Quote
Originally posted by DJ:
**pretty cool specially the new desert and artwork. for the artwork, id multiply the layer in photoshop and use the same beige color underneath it so it looks together on screen. that way you still keep the cool inks but kinda make it look like it was drawn on parchment paper. i dig the running around in overworld map too. good stuff.
**
DJ:
I heard a jaguar will give birth to a panther underneath the apple tree in Late June at the San Diego Zoo (url="http://"http://developer.apple.com/wwdc")... ... ...(/url)will you be attending the baptism
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inventory screen:
streng ht --->streng th
suggestions:
interface:
knock out the black in the loops of the letters;
p,P,G,o,d,a,e,q
not on the scrolls, just the text graphics.
cough easter eggs cough
i most definitely enjoy rooting and looting;
chests,trunks,dressers,cabinets,nightstands,beds,closets,armoires,chifferobes,loose floor panels,trap doors,cellars,basements,vaults,dumb waiters,light fixtures,musical instruments,book cases,desks,wagons,attics,wine cellars,granaries,water mills,grain silos,wind mills,mausoleums,crypts,shelves,sarcophagi,bushes,trees,hollowed out coconuts attached to trees,roof shingles,chimnies, objects strapped to the underside of any of the above and or course searching down and injured opponents...
i can't tell you how dissapointing 'Legend of Zelda: Link's Awakening' was...dressers bookcases everywhere and not a one to pilfer, always"checked the dresser. Wow, what a nice bookcase."...the rage i felt seared with the heat of a thousand microwaved jelly donut fillings ::hulking out::
lol, sigh....but, seriously...
just giving everyone a good list of places to stash essential and non essetial items,
its a good idea to cram the non essential goodies on the last leg of development.
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Other than that i really like the graphical style...and the beerBottle player portrait had me laFFing.
i draw in the negative as well (cloud graphic/the alpha channel)
and i know i said something to the effect of not splicing the new turnbased method with the old, however this snippett may be useful:
" **
I refer to the Player Turn and the NPCs turn, singular, this is because, despite efforts to delay each NPCs attack based on their attack delay they will attack within milliseconds of each other.
Which visually makes it appear as they go all at once.
In many games the NPCs distinctively attacking one after the other is purely aesthetic in others the order of attack may actually change from time to time. This is a situation of aesthetics...in order to make the NPCs appear to distinctively take turns, you will need to pad the animations. Lets say you have a series of 6 identical NPCs lined up and you dont want the next NPC to attack until the first NPC has reached its 4th frame. For padding duplicate the initial frame of the animation, that way the NPC will appear stationary, when in fact it is animating.
Example;
NPC 1: no delay
NPC 2: 3 duplicate frames of the initial frame
NPC 3: 6
NPC 4: 9
NPC 5: 12
NPC 6: 15
**"
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... That staples it.