The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.39 / 5.00 38,635 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.09 / 5.00 15,161 ViewsLevel 1 Boss
He looks great, I would have prefered seeing him with the hood on but its fine without it.
I find the shoulder plates could use some shine, but I'm sure its because your note done yet.
The white robe is nice, but I pictured it more as beige.
Overall, he is nicely drawn and he looks tough.
Level 3 Boss
He is probably my favourite boss so far, his skin looks more like flesh than scales which adds a good touch to it. The color scheme is great, I pictured him gray but this is way better. The details on him such as, those light spots, suit it very well and the horns(?) are great. That blade at the end of his tail looks like an awesome weapon.
My final opinion, awesome boss and he looks like a challenge.
Hope to see more, and good luck : D
That looks impressive. Will you be releasing demos and alpha versions of it? I'd love to be part of the game testing.
Awesome critiques.
I hear you on the need for scales, but I feel that it might be a little too much detail. I'm actually toning down the level 2 boss's ornate patterns for the very same reason. It's a bitch to animate, and the typical player probably won't notice/care whether they were there or not.
I agree that the level 1 boss's face needs some work. The hood is tempting... I may need to try that. Beige was my first color of choice, but after trying it against the background, he really didn't pop out very well. Good call on the shinier gold. I'll have to try that.
:-)
At 7/14/08 10:17 PM, zrb wrote: Level 1 Boss
He looks great, I would have prefered seeing him with the hood on but its fine without it.
I find the shoulder plates could use some shine, but I'm sure its because your note done yet.
The white robe is nice, but I pictured it more as beige.
Overall, he is nicely drawn and he looks tough.
Level 3 Boss
He is probably my favourite boss so far, his skin looks more like flesh than scales which adds a good touch to it. The color scheme is great, I pictured him gray but this is way better. The details on him such as, those light spots, suit it very well and the horns(?) are great. That blade at the end of his tail looks like an awesome weapon.
My final opinion, awesome boss and he looks like a challenge.
Hope to see more, and good luck : D
I will do my best to remember to contact you when beta testing begins.
:-)
At 7/14/08 10:34 PM, Toast wrote: That looks impressive. Will you be releasing demos and alpha versions of it? I'd love to be part of the game testing.
I hear you on the need for scales, but I feel that it might be a little too much detail. I'm actually 4ntoning down the level 2 boss's ornate patterns for the very same reason. It's a bitch to animate, and the typical player probably won't notice/care whether they were there or not.
Haha, your right, I probably wouldn't have noticed it unless I was only paying attention to detail and it does seem like a bitch to animate.
I agree that the level 1 boss's face needs some work. The hood is tempting... I may need to try that. Beige was my first color of choice, but after trying it against the background, he really didn't pop out very well. Good call on the shinier gold. I'll have to try that.
I see what you mean, the beige would blend in too much with the background and the white is nice so its all good.
I would like to beta test it aswell :3
I would like to beta test it aswell :3
You got it. It's the least I can do for all your continuous feedback for all of my posts. :-)
Head over to the blog and check out the rough art for the final level of MageQuest. There's a lot to look at. Let me know what you think!
In case you haven't heard, MageQuest was never really the intended name of this project. As of last week, it has been given it's official title. From now on, you can refer to this project as...
Conjurer: Wrath of the Arcane!
:-)
It's great that are almost done. I have been reading your blog since you first posted this topic here. But I stopped reading your blog for a little while when I updated to Firefox 3 because my RSS feeds where gone. But not anymore. :P
haha... yeah, my move to Firefox 3 was a bit rough too. No add-ons worked for at least a month.
:-P
Yeah, I am probably missing some Firefox add-ons that I don't use often/don't notice so I don't remember. And some add-ons haven't been updated to Firefox 3.
I really like the "Awesome Bar" though. Very useful.
It drove me insane to go without my Gmail Notifier and Alexa Sparky for so long.
:-(
Whoah, you just posted on your blog. So you have to finish the final level, do the art/animations for the new enemie, and the final boss. Anything else you have to do before a beta?
At 7/22/08 01:08 AM, ZealousZephyr wrote: Whoah, you just posted on your blog. So you have to finish the final level, do the art/animations for the new enemie, and the final boss. Anything else you have to do before a beta?
I've been researching "blitting". It would allow my engine to have a LOT happening on screen. Then there's enemy AI, some particle animations, sound effects...
There's still a fair amount to do, but quite a bit has been scratched off the list.
:-)
I just started in on the Final Boss's rough art. It's a bit of an homage to the old NeoGeo game that inspired this project.
:-)
It seems that I missed alot of updates, time to comment.
At 7/21/08 11:57 PM, mongoid wrote: Head over to the blog and check out the rough art for the final level of MageQuest. There's a lot to look at. Let me know what you think!
