliding from the bell tower and needs Leo to complete the bell tower and open the Galileo quest.

Originally posted by Ninja Crow

   2. How are the lights related to the mirrors? (what does turning them on do?)

Some towers have a rotating dial. Moving the positions move the mirrors so they reflect to another tower. Only one solution get the lights to light the door. Leo needs to go around adjusting the dials until solved. Some towers need 2 or even 3 connections to make the beam.

Originally posted by Ninja Crow

   3. Is the bottom version of the maze supposed to look different?

No, that's an older version of the maze (didn't notice I used old file). I was just showing that this puzzle has a 3rd use for the gate that opens the area gate to the helicopter pad (end of the game puzzle). Those top of tower beams are needed for that other gate in the city later on. This way Leo needs to come back to this area more than once.

Originally posted by Ninja Crow

   4. It looks like, in your first map, that there are coloured tangents that break off the main maze map. Is this to suggest where the keys will be placed on your way through the first time, or after you have gotten to the door and realise you need to do something to it? (if you think the first stage is too easy, perhaps you have to put the keys into the towers as you go, to unlock gates or change which areas of the maze are flooded -- but you get more than one choice for each key that you come to, meaning you have to decide which set of doors or sluicegates to leave open as you go. You may even have to leave one in the wrong position to set up a later one, and then come back and move it to then go on in the correct direction.)

I thought some towers you can't enter, some you can. Some rotation dials are broken or stuck, some towers are broken, etc. Near the 5 main towers are stairs that go to a lower level. Going down enters into some small puzzle/riddle, maybe Sokoban push puzzles and when solved you get one of the five keys. These stairs are locked up on the first pass. When Leo gets to the gate door he finds a switch and it opens the stairs so Leo has to go back around and do these 5 little puzzles and get the keys. Along the way are riddles/clues if needed to make the task workable.
I thought of adding flooded areas but it seemed to be that grass hedges wouldn't hold the water back and flooded areas are best saved for the catacombs at the end of the forest.

Originally posted by Ninja Crow

   5. May I assume the mirrors in each tower can rotate when there is a key placed in them? And that you only learn you can do this when you get to the locked door at the end and a message box pops up with Leo musing about how the lock must work? (each tower is oh-so conveniently rotated to the wrong position when you start?)

I haven't figured this part out yet. Maybe the rotation things always work but Leo doesn't know the order at first? There is one tower that is a set (the green path) I thought even if the player forces his way through the rotation things the green one is never possible as the rotation thing is only accessible from the second tower and its locked which is its own mini-puzzle. Getting there is from the lower level and the stairs open at the gate. Of these 5 mini puzzles underground one has a secret door which is how Leo gets to the (green) tower that he can't get into from the ground level.

Originally posted by Ninja Crow

   6. Do the lights increase the power of the mirrors so they can shine all the way to the second gate? Or could the mirrors be raised up through the towers to pop out the top so that they have more range (or can shine past walls/hedges)?

After using the glider to the top of the towers and getting to the last tower. There is a switch that raises the lights on top (closing the maze and no more gliding up there).

Originally posted by Ninja Crow

   7. How will Leo be depicted getting from the bottom to the top of the towers? It makes sense that he can only enter a tower with an opening at the bottom, but should the towers have little trapdoors in the top? (either Leo or the lights/mirrors could pop up through them, I guess)

From the top of the bell tower Leo uses the glider to get to the top of the towers once Leo has released the landing pad from the lower level of the maze.

Originally posted by Ninja Crow

   8. Should the end tower (the goal of the glider stage) be made to look a little different, or slightly more special to suggest its status as a kind of 'switching station' for the raising of the mirrors/lights? It might have a big wheel on the side that spins as this change is made -- powered by the same running water that might be used to flood different sections of the maze? (perhaps even dependent upon which gates you left open before you got into your glider.)


yes, I'll detail and make things interesting once I've solved the puzzle mechanics.

So yea, some things are not entirely clear to me. Designing puzzles is a puzzle >.<



Edited by jalonso - 18 February 2011 at 8:43am
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Quote JaumeAlcazo Replybullet Posted: 18 February 2011 at 11:09am
Thanks Stratto for the precisions : )

Since u9 i've been working hard on the programming of u10.

Jal, I wrote an incredible long mail to you! : P
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Quote skeddles Replybullet Posted: 18 February 2011 at 8:10pm
I've been following this silently. You guys are awesome.


One thing though.

That guard has been bothering the crap out of me for ages.


the shape of his face and nose was just so.... mehhh....


<3 you jal

EDIT: FFF the language filter on the forum broke my link ugh. reupped.


Edited by skeddles - 18 February 2011 at 8:13pm


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Quote Ninja Crow Replybullet Posted: 18 February 2011 at 8:20pm
@jalonso:
I hate to be the one to have to break it, but Galileo was born in 1564, and Leo died in 1519 -- 45 years earlier! If you already know, and wanted to fudge history for the fun of it, I'm cool with that, but I just wanted to be sure!

Hey, I like the new details you've mentioned for the puzzles (going down into the towers to solve block puzzles to get the keys sounds like great fun!) but if you're up to it, I have some more questions!

Originally posted by jalonso the puzzlemaster:

Once Leo glides around and gets to the end tower he goes down the tower that is outside the maze and opens/unlocks the door.

   1. The door to the fort?

Originally posted by jalonso the puzzlesmith:

he needs to lower the platform on the fort in the maze so the top of the tower light beams can be seen.

   2. What is this platform, and from where would the light beams be blocked by it?

Originally posted by jalonso the puzzleplanner:

Leo gets to the top level by using the glider from the bell tower.

   3. Does this mean that the gliding part (the third of your map versions, with the orange paths) is the first part of the puzzle?

Originally posted by jalonso the puzzlepainter:

flooded areas are best saved for the catacombs at the end of the forest.

   That sounds very cool!

Originally posted by jalonso the puzzlepolisher:

Designing puzzles is a puzzle >.<

   It looks like you had to give it a lot of thought, and I can hardly imagine how often it must have been a head-scratcher, but it also looks like you've put in a lot of energy and artistry, to help make this more than just another puzzle (for example, I love that you used one of Leo's own maps). I hope we get to see more :D

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Quote jalonso Replybullet Posted: 20 February 2011 at 4:10pm
@skeedles , I'm using your edit, k.

sooo, I guess I had a bit of a mess so here's a puzzle update that is incomplete in many ways.
•First the basic (phase 1) get to the end find you need keys.
•do push puzzle, turn switch, open gates.
• do 5 puzzles get keys.
• place keys in correct order in correct towers. Clue is from Boticelli in the maze entrance ( another quest)
• one tower is waaaay ez. 3 towers hard and the green tower breaks when key is inserted. Tower nearby has a bridge but no door. Go to maze entrance and find secret door to go even farther down.
• same maze as ground but the floor drops when you step on it and in the middle is a stone dragon shooting fire or something. Dragon is a davinci drawing seen HERE
• after solving and fixing the green tower ( maybe an invention is needed for that or an emerald?) Leo can then proceed to the gate and open it to get a 'cookie'...
...mental WIP what follows this and how Leo gets to top of towers and fly his dlider now that Galileo is a gonerz >.<

(jpeg cuz the file is HUUUUGE! I will pixel and polish once it all makes sense.




Edited by jalonso - 20 February 2011 at 4:14pm
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Quote jalonso Replybullet Posted: 23 February 2011 at 2:16pm
After Leo gets David's clothes he's next seen at Michaelangelo's pad. Complaining about always being naked or something...This is that one place in every game where the player is sure to get an easy prize for no work.
Ceiling beams and floor mosaic create the Sistine Chapel ceiling.



Edited by jalonso - 23 February 2011 at 2:16pm
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Quote ChrisButton Replybullet Posted: 27 February 2011 at 10:34pm
Whoa at everything I've missed! Sorry guys, I've been busy with my
traditional animation course thing. Maybe when I've completed it I'll teach
you guys to animate the Disney way! It's difficult to apply it to pixel art
though because of the size, unless your working big..
 
Anyways, in response to the nonsense I said a while back Jal, if you
look at the picture you posted BEFORE Imola Maze - there is guards,
tents and crates everywhere in the woods. That's all I meant!
 
I like how the statue of David is progressively made. Also, when
is the next update? ;-)
 
Cya!
 


Edited by ChrisButton - 27 February 2011 at 10:34pm
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Quote JaumeAlcazo Replybullet Posted: 28 February 2011 at 5:55am
I'll post the update 10 by the end of this week, or as much late, the end of the following : )
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Quote ChrisButton Replybullet Posted: 01 March 2011 at 2:50am
Sounds good Jaume, I'm looking forward to having a look! :-)
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Quote JaumeAlcazo Replybullet Posted: 04 March 2011 at 1:00pm
Update 10

Hello folks! Today I'm bringing you the update 10, it's here:

www.jaumealcazo.com

Let's review the things done in this update:

1 - You can change the wand by simply pressing the 1, 2 and 3 keys.



2 - You can also change the wand by pressing "c" to show the collection. Then select the desired wand and press "c" again. To carry no wand simply press "c", select no wand, and press "c" again.



3 - The wand hud also changes.



4 - When you approach a chest, a clue is shown above the chest. It tells you which wand you need to open that chest.







5 - When a chest is finally open, it gives you a prize (a material), as follows:

Yellow chest (VERY COMMON) gives you from 1 to 9 units of one of this:

     - wood
     - bronze
     - rope
     - pewter
     - wheels
     - wire
     - fabric



Blue chest (COMMON) gives you from 1 to 9 units of one of this:

     - iron
     - grease
     - copper
     - gears



Red chest (RARE) gives you from 1 to 9 units of one of this:

     - bamboo
     - quartz
     - ebony
     - ivory



6 - If you try to open a chest without carrying the right wand, it tells you so.



7 - Leo's assistant. His sprite faces you when talking.



8 - Animated water (not in the forest)



9 - Animated first painting, and walking seagull.



10 - Flying seagulls, walking seagull on the city walls and "benvenutto a firenze". All the panels, conversation panels, etc.. now are 80% alpha transparent.



11 - More seagulls also fly around the ship. The captain does a different walking, and has more frames. The seagulls start to fly at different (random) frames, to avoid flapping their wings all at the same time.





12 - Animated chickens and ducks in the market. They start they animation at random frames. If you don't do this, they seem to dance the thriller of Michael Jackson, because they all were going at the same time xD I had a lot of fun watching the ducks doing the thriller before making they starting frames random xDD



13 - Animated girl and cat.



14 - Animated fruit seller.



15 - Animated flowers seller.



16 - Seem's that jigsaw wants to play a game with you.. ; ) (by the way, yesterday I saw "Saw VII" :P )



17 - Animated vitruvian men and knife thrower, chest, fountain and flags . I'm planning that if you are hit by the knife, one heart goes down, what do you think about this? The animation of the knife thrower has one or 2 frames that are transposed (are in bad order), I will tell you jalonso about this by email to correct.



18 - Now I draw only what is seen on the screen. This increases the performance of the game greatly. Before, Flash was drawing things offstage.

19 - FPS counter on the left upper corner. This tells you the "frames per second" rate. The game now targets 35 fps. This is an estimation. My laptop gets 35.7 fps. The most important thing is that doesn't falls behind 30 fps in a noticeable amount of time. If it does, tell me.



20 - Increased again the base speed of Leo, and the dashing speed.

21 - Cool animated cat in the city walls.



22 - The anunciation painting, with animated girls and fountain:

The girl doesn't block Leo for the moment.





23 - Blue prizes around Florence, and Medici's castle. New action hud "open", "talk", etc... When you open a blue prize it gives you between 1 and 10 florins at random. Check the money counter to see, when you open a blue prize.



24 - New location for the couple.



25 - New guards at the entrance of Medici's Castle.



26 - Chicken seller near the anunciation painting.



27 - Patrolling guards at the beginning.



28 - Carrier of weights. He goes from the ship to the market. I ask jal to draw the frames when he's not carring anything, to go back to the ship. Or, at least, a different type of weight?

The carrier doesn't block Leo for the moment.

He walks very fast. Only for testing purposes. He'll walk slower.







29 - Solved bugs around the gypsies gate and wood gate of the gypsies.

30 - Money hud, the coin shines every 8 seconds more or less.. nice animation of the digits whenever updating the money, and at the beginning. Currently, the only ways to update the money (which I can remember now)are: the shops, the gypsy fortune teller and collecting money at the blue prizes.



31 - Fireplace on Medici's Castle floor1 and floor 2.

32 - Animated big candles in Medici's Castle floor 1, 2 and 3.

33 - Animated small candles in Medici's Castle floor 1.

34 - Animated grey dog in the western upper left corner of the map. Animated brown dogs at beginning area and gypsy camp.



35 - New credits.





36 - New Leo.

Tell me what do you think!

Edited by JaumeAlcazo - 04 March 2011 at 2:03pm
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Quote Indrik Replybullet Posted: 04 March 2011 at 9:30pm
Wow! This is as gorgeous as it is ambitious. Got a real cartooney Zelda feel to it. Like the stuff in Minish Cap. Best of luck!
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wenruto
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Quote wenruto Replybullet Posted: 04 March 2011 at 9:52pm
Tht is so cool Good Job u guys its kinda fun
Earn free stuff by searching like Google
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AtomicMushroom
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Quote AtomicMushroom Replybullet Posted: 04 March 2011 at 10:21pm
Good work guys!

I haven't contributed anything to the game, but I think it would be more appropriate to credit Pixel Joint as a community as there have been many other contributors. (Maybe even remove the "All" since some graphics were made/edited by other people.)
---

I got stuck (literally) here:



Edited by AtomicMushroom - 04 March 2011 at 10:21pm
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Dark Matter
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Quote Dark Matter Replybullet Posted: 06 March 2011 at 12:43pm
This is looking pretty good.
Just a few points I want to raise:
>Your character can walk on top of other characters sometimes (perhaps just when they're moving).
>You sometimes appear above things you shouldn't.
>I think it'd be far better if it was grid-based. Why have you chosen not to do so?
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JaumeAlcazo
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Quote JaumeAlcazo Replybullet Posted: 08 March 2011 at 8:32am
Thanks for the feedback guys : )

I'll fix that bug, AtomicMushroom.

DarMatter: I'll make the moving characters block Leo, I ran out of time for this update.

I'm aware of some things you appear above. When Leo spritesheet will be definitive I'll polish more this kind of things, but now It doesn't make much sense adjusting it, because Leo's (real and apparent) width and height is changing betweeen spritesheets.

Could you screenshot for me the most flagrant cases?

About the grid: I agree, It would be better. The reason I've not chosen to do so was for more quickness in developing the game.

When Jal gave me the city finished in a single big file, I thought that would be a pain to split (or ask jal to split) every single tile and redraw it tile by tile with a map editor, so I took the fast way and chunked all the universe in 80x80 chunks.

The lines that divide the chunks can be slightly seen, sometimes, but I'll fix that, eventually.
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Dark Matter
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Quote Dark Matter Replybullet Posted: 11 March 2011 at 12:33am
Oh, so you're not actually mapping it with the tiles at the moment? You've just got massive images of entire areas?

Edited by Dark Matter - 11 March 2011 at 12:33am
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JaumeAlcazo
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Quote JaumeAlcazo Replybullet Posted: 12 March 2011 at 7:19am
Not exactly.

The massive images are splitted (automatically), with Photoshop, into 80x80pixel gif files.

Then those files are loaded or discarded depending on the player's position.

You can see more clearly how it works at this video:

http://www.youtube.com/watch?v=pIgdcOYKt6Q

That's how games like Ultima VII work.

However, I could make Leo walk as if he was in a grid. Only moving from one (invisible) square, to another, without diagonal walking.

That would help with the sokoban puzzles, surely, which I'm programming now.

But I'm not sure of what to do.

Edited by JaumeAlcazo - 12 March 2011 at 7:20am
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Quote JaumeAlcazo Replybullet Posted: 12 March 2011 at 7:31am
Oh, I've got a good idea.

Making Leo walk normal on all the game, except the sokoban's areas, where he would walk from one square to the next!

A sokoban is any area with pushing blocks, like this:



I would make Leo walk from one square to the another only on this areas.

But the transition from one square to the another would be animated, what do you think?

I think walking freely in sokoban's area is looking weird in my laptop, so I will go for this!

Edited by JaumeAlcazo - 12 March 2011 at 7:31am
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ChrisButton
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Quote ChrisButton Replybullet Posted: 14 March 2011 at 5:42pm


:-)
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Quote ChrisButton Replybullet Posted: 14 March 2011 at 9:57pm
Oh, I don't know what's up with the image size.
On the left, I'm talking to a person who says 'undefined', because
obviously I wasn't supposed to talk to him. He's right at the start of
the game in front of some boxes, he's unreachable but talk able.

The second image is just some green collision detection boxes that are
still visible. :-)
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Quote JaumeAlcazo Replybullet Posted: 15 March 2011 at 11:35am
Thanks Chris! Good bug hunting! I'll bust those bugs.

I'm seriously thinking on making Leo walking from one square to the next, ALL THE TIME, as (I understood) that you suggested long time ago, and Dark Matter also suggested.

I've been looking at some old snes rpgs and many of them seem to walk from one square to the another, without diagonal walking, but the most important thing is that they are from square to square.

I'll program this, then, if you don't like it, it will be so easy as changing a couple of lines, for instance:

walk_normal=false;
walk_tile_to_tile=true;

What I'm convinced is to make him walking tile to tile on the sokoban's areas.
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Dark Matter
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Quote Dark Matter Replybullet Posted: 17 March 2011 at 12:00am
You don't need two variables. If walk_normal==false, then the other variable will be true. They should never be able to both be the same.
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Quote JaumeAlcazo Replybullet Posted: 17 March 2011 at 8:37am
Yes, of course.. I'm not so stupid... ¬¬... I only was trying to explain to nonprogrammers, and I thought it would be more clear to them if I explained with two variables, but I of course only use one in the source code for this particular issue.

By the way, I've been programming, and I don't like how it feels when you walk from square to square in the general game, so the latest new is that i'm going for walking normal and walking square by square only in the sokobans.

I've been on low morale about this game lately, but I hope I will enhance my mood and regain enthusiasm one more time to keep programming hard.
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Quote wolfkid7 Replybullet Posted: 18 March 2011 at 4:00pm
 Great game man, 11/10. But there are some things I found in the first 5 minutes I played:
There's no sound.
When you start, the guard on the bottom of the screen says "undefined".
There are no instructions.
Say I'm facing left and there's a wall to my right (player's up) and I press up, I keep facing left, I should face up.
There are some open doorways i can't go through. Should be closed.
That's all I noticed for now, I'll edit if I find anything else.
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Quote ChrisButton Replybullet Posted: 20 March 2011 at 2:14am
@Wolfkid,
 
Yo, since you're relatively new, I'll tell ya some fun facts about this game!
This game is still a work in progress, so there will be a lot of things that
have gone unattended thus far. There hasn't really been any discussion
about sound, so I don't think we'll be expecting any sound to come soon.
But it was pretty obvious the game needs sound, mr obvious! jks jks

As for the instructions, same thing as above really.. but you can't expect
there to be instructions for a game that currently has no obvious direction.
Just using some logic!

Anyways, generally when you're giving someone critism blah blah, make
sure you don't point out something someone else has said. It's pretty
reasonable if it happened because the same thing was on another page,
but come on dude.. I was two posts above ya! lololol.

The rest of the crits were good though!

@Mr. Jaume!
I've comtemplated tile to tile movement before and it's a really really good
idea! Especially when you want to improve collision detection! But I'm not
sure if it would work in our case because of certain areas would result
in uneven squares..

Anyways, keep up the good work and I'll have another look for some bugs
for you tomorrow. I haven't been on here much lately because of a course
I'm doing, but I'll ber sure to be more active on this thread. I still check it
briefly during my classes. :-)
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Dark Matter
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Quote Dark Matter Replybullet Posted: 20 March 2011 at 10:58am
Haha, ok. I was just making sure :P
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Quote ChrisButton Replybullet Posted: 21 March 2011 at 2:12am
Reggae strolling music anyone? I made it just for you guys! LOL
CLICKOO

Oh yeah, that song was made with the intention of being converted
into 8 bit with the GXSCC midi converter. If you're actually going to
go through the trouble of downloading the converter from some
Japanese site, be sure to make the settings 'all square set' or
something along the lines of that. It totally becomes worth it!

I am eagerly waiting a progress report soon, I hope neither of you
died or something!


Edited by ChrisButton - 04 April 2011 at 8:54pm
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Gecimen
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Quote Gecimen Replybullet Posted: 08 April 2011 at 5:15am
One thing. I've come to this point in the Birth of Venus scene 3 weeks ago but I'm having a hard time pixelling anything other than my game project lately.

There will be a swimming girl on the right.
The lovers will fall down from the trampoline and the swimming girl will climb on the shell and take Venus' cloth to dry herself, leaving her naked :)

What shall I do with this idea? Is an animated GIF of the whole scene enough?
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Quote jalonso Replybullet Posted: 08 April 2011 at 9:37pm
Originally posted by Gecimen


What shall I do with this idea? Is an animated GIF of the whole scene enough?


Looks great
Take your time. Notice some of the side views (faces) are not quite angled as well as they could be to match the perspective. Venus is correct.
You can post the animated gif for ref and feedback. Posting the items and frames on their own without BGs is probably best.


Edited by jalonso - 08 April 2011 at 9:38pm
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JaumeAlcazo
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Quote JaumeAlcazo Replybullet Posted: 10 April 2011 at 7:41am
PREVIEW

Sorry guys for being some many time without a word.

I've been busy and also working hard with Medici. This update is specially difficult to program, but it's near it's completion.

Today I bring you images of the upcoming update.

*** ONLY IMAGES, IT'S STILL NOT UPDATED ***

- Inventory at the beginning, obtaining the Scribe's Scroll:





- Beginning the Cardinal's Quest:











- Sketching the Sailor's Painting:



- Sailor's painting sketched, going to sketch the annunciation: (DON'T MIND THE COUNTER OF THE PAINTINGS, Jal, noticed that only 1 digit on the leftest part and 2 digits on the rightest part? What happens when Leo has 10/15 pictures or more??)



- Annunciation sketched, browsing the paintings:







- The gate of the elements:



















- Conversation with guy and sketching his painting:











- I'M TESTING THE SOKOBANS AT THE BEGINNING TO AVOID WALKING TO THE FOREST EVERY TIME I COMPILE







- Ladies:



- Kids:





- Salvia for the ladies:



- Sister's quest:

- Luisa (she says 3 things):



- Maddalena (she says 2 things)





- Contessina (says 4 things)





- Lucrezia (says 1 thing)



*** ONLY IMAGES, IT'S STILL NOT UPDATED ***

Chris

Thanks for the effort! But I feel it's too happy and optimistic for the game, maybe in a particular point could be useful (at the end of the game?). For the majority of the game I would use renaissence tunes, barroque, J.S. Bach, harpsichord chiptuned, that kind of things..

For the cathedral, would be nice to hear some apocalyptic choirs there, for instance:

KIND OF MUSIC I WOULD LIKE TO HEAR IN THE CATHEDRAL: http://www.youtube.com/watch?v=0XOfE96ABFI

Another idea for the Cathedral (Marcia Funebre sulla Morte d'un Eroe, from one of Ludwig van Beethoven's piano sonate) http://www.madore.org/~david/music/midi/b_fun.mid

Gecimen

Thanks for the effort! Looks good! Maybe the wood too bright and plain (no shadows)? Also agree with jal in the perspective.

Offtopic

Also this is a little offtopic, but yesterday we visited the sister of my mother, she's relatively young (around 60). She's in the hospital, she has the same illness from Stephen Hawking. She can't move and can't talk. Only can move a little bit her fingers, she barely can eat, drink or breath. When she tries to talk, her mouth is full of soam. I'm shocked by seeing her in this way, the disease has been very, very fast, and I'm very sorry. Life's very cruel :' (

Let's enjoy this life every second and minute while we can.

Edited by JaumeAlcazo - 10 April 2011 at 7:45am
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Quote Elk Replybullet Posted: 10 April 2011 at 9:48am
out of my league, im stunned
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Quote ChrisButton Replybullet Posted: 10 April 2011 at 9:39pm
Originally posted by Mr. Jaume

Thanks for the effort! But I feel it's too happy and optimistic
for the game, maybe in a particular point could be useful.
For the majority of the game I would use renaissence tunes, etc.

No worries, I made it just for my amusement anyways, I would have
never had any intention of putting THAT in the game! hahaha :-)
I will have a try at composing some music for you though, which you can
decide to use or not - I won't be offended or anything, it's good practice
for me. :-D

The preview of the eleventh update looks very good, too~

In one of the screenshots, did you mean to write:
"You can't catch me!" instead of "You don't catch me!" ?? :-)
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Quote bannanawalrus Replybullet Posted: 11 April 2011 at 9:46am
I actually can't wait for the next update now! Just walking around was fun enough for me, with things to do i might actually explode with fun!

Also, chrisbutton, i really like the song even though it doesn't really fit. It reminds me of "save the world, get the girl" by the king blues :')
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Quote Lochie Replybullet Posted: 11 April 2011 at 9:52pm
so so so amazing!

 
I think it the "sketch" idea is quite interesting, and it'd be much better to have this action rather than attempting to "talk" and being told that you do not want to disturb... :P
 
>Music
 
I love the idea of a sort of etheral sound for the cathedral, though feel an upbeat, folk-style song would fit perfectly for Florence's streets. The Renaissance was the time to be happy for Florentines, after-all!
 
>Offtopic
 
That's terrible to hear. I definitely agree; enjoy life whilst you can!
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Quote ChrisButton Replybullet Posted: 12 April 2011 at 12:18am
LOL thanks Mr. BannanaWalrus and Mr. Lochie.

I'll start working on an actual composition for the cathedral though.
Wish me luck, as I've never written anything from that time period.

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