Wow, I checked out the swimming engine and particle movie, and it really depresses me lol..
I suppose the best thing I can think of to relate it to would be if the opening band goes on and blows your own band out of the water. I've been there before, it's a crappy feeling. (We both play guitar- see, a common bond!)
I guess this kind of stuff just makes me realize how much I don't know about engines & effects & graphics & particles & stuff. Maybe for my next game I'll try to team with people who are competent in those areas.
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"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
I've made level editors with VB6 before, but I don't know how I'd go about it using MMF. Of course the level editors I've made are all programmer-only, and wouldn't be good for the average player to use because they would screw up the game itself. Dark Chamber and both Equin games used different level editors. The one for Equin Village let me make a giant world because I thought of a good idea for including a "north", "south", "east", and "west" filenames to each map sector. When the player got to the edge, it would know what file to open for the next map sector. This allowed me to go back at any time and add new islands or whatever. I know it's not rocket science, but I was happy
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"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
Originally, once I made the main engine I was going to whip up one of them level editor style things. But in the end I sacrificed swift level design so I could get really dynamic designs. And incase anyones interested, heres a mega mini map as of last week-
whole thing is almost 20,000px long in the original photoshop file!
Yeah, I appreciate your map style as it looks pretty alien (a good thing). I'd love to show you the big PNG I put together for Hasslevania's map but it'd ruin all the secret areas and crap, and since you're somebody who is looking forward to the game it'd be a big disservice to you.
Now I'm using a calculator here with my map and although big it's nowhere near your map in pixel size:
Wide: 4160 (13 room size wide)
Height: 2200 (11 room size high), but this isn't including the final areas which are all at the top of the castle.
It's not a solid 143 rooms all the same size though, I'm just using the measurement "room size" to be 320 W x 200 H. It seems pretty big when you're in it though. I've also tried to make the different castle sections look varied and each has its own music to help players determine just where they are at the time (The "map" I give them the first time around doesn't really help much- they get a better one the second playthrough along with some other stuff.)
I don't think even my newer computer would be able to handle a map like the one you have there! When's Tormishire coming out anyway? And do you plan on selling it? Thanks!
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"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
Oh cool, 320x200. Please put a fullscreen option in there, would fill out my display nicely.
Release date? God knows. It's going to be big, this is only about 10% of the map so far. But because of the way it plays you could beat it with one ending and only see a tiny section of the world.
The biggest room at the moment is Tsol's Temple at 2000x2000. It's a biggun that one.
I think the maps going to get bigger. 40,000x25,000 is the final size. Obviously every pixel won't be filled though!