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Everything posted by froggy
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Update as of 2/6, i've gotten a lot of stuff done over the weekend, and have some time today and tomorrow as well. If everything goes according to plan i should be able to release a playtest by the weekend (6/6). I'm just doing all the minor stuff and fixing up some quests and graphic stuff that i have neglected before. I'll try to post some gradual updates in the coming days, but some of the things are so minor it's not worth posting about. Stay tuned for more info!
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Hello! Figured i would post an update. I have been lurking the website but not posting anything, keeping up to date. I haven't done anything since my last post, didn't even finish the zombie sprite, which just needs a few finishing touches and put into a proper sprite sheet. Motivation and my work being mainly summer based means i have had very little time or interest in working on my project. I haven't given up, and it's actually pretty playable, i who know where everything is can play for 3-4 hours straight to finish most material, and that is just the parts that are complete with quests, items, lore, etc, with a lot more started but not finished. And it hasn't helped that there are some fundamental things in Intersects current state that i just don't like in a game, for example, quest items being able to be dropped when you've reached max required for the quest task. I mean, if i want the player to not be boosted by other players i have to make the item non-droppable, and then the players would wind up with loads of unecessary quest items. Of course you can make them sellable but it's just many extra steps for something that should be in the engine, and that is just one of MANY things i would personally change.. I know we'll get there eventually with Intersect though, no doubt. I am simply waiting for future updates to make the game playable in the way i want. A short list of the non-map things i've added and completed for future parts of the game: Spell GFX, Spell Icons, Weapon & spell Icons and paperdolls to go with them (many made by me!), loads of animations for events, characters, quests, etc. Some (not a lot) custom graphics by me, sounds for various world interactions, combat, and music. Since my choice of graphics are difficult to combine with most sprites developers use today i've decided to focus on the game parts. Don't get me wrong, i fully intend to have everything paperdolled, and i have almost every item paperdolled for the parts that are playable. What i was thinking then was to have just weapons & shields paperdolled, which are super easy to do. The rest just takes far too much time for me, since i'm at most a novice at pixel art and such. Once i have more of the game complete i intend to hire someone to do some custom assets for me that i can use with GCH or something like it. What i'm hoping is i'll be able to put some time in and do just a wee bit more before i can put the game online for you all to try, despite current flaws. Turned into quite a long post, thanks for the read, and for those who have been interested since i posted this thread i can promise i'll have something playable Soonâ„¢
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Rudra no Heihou / Treasure of the Rudra RIPS
froggy replied to Solomon's question in Resource Requests
Afaik these are the only rips on the web, as i have been looking for them myself. If anyone has better rips most likely they ripped it themselves. https://www.spriters-resource.com/snes/treasurerudras/ -
Can you upload one of the sprite sheets you are attempting to use?
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@Zetasis Very very awesome art!
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Story Today I did this on my project...
froggy replied to SkywardRiver's topic in Design & Creativity
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Alright. That's fine, since you added me to the poll. I voted for myself btw, just to get the ball rolling on all my votes
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Can't believe i am not on this list. Totally disappointed.
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Been super busy working 12+ hrs/day this last week. But i have had some time to do some work. Since the last update: Finished zombie sprites with two different palettes. Two additional paperdolled items finished (one robe and one weapon) Finished mapping a crypt which serves as a mini dungeon with puzzles and traps, the crypt is tuned to be explored just after you've advanced to your first class, and the location is hinted by NPC dialogues, as well as how to open the door. You could view the crypt as a kind of tutorial to dungeons. Will add the puzzles etc in the coming days Here's a rather empty teaser of the first level of the crypt:
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Today's update! Been working a lot on my own graphics, finished a lot of paperdolls (just missing a few pieces needed for play testing, other than that it's complete) Apart from graphical things i've completed a lot of minor things like improved quest texts, item/spell descriptions, spell sounds & animations etc Also started working on custom NPCs, here is a zombie i've been working on, though not the finalized version, i still wanted to show it! Zoomed 300%
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-UPDATE- I have been doing pretty much the same as yesterday and the day before that, pixel art and paperdolls! I'm going to try and have a trailer and some more stills and info up and running by the 31st at the latest! (If time allows, otherwise shortly thereafter) Hello! If you're referring to the animation that's played when walking down, that will be fixed once source is out and we can add our own attack animations. Right now i'd rather have the attack animation as part of the walking animation than the other way around , other than that, it's all in sync.. Anyway, the slicing part of the attack is an animation thats connected to the item. And thanks!
