The Daily Click ::. Projects ::. FableQuest Origin of the Phoenix Knