Saturday, August 29, 2015

Facing the big problem

It's time to go back to work. And now I must face a big issue I've been avoiding for months: I must create an algorithm that supports different zones. The issue started when the map grew too much. Now it's so big that adding more space produces performance problems, as making game slower and FPS reduce (mainly in old computers). For now is OK, but I need more space for new enemies and quests. Thus, before adding more stuff, I must fix it.

I've thought about creating different zones, so when you go out from zone A to enter zone B, the game must delete all elements in zone A. So players keep feeling the map as a continous zone, with no FPS reduction.

Imagining it is easy, making it real is hard. So, it's time to work.


- Update 1: The algorithms to detect where Beth is, and the Algorithm to swap zones are perfectly working! The next steps are:
  • Delete sprites in the zone Beth is going out. But only the not important sprites. Bosses and items with state (such as chests or quest items) must not be deleted in order to mantain their states.
  • Divide the map details into zones and between zones.

Monday, January 19, 2015

Female character's progress

I've finished the clothes for the new female character. Now she looks like this:

Next step: animate her.

Monday, December 29, 2014

A new female character

I'm working in a new NPC. Before going on her (doing clothes and animations), I need your comments about how to improve her look.

As you can see, she's smaller than Beth, and has a darker skin.

I won't be doing nothing while waiting for your opinions. I still have a big bug to fix, hehehe.

PS. I've re-done some changes following Kyrieru's tip. Does she look better now? I've also redone some changes in the hips. How does it look now? Any preference?

 PS. I've uploaded a new version (v0.401) in order to fix a couple of bugs. I've also added a new feature. You'll see it when Beth walks, hehehe.

Wednesday, December 24, 2014

AS2 Help needed!

I'm trying to make an "exit" button, but:


All them work in the SWF file, but none of them work for the EXE. Any idea about how to make the button works?

Friday, December 12, 2014

Open door to farming...

Finally I've implemented the drop system. So, in the next version, enemies have some probability of dropping random items. Every enemy will have different probabilities of dropping each item. Also, chests will have random loot. For example, you'll find a heal potion in 35% of chests and in 50% ents, 2% ferrets, 50% lizards, 10% bears, 2% rats... etc defeated. An so for diary pages too...

This is the drop table I'm using right now (some spanish level required for the table xD).

For the video I've uploaded, I've increased drop rate multiplied by 10.

Also, I've implemented a new use for the X key. It will allow you to drop items you don't want to carry anymore.

PS. Watch carefully the end of the video, hehehe.

Monday, December 1, 2014

SR in HD?

Well, I've added a new feature...
Next version could be played in HD 1920 x 1080 fullscreen

And now I'll keep working in more playable content.

Saturday, November 8, 2014

Enemies video preview

Here you have a video of the new enemies I've done.

Enjoy ;-)