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Offline Briraka

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Re: Simon's Curse, metroidvania game based on Simon's Quest
« Reply #135 on: May 16, 2017, 01:32:32 PM »
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The effect of the water receding looks pretty good (if not a little too quick)? What bothers me is what exactly triggers this water response? It looks like it happens after Simon attacks 3 times,  but why?

If you look closely to the pillar next to Simon, the blue crystal fills the slot when the water recedes. I'm assuming the player has to activate the pillar by pressing up or something, though.

edit: ninja'd

Offline Wanhus

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Re: Simon's Curse, metroidvania game based on Simon's Quest
« Reply #136 on: May 16, 2017, 02:56:45 PM »
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Yes pressing up if in possession of blue power crystal =)
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Offline MooMilk

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Re: Simon's Curse, metroidvania game based on Simon's Quest
« Reply #137 on: May 16, 2017, 07:35:28 PM »
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Maybe you could add a cliff underneath the trees so that the trees don't look like they are floating. You could still make it fade to black so everything beneath it isn't affected.

Offline Wanhus

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Re: Simon's Curse, metroidvania game based on Simon's Quest
« Reply #138 on: May 17, 2017, 02:03:22 AM »
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MooMilk, yes I agree that it needs tiling or background so it isn't black.

Also i have thought if making something like this (from final fantasy, not mine) for the lake areas of the.
More so the water reflection.


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Offline Wanhus

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Re: Simon's Curse, metroidvania game based on Simon's Quest
« Reply #139 on: May 21, 2017, 08:04:17 AM »
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All right it's time for another...
SCREENSHOT SUNDAY!


Sorry about the same kind of gif again but i wanted to show you guys I listen to what you say.
Now there is a background to it, no spoiler whipping in this gif, water effects is a lot better also slower.

What else i have been doing:
-Added 3 new enemies (not sure thou if I'm gone use one of them)
-Lots of decor objects were made
-Effects fixing
-Simon finally has a death animation
-Area tiling
-etc basic stuff...
"in the land of the blind the one-eyed man is king"

Offline BLOOD MONKEY

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Re: Simon's Curse, metroidvania game based on Simon's Quest
« Reply #140 on: May 21, 2017, 09:03:07 AM »
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All right it's time for another...
SCREENSHOT SUNDAY!

(click to show/hide)
Sorry about the same kind of gif again but i wanted to show you guys I listen to what you say.
Now there is a background to it, no spoiler whipping in this gif, water effects is a lot better also slower.

What else i have been doing:
-Added 3 new enemies (not sure thou if I'm gone use one of them)
-Lots of decor objects were made
-Effects fixing
-Simon finally has a death animation
-Area tiling
-etc basic stuff...

Those grey tiles that showed up when the water disappeared are a little hard to actually tell that they're tiles. You might want to consider increasing contrast between the background and that tile.

I really like the way the new water effect looks. In that little empty area to the left that's 4x4 blocks wide, you could maybe add water that stayed in there.
Like that. It'd make sense based on how water works and such.
UPON THE COMPLETION OF ITS STATEMENT, THE BLOOD MONKEY LEAPS TOWARDS YOU, BARING TEETH. IT IS TOO LATE FOR YOU.

Offline eryson

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Re: Simon's Curse, metroidvania game based on Simon's Quest
« Reply #141 on: May 21, 2017, 09:24:26 AM »
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the water falling is subtle now. good work.

Offline Wanhus

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Re: Simon's Curse, metroidvania game based on Simon's Quest
« Reply #142 on: May 21, 2017, 09:36:14 AM »
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Bloo sure I will add water there.
I thought it looked a bit silly without it also =)

Also Ill swap the grey tiles to same as the other ground tiles.
I don't even know why i made them different???
Temporary insanity I ques.

Actually just fixed them while writing this.
Now all earth color and water is created on the small area.

