Toxic: @Shotgun_Observations: I was thinking about using all of them. The player would start with the vintage and it would change texture as the player's money gets higher.
Toxic: @WassapDude94: Yea it's the training log, I thought it would be neat to implement it. As for your other question, the Glass, Ebony, and Daedric would all have high rarities and not be obtainable until later on, probably not until the player reaches a higher level. When you do get them, they should just be seen as powerful weapons, and having them will not affect the story.
Toxic: @Erick_Rusht: I don't mind the questions, I actually enjoy them because it means people are interested in the game! There will be a few types of primary spells (attack spells) That will use more magicka than other spells. There are a few limitations to magic use, such as no magicka regeneration. By default the magicka will have a max value of 100% and start at 0. More useful and powerful spells will use more magicka and potions will be semi-expensive with a moderate rarity.
@PermanentFace: I added a platinum material to add more variation to the list because without it I thought there wasn't enough material variety. Not to mention that I wanted to stray away from the Elder Scrolls mainstream of weapons (hence the spears and lack of hammers).
Toxic: @Erick_Rusht: Actually there already is a skill branch! I guess I never uploaded a screenshot of that. There are 3 main columns; Defense, Support, and Offense.
Toxic: Improved weapon textures for the game.
*Added shortswords, maces/blunts, bows, and arrows
*Added Ebony weapons
-Remade textures for some weapons
I didn't want to directly rip off the weapons from the Elder Scrolls games, so I made differences in types and textures. Spears are the equivilent of Claymores in terms of size and reach, however Longswords are the primary melee damage dealers. The Battle Axes shown above are a sort of mix between Battle and War axes, and the Maces/Blunts have stats balanced between Maces/Blunts and War Hammers.
I kept the gold and moved them to the bottom because they will still be in game, but as more of a valuable item rather than a useful one. I don't know if it was clear when I stated before that these items will probably not be purchasable, instead just a rare find for some extra money.
Toxic: @Kazerad: I actually have experimented with these kinds of codes and they ended up being a couple hundred different digits. The problem however was I couldn't figure out a way to copy them to the clipboard, as you can't highlight text in flash while it is running. As an alternative, I tried to create a document with the text on it but that wouldn't work either.
Toxic: @Shotgun_Observations: I've thought about this, and it theoretically would work and would actually make the game run smoother, but then it raises the problem that data such as items and skills wouldn't save between sections. As a temporary solution however, this would definitely be a good alternative to completing the game in one playthrough.
Toxic: To put it in simple terms, I have a problem.
A recent train of thought has guided me to realize that my game has a small issue. First, the good news:
The game will still release, things are going good so far, and this issue does not affect the beta version of the game.
The issue that I have discovered is that of saving- in this case the lack there of. As of now, I haven't found a way for the game to save. If I cannot find a method of saving data, this will lead to one of two things. One- You will have to complete the game without ever closing the window. Or two- I will have to upload the game to some site that will alow a user's data to be saved as a document or online cookie.
Again, this will not affect the beta because I didn't plan on making the beta a savable thing, only a test.
In case you plan to tell me that saving is not possible because this is a flash game (a really big flash game, mind you), when I first had the idea to crate this game I didn't know any other coding language- and I still don't. However, if I can convert this .swf into JavaScript and work on there, I am willing to learn JavaScript and make the game on there.
Now, describe this overly-long dramatic description as dramatically as possible.
Toxic: @nwhisper: However I did figure out how to convert in into a .exe file so it could be a standalone game. I think you still need adobe flash installed though.
Toxic: @Vinarto: If it makes you feel any better, I'm taking suggestions for elements in the game such as characters and items. So if anyone has any ideas for stuff, feel free to share them- I will consider everything.
Toxic: I never really thought about it until now, but Prequel deserves a lot more fans. Like, it's a miracle that it isn't way more popular than it is, if you ask me.
Anyways, these are all of the outfits (and lack there of) that will be seen in the beta.
Toxic: @Vinarto: Yea, this is just the harbor part of Anvil right now. I originally had it at a similar angle with similar curves as the original, but it ended up being all messed up and borders wouldn't work right and this version was just the best way to go.
@Shotgun_Observasions: I just remade the map.
-Retextured grass to a recolor of the grass in Katia: Exselsior
-Retextured water
-Added more objects
-Added shadows
Toxic: @AMKitsune: I actually just stayed up all night working on the game, and one of the updates I made was fixing the coloring of the textures.
@Asperger_kitten_1337:Along with other updates, I fixed this problem and made a few more Katia outfit sprites.
Toxic: @Kazerad: I'm thinking about replacing the gold with ebony on the primary weapon materials and tiers chart above, but keeping the gold set in the game and hiding it in a collectible way, kinda like what you did with the wooden utensils in Katia: Excelsior.
Toxic: @OhHiThere: I hadn't though about that until now, but I think that might be something I can do. If the beta goes well I can definitely put work into that.
Toxic: @strikyer: I made Flash game using Adobe Flash Professional, amd the coding was a little tricky at first but is now like a second language to me. I've heard there are ways to convert .swf to a unity file, but I haven't tried that yet.
Toxic: @AMKitsune: This is actually a screenshot of a test I was running in a stand-alone flash player and I cropped out my desktop. The text is blurry for the sole reason that it's a screenshot, and is actually quite clear to read in-game.
Toxic: @ArtMartin: I was probably just going to use it as something like an antique, with its main use being a sellable item. I'll probably just replace the whole tier with a different material.
Toxic: These will be the base materials for weapons and base types. I was originally just going to upload the weapons, but I thought that might not have been prequel-related enough, so I added another outfit for Katia's sprite.
Toxic: @Little_ducko: I'm not sure how I would get a Flash game onto mobile, and if I did I would have to change controls and keybindings and such. My original intent was for this game to be released on Windows, Mac, and Linux.
Toxic: I actually use Adobe Flash. The whole thing is running very smooth. Yes, I made all of these textures myself on something called Piskel, a pixel-by-pixel sprite creator. And thanks, the houses probably took the most time to make, about 3 hours each.
Toxic: These are the sprites that will be used for Katia in the game. They're pretty similar to what's used in Prequel: Precede, but I've made some small changes.
Toxic: A tumblespider sprite for the Prequel game. I plan to add this guy into the game, but I'm unsure if it will be an enemy or simply an appearance. I don't think I could kill such a beautiful thing.
Oh that's a lot smaller resolution than I thought.
Toxic: @Mhauhz: Challenging indeed! And I've already managed the dialog system, using something very similar to what's used in Katia: Excelsior and Prequel: Precede. When it comes to gameplay, I'm actually trying to avoid similarities to the Elder Scrolls games, to make the game have a more unique experience.
Toxic: @SilentOrbweaver: Gladly! The main story will be the same as the webcomic, but I'm going to try to make some custom side quests and such that don't affect the primary storyline dramatically. The gameplay will change depending on the difficulty; The first few difficulties will challange the player accordingly, anf the hardest will strongly mimic the stuggle in the comic, ex: money is very difficult to obtain, item rarity is increased, etc. Other than that stuff, I want the game to have a sort of RPG feel to it. There will be random number generators for variation and I've already programmed a few dozen different items. If you have any more questions feel free to ask!
Toxic: The Prequel game is on schedule and should have a beta released sometime in January 2018. Judging by the outcome of the beta, I can grind out the rest of the game shortly after. If you haven't already, you can see a screenshot of the game here:
http://www.prequeladventure.com/fanartbooru/post/view/4881
Sorry for the low resolution, it's 5 am here after new years and I just whipped this up.
Toxic: @Shotgun_Observations: There will be different difficulties that change the overall struggle for gameplay. The hardest difficulty will strongly simulate Prequel's story; money will be hard to get and items won't come as easy. Other difficulties will have some random-based events but nothing that could drastically alter the gameplay.
P.S. Thankyou to whoever added the tags, I wasn't really sure what to put for this one.
Toxic: The Prequel game. Up until now I haven't really mentioned anything about it, but I've been working on it for almost 2 months and wanted to present it here before the New Years. Most things are still in progress, but nearly at a playable state. I could probably have a working version released by the end of this month.
Toxic: To whom it may concern, sorry for the lack of activity on my part. I've been working on a big something that's Prequel-related. By the looks of it I'd estimate that it'll be done sometime next month, but hopefully sooner than Christmas.
And this time it's not a crappy drawing (or photoshop)
Toxic: I made this just so I'd have something to upload. I've pretty much ran out of ideas of wha to draw at this point, so if anybody has and suggestions or requests it would be appreciated.
Dramatic Descriptions
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@PermanentFace: I added a platinum material to add more variation to the list because without it I thought there wasn't enough material variety. Not to mention that I wanted to stray away from the Elder Scrolls mainstream of weapons (hence the spears and lack of hammers).
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*Added shortswords, maces/blunts, bows, and arrows
*Added Ebony weapons
-Remade textures for some weapons
I didn't want to directly rip off the weapons from the Elder Scrolls games, so I made differences in types and textures. Spears are the equivilent of Claymores in terms of size and reach, however Longswords are the primary melee damage dealers. The Battle Axes shown above are a sort of mix between Battle and War axes, and the Maces/Blunts have stats balanced between Maces/Blunts and War Hammers.
I kept the gold and moved them to the bottom because they will still be in game, but as more of a valuable item rather than a useful one. I don't know if it was clear when I stated before that these items will probably not be purchasable, instead just a rare find for some extra money.
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A recent train of thought has guided me to realize that my game has a small issue. First, the good news:
The game will still release, things are going good so far, and this issue does not affect the beta version of the game.
The issue that I have discovered is that of saving- in this case the lack there of. As of now, I haven't found a way for the game to save. If I cannot find a method of saving data, this will lead to one of two things. One- You will have to complete the game without ever closing the window. Or two- I will have to upload the game to some site that will alow a user's data to be saved as a document or online cookie.
Again, this will not affect the beta because I didn't plan on making the beta a savable thing, only a test.
In case you plan to tell me that saving is not possible because this is a flash game (a really big flash game, mind you), when I first had the idea to crate this game I didn't know any other coding language- and I still don't. However, if I can convert this .swf into JavaScript and work on there, I am willing to learn JavaScript and make the game on there.
Now, describe this overly-long dramatic description as dramatically as possible.
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Anyways, these are all of the outfits (and lack there of) that will be seen in the beta.
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If this is too similar to the older map I uploaded, I wouldn't mind if the older one was deleted.
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@Shotgun_Observasions: I just remade the map.
-Retextured grass to a recolor of the grass in Katia: Exselsior
-Retextured water
-Added more objects
-Added shadows
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@Asperger_kitten_1337:Along with other updates, I fixed this problem and made a few more Katia outfit sprites.
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Oh that's a lot smaller resolution than I thought.
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http://www.prequeladventure.com/fanartbooru/post/view/4881
Sorry for the low resolution, it's 5 am here after new years and I just whipped this up.
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P.S. Thankyou to whoever added the tags, I wasn't really sure what to put for this one.
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Anyway, in my spare time I made this.
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ignore this I'm testing the BBcode
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And this time it's not a crappy drawing (or photoshop)
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