gstv87

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sixty-third time's a charm..... maybe.....

DOWNLOAD FROM MEDIAFIRE
fixed the font crash, other save-related crashes, and some quest-related bugs.

I did do a separate test run this time, and managed to fix most of the bugs related to files.
I included an error-tracking feature that will dump a list of missing files.
Errors the like of "/folder/$actor_weapon" are already accounted for and handled, so ignore those.

next version will include an improved preloader and a separate credits scene, which I was in the process of coding when this whole font thing came up.
¯\_(ツ)_/¯
 

gstv87

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Inventory upgrades and warehouse system.
mostly working.


-Inventory items stack up.
-Max. inventory limitation.
-City-based warehouses.
-Freight system.
-Basic routing and conditioning

to do:
-tie to quest system.
-limit local warehouse
-build global event system (for changes in territories and blockades to trade)
-AND GET RID OF THAT BLOODY INTERFACE!
 
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gstv87

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six months.

SIX MONTHS!
to work out the geometry of this!


CBrB6NE.jpg



parallel walls
tile-on-tile overlays will have to be made on demand, but everything else is tile-able.

N0jYqeP.jpg



the 3D rig

6kGfc0U.jpg


W8TZOpI.jpg


pDYtvMq.jpg


that's the grid, on the bottom.
yes, the crenelations, on the top, align with the grid, on the bottom, at an angle, pixel-fitted, scaled to the characters.

............six months....... *goes away, muttering...*


another use of the same technique.
city square, before.

RpwVXce.jpg



after.
hoip3TN.jpg


still *not quite* what I had envisioned, but it'll have to do.
I'm done setting up the camera.
 
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gstv87

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not yet, but hopefully before another six months :frown:
this, was to fine tune the rig (the grid, the camera and the lighting)
with that set, I believe the process of rendering the tiles will go smoothly (hopefully)

 
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kaukusaki

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holy crapola this is CHOICE :kaoluv:
Now when folks wanna rag that you can't make a good looking game with custom grafix in VXA, i'll point them in your direction :kaohi:

I'm still in dev hell over here with my projects, so still plodding along....
 

Lucas7eixeira

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This made me want to play Line Age II again... lol
So many memories!
 

gstv87

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a selection of walls, windows, floor tiles, shading styles, and pillars.
feel free to cut and dissect at will, take measurements and criticize.... I'm looking for the "right" look for the perspective.


everything can be adjusted.
right now, I'm working with 2x2 walls, 12px "deep", flush with the grid line.
receding the build 8px allows for additional detailing (pipes, bricks, rubble, etc) and shading, while not compromising the perspective too much.

floors will almost certainly be tiled in 3/2 rather than 2/2 to help with the illusion.
 

PresaDePrata

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Really nice. You created a pixel movement for your game, haven't you. It looks fluid.

How did you get your game hardware requirements?
 

gstv87

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Really nice. You created a pixel movement for your game, haven't you. It looks fluid.

no, I simply added more frames to the walk cycle and adjusted the movement so the feet wouldn't slide.
it's not pixel movement, it still locks to the grid.

How did you get your game hardware requirements?
I'm running a 2GB system, and I'm squeezing every megabyte out of it :D
even with a preloader, it's a tight fit.... so, 4GB should do it.
 

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Took some trial and error, but I managed to create "visuals" for underground dig path regions.
Couldn't sleep at all so I started working on the topmost deck. I've had to make several deviations from the Imperator/Berengaria's deck-plans to accommodate MV's movement, but 100% accuracy was never my intention.
Still no name for the poor ship...:kaodes:
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Here's Mike when you get a preemptive strike in battle. There's another one for when an enemy sneaks up on you too.
Suddenly, games mean nothing. The money spent was worth it to bring souls towards the light of life. May God bless my path forever. I pray that all are shaken for truth and poured out flat on the table of true understanding, knowledge, and wisdom. Bless you.

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