But I wont make and post third same gif you just have to trust me =D
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Offline BLOOD MONKEY

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Re: Simon's Curse, metroidvania game based on Simon's Quest
« Reply #143 on: May 21, 2017, 12:00:28 PM »
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Bloo sure I will add water there.
I thought it looked a bit silly without it also =)

Also Ill swap the grey tiles to same as the other ground tiles.
I don't even know why i made them different???
Temporary insanity I ques.

Actually just fixed them while writing this.
Now all earth color and water is created on the small area.

But I wont make and post third same gif you just have to trust me =D

Alright sweet. Keep up the good work, this is definitely shaping up to be very refined.
UPON THE COMPLETION OF ITS STATEMENT, THE BLOOD MONKEY LEAPS TOWARDS YOU, BARING TEETH. IT IS TOO LATE FOR YOU.

Offline Wanhus

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Re: Simon's Curse, metroidvania game based on Simon's Quest
« Reply #144 on: May 28, 2017, 10:20:15 AM »
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What time is it.....?
SCREENSHOT SUNDAY!

Yay time for another update on what i have been up to.


Its still missing backgrounds and back decor so don't worry it wont look like that when its ready

What been done this week:
-Made 2 new enemies (one of them can be seen in the gif above remember its recorded in 33 fps and you pc will run it about 60 fps)
-Created 4 areas
-Made area enter text to appear
(you know when you enter new area text splash, thou i did not want to put this in every area as many areas have different names so getting this every time you move to a new location AK screen would be horrid)
-Improved intro effects
-Did some tiling like I always do
-Fixed some effects like night darkness was too dark, some death effects bug's etc...
-Balanced various enemies and drops
-Some other nice stuff I forgot about
« Last Edit: May 28, 2017, 10:23:02 AM by Wanhus »
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Offline Briraka

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Re: Simon's Curse, metroidvania game based on Simon's Quest
« Reply #145 on: May 28, 2017, 12:52:19 PM »
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Awesome work as always, but shouldn't the axe be spinning clockwise when it's thrown?

Offline theplottwist

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Re: Simon's Curse, metroidvania game based on Simon's Quest
« Reply #146 on: May 28, 2017, 12:59:03 PM »
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Wanhus I have a question: Do you plan to make the villagers still keep lying? And do you have plans to change the final battle somehow? (also sorry if you already answered this).
« Last Edit: May 28, 2017, 01:13:15 PM by theplottwist »
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Offline Wanhus

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Re: Simon's Curse, metroidvania game based on Simon's Quest
« Reply #147 on: May 28, 2017, 01:22:01 PM »
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Briraka hmmm.... yes you might be right =D
Also my animations might be mixed not the first time dir="left" has animation named left but is actually right =D
Hope you liked the Une, I'm not very good at making animations that's my best work ever =D


theplottwist Villagers lying nooo nooo... But some of them might die and I have made few weird ones.
One of them is called Watcher, I wont spoil more. Villagers mainly talk about lore things or have helpful tips.
Final battle and castle both yes. Still not sure if ill add classic 2-3 dracula fights ("This is not my true form!" "wooosh" "It's over ninethousaaaaaand") or one much harder fight.
Castle yes fully revamped as nothing could possibly be MORE fun than walking in an empty castle.
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Offline MooMilk

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Re: Simon's Curse, metroidvania game based on Simon's Quest
« Reply #148 on: May 29, 2017, 10:49:18 PM »
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Maybe instead of having the area name appear onscreen you could just have it appear on a map subscreen?

Offline Wanhus

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Re: Simon's Curse, metroidvania game based on Simon's Quest
« Reply #149 on: May 30, 2017, 02:37:58 AM »
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MooMilk Well I don't think the text bother no one there, right? (would look silly empty, at least for me as i have seen text there for years even in first versions)
Even when the game still looked like this....

Even in the current builds alpha it had it =D


Sorry just wanted to show how much the game has improved over the years.


Also there is no map yet, I have thought about adding a map but it would be general simons quest map.
Not the traditional metroidvania map, as this games map design is not very complex, mostly straight line and same size.
The map I have thought about adding is about this:

But i have to redraw the whole map so I haven't added it yet.

But thanks for the suggestion, I like feedback the more the better as long as its constructive. =)

 
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anything