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As promised, i am here with an update! I started making the paperdolls with my own custom items! Here's a dagger, armor, and shield: And the same armor with a sword and shield: Today i made 13 new paperdolls(weapons, shields, armours, boots, and robes) I've got a lot more to do and more to come
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Will Intersect recognize NPCs as entities through events at some point? So that NPCs can spawn other NPCs for example. Or is that something that has to be added once source is released?
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Hi people! I hope people are excited for my project! I have both good and "bad" news. Good news first. Pretty much everything is finished. You can currently play up until your first class change, and a bit after. Now for the bad news, which kind of has good news in them. I'm delaying any kind of playtesting unfortunately. The reason for delaying things is simple, i want more in the game. I work full time, with irregular weekdays, meaning i am at work for about 10 hours a day, 6-7 days a week, with three days off every three weeks. I don't have a lot of time, but i put in time whenever i can. I don't think a lot of people are excited for my project, but for those that are interested, sorry! Regarding the exact reasons i'm delaying testing is because i want to do these things: Add custom paperdolls, meaning i will make them work with GCH so i can make better looking NPCs. This also means i'm less limited, so that i can have a wider array of equipment available for players Add custom NPCs, meaning enemies Fine tune quests and overall balance Have the Ranger subclass be playable with playtest release And a lot of less important things not worth mentioning here, but those are the big ones It's a lot of work, but it will (hopefully) be worth it. Until playtest i will try to update the thread with what i'm working on, especially since i have done a lot of work since my last post in October and not posted any of them. I'll keep you guys posted & updated! Thanks!
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I made some new pieces today, while they're a bit mismatched due to colors and such, i just wanted to put them together to see what they would look like on a fully decked out character! I didn't make these with the intent to work together, just to make them The wand definitely needs some darker shading(it is built with 5 different shades of brown), and the cloth cap could perhaps be a bit more dark blue, or a bit more grey to match the robe. Here are the pieces separately: And here is another, though semi deck: Armor separately: Hope someone likes it!
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Thanks a lot man! Hehe I see what you mean! It looks much better a bit zoomed in Thanks!
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Pixel art is really fun! I've never really made anything from scratch before, only edited tiles now and then. What do you guys think of these? What could i do to improve? I didn't dare attempt anything except two shields, was going to try some weapons next, we'll see how that goes I made them with using looseleaf's body sprite (32x48) Added some more:
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A problem i've had for a while now is drop restrictions, for example, say an NPC tasks you with collecting x of said items, how do you prevent those items from dropping once x amount is gathered? Since I don't want players to be able to gather certain items for others(such as quest items), i would like those to only be able to drop if they're on that particular quest, another way could be to have them be bound to the character, but then if they gather more than x they can't get rid of them later. Ideas how to work around this?
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I don't see why not. Try it with switches and then spawn conditions. Then again, i'm no ace with events, but it should be doable.
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Yo Eric! Just wanted to say you are doing a great job. I'm using your music for my project, a lot of them! And SFX etc.
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Any way to prompt chat bubbles for players/npcs/events via events?
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That's weird. They should be moving and attacking. Are you using the latest Intersect version? (0.4.7) And to get it out of the way, you don't have NPC avoids attributes/blocks etc on the map? And your character has weapons with enough stats to do damage?
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Could you take a screenshot of your NPC configuration? Also, check under "Behavior" in the NPC editor and see what option you have selected there.
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I see. Guess it's a thing that will have to wait until source is out
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I was trying to have monsters summon enemies, one boss and one normal monster. Starting with the boss type, i set up the common event, stating the map and tile locations for the spawns, then connected that common event to a spell, which i in turn gave to the boss to cast, but he won't cast it, i assume because there is no trigger. I tried autorun but the spell just kept being cast constantly, since the event is being run and not the spell. And then for the normal monster, i did the same as above, except i assumed i would be able to use "on/around entity", but there is only Player as the option, perhaps the engine recognizes the monster as "Player" if the monster casts the spell? Does anyone know how to solve the boss type summon problem? Or can clarify the normal monster part for me? I can't really test it since the monster can't cast it (same problem like with the boss type)
