In Reply To #28
So... based on a 1 room demo that took me 3 days to make in my spare time you dont think this is headed in the right direction? Boy Im glad you arent a professional reviewer if you judged every game you played based on the first room you start in before you even had access to anything else Id hate to know what youd review things.
I do appreciate the honesty tho I dont sugar coat stuff mself and I think your wrong. Ive made upwards of 40 oblivion mods that Ive released I have no idea if how many Ive made that I havent released. Im a good judge of my own work and if I dont think somethin is good enough to release I wont. This is no exception. Its been DLed almost 30 times and besides Jorge your the only one thats had a complaint so far. Atleast Jorge explains why he feels the way he feels not just says it sux and its gonna suck etc etc.
In Reply to #29
I cant reproduce the whip error you mention... its possible its already been fixed in my current version. Im workin on the inventory system now and thats a lot of interaction with the message boxes so its possible in my changes Ive already fixed it and didnt know it.
Again with the stairs... atleast your a lil more indepth. So... move the stairs farther from the water and make solid blocks before the jump thrus? Or is a purely visual thing based on where the stairs are with the water? Im always open to suggestions that dont include the original CV2 stair method. Im not makin those I refuse.
Ive already tweaked the night darkness. It hit me just how dark it was after I finished Jova Woods. Its still dark but the backgrounds are blended as much so it while the actual darkess lvl is the same theres more visible still. I dunno bout the torches Im still not entirely convinced I like the effect at all. Puttin a light around Simon is out... I dont think thatd look good at all. The overly dark darkness is more a result of too much brightness around the screen vs how dark it actually is. A big bright patch followin Simon around would only make things outside that patch even harder to see.
The jumpin is variable yes. Thats intentional and I wont change it. I want you to be able to have complete control over the jumps and movement in air. Remember it only LOOKS like an NES game that doesnt mean its spose to control like one.
The "hill" tiles you mention arent flat on the bottom they look like this
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where you hit your head is where you connect based on the height you jump. If your hittin your head on the bottom its cause thats cause you were directly under the bottom.
So far the 2 mentions of this hittin your head problem is tellin me 2 things 1) ppl dont realize you cant jump thru the stairs 2) maybe the stairs are too close to the water. Maybe its never effected me cause Im more of an "edge" jumper vs a "middle of the block" jumper. I dunno
Heres some new shots. 3 from Jova Woods 1 from Jova. The first two show the same area one around noon the other around 9pm the 3rd is the bridge around 9pm and the 4th is Jova about the same time. These are the new night time settings. Any improvement? Try to view em fullscreen with no bright colors around em. That why you can see what they look like ingame with fullscreen on.




Also: Does the "idle" sprite suck? Its the gate sprite from CV1 I edited. I think it looks kinda meh but its not too awful.
EDIT: Heres a pic of the inventory currently... while Im at it.

Dont mind the 2 reddish squares theyre for alignment. The 50 at the bottom is a debug var. As you can see by the location of the items in the pic this inventory works in the order you get things not the order the game displays em in. It also takes position in the room into account and tries its best to keep itself completely onscreen. You have to really want to get it to clip off the screen for it to happen