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Blackwood astral's in over his head again

#31 User is offline   astral 

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Posted 06 December 2009 - 02:57 AM

I've finalized the item formats and stats, come to a pretty good position on formulas for stat contribution to combat and damage reductions and the hit table. I have hit a complete wall with finalizing a character progression paradigm. It's really destroyed the speed I was progressing with before, I'll probably return to some art and start banging out the maps for the three starting areas just to give it a rest in the next day or so. My ultimate goal was a working combat prototype by Monday, I really don't see that happening at all right now. A very depressing setback.
i thought you said weast
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#32 User is offline   RyanThunder 

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Posted 06 December 2009 - 08:09 AM

View Postastral, on Nov 28 2009, 04:56 PM, said:

Posted Image


astral, if you don't mind my asking, how did you go about designing this title screen? Did you use a .BMP or something?
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#33 User is offline   astral 

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Posted 06 December 2009 - 03:14 PM

View PostRyanThunder, on Dec 6 2009, 03:09 AM, said:

astral, if you don't mind my asking, how did you go about designing this title screen? Did you use a .BMP or something?


Designed it in Photoshop, saved it as a 16 color PNG at 80x50 and then converted it to MZM using some old tool Lancer made a million years ago. FWIW a lot of my art starts out that way, I do it in another medium and import it either manually like the Blackwood title itself or automagically like the astral presents screen.
i thought you said weast
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#34 User is offline   Padz 

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Posted 15 December 2009 - 04:51 PM

Just read through the entire journal, I'm liking the whole look of this game(Especially the sunset). It reminds me of TES:1 and other such games.

Was that tool Lancer made released on Dmzx? What was it called, it looks handy
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#35 User is offline   astral 

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Posted 06 January 2010 - 12:16 AM

Nothing's set in stone yet, but I'm in the process of building a team to move this game to the Unreal Development Kit. UE3 ftw. If that doesn't pan out, I'll likely return to the Megazeux iteration, and it's also likely I might evolve this into a different (albeit simpler) project.
i thought you said weast
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#36 User is offline   ShloobeR 

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Posted 06 January 2010 - 03:10 PM

View Postastral, on Jan 6 2010, 01:16 AM, said:

Nothing's set in stone yet, but I'm in the process of building a team to move this game to the Unreal Development Kit. UE3 ftw. If that doesn't pan out, I'll likely return to the Megazeux iteration, and it's also likely I might evolve this into a different (albeit simpler) project.


oh..... kay?
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#37 User is offline   astral 

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Posted 12 March 2010 - 06:25 PM

The move to UDK turned into something a bit more interesting than I'd originally planned, though the curve in getting everyone started is going to take a fair amount of time. With that, I decided I'd try and work on this a little bit and end up with a finished game. Unfortunately, it slipped through the cracks in my backups and when I changed RAID formats I actually lost the most recent version. My work laptop has a version that's about one major revision behind, which is fine, but it means I've got my work cut out for me just to get back to where I was. I guess we'll see how far I end up getting with that.
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