I am really loving the castle theme. Its the perfect mood for a final level. You mentionned that the character will need to use his new skills, which is a great addition for the ending. I can picture this castle as either gray with red or beige with red but if you can think of something more original, that would be great.
At 7/22/08 02:38 AM, mongoid wrote: I've been researching "blitting". It would allow my engine to have a LOT happening on screen. Then there's enemy AI, some particle animations, sound effects...
That is still alot of work but it would seem as if you have done alot of it already and these are just
minor aspects compared to all the levels, and the engine itself.
At 7/23/08 07:56 PM, mongoid wrote: I just started in on the Final Boss's rough art. It's a bit of an homage to the old NeoGeo game that inspired this project.
If only I played that old NeoGeo game, I would have understood this whole project a little more.
Nonetheless, the boss is looking amazing. His costume, well clothes, look very well made and make him look like an emperor or ruler. I really can't wait to see him colored !
If only I played that old NeoGeo game, I would have understood this whole project a little more.
Nonetheless, the boss is looking amazing. His costume, well clothes, look very well made and make him look like an emperor or ruler. I really can't wait to see him colored !
Try downloading the neogeo Magician Lord ROM and playing it on an emulator. You could also get it for the Wii, though I would recommend watching a few videos of the gameplay on youtube. It's not a really good game by today's standards. Atrocious controls! But the "Engrish" is priceless!
"You're a dangerous guy. Be dead here now!"
At 7/23/08 08:39 PM, mongoid wrote: Try downloading the neogeo Magician Lord ROM and playing it on an emulator.
Alright thanks.
"You're a dangerous guy. Be dead here now!"
By the sounds of that, I think I'm in for a laugh.
Conjurer's level 4 artwork is complete! Head over to the blog and check it out!
I... I can't animate particle physics. It's a horrible secret I'm forced to face up to. Read about it here...
*SOB!*
At 8/12/08 01:59 PM, mongoid wrote: I... I can't animate particle physics. It's a horrible secret I'm forced to face up to. Read about it here...
*SOB!*
Well that is more of a poof, but you seem to have all the shading right. Anyways if you want an explosion, it just needs to expand rapidly then slow down with smoke.
At 8/12/08 01:59 PM, mongoid wrote: I... I can't animate particle physics. It's a horrible secret I'm forced to face up to. Read about it here...
*SOB!*
alot better then I could do
anyways I was wondering if you could do an article on how to code player-controlled-characters im not looking for you to post source code or anything, im looking for the theory.
At 8/12/08 02:17 PM, thedo12 wrote: alot better then I could do
anyways I was wondering if you could do an article on how to code player-controlled-characters im not looking for you to post source code or anything, im looking for the theory.
What theory is there to know, you use keys to make the character do different actions.
But if your an animator who just started learning AS then it makes sense to ask a question like this :P
At 8/12/08 02:22 PM, zrb wrote:At 8/12/08 02:17 PM, thedo12 wrote: alot better then I could doWhat theory is there to know, you use keys to make the character do different actions.
anyways I was wondering if you could do an article on how to code player-controlled-characters im not looking for you to post source code or anything, im looking for the theory.
But if your an animator who just started learning AS then it makes sense to ask a question like this :P
i am an animator who just started using as :p
example, how to code attacks , so they play through the animation once and dont keep playing if you hold it down.....
At 8/12/08 02:33 PM, thedo12 wrote: i am an animator who just started using as :p
I thought so.
example, how to code attacks , so they play through the animation once and dont keep playing if you hold it down.....
First, you'll need to learn the basics. Then you move on but here's a "theory".
You make a boolean that is set to true and false according to your attacks. When the attack key isn't pressed, the boolean is false and the character does his other actions.
When the attack key is pressed, the character goes to play his attack animation.
And then at the end of your animation, you set it back to false so the character goes back to normal instead of the animation looping.
But then you think "Oh I can keep holding the attack key" so then you would need another boolean to check if your holding down the key and you use that to make the animation play once.
Congratulations on marriage. :D
That is only good as a poof. Explosions are more, you know, explosive.
It does not need the blur filter though. You could add more frames to it towards the end.
At 8/12/08 02:33 PM, thedo12 wrote: example, how to code attacks , so they play through the animation once and dont keep playing if you hold it down.....
You need common sense for that, not theory.
All the levels have been constructed! Check out a quick youtube preview of each stage over at the blog! This project is really coming together. Now on to developing the game's enemies, attacks and bosses.
Joy!
Melee attacks, the enemy bat and dropped items have been implemented into the latest alpha build of Conjurer! Check the blog for more info!
:-)
Giant ice tarantulas have been added to the game. Read more about them over at the blog!
I just updated the blog with news of the new Goblin enemy, as well as checkpoints! There's also a preview of the spell casting animations as well! Check it out and let me know what you think!
Man, you just keep on working.. this game is going to be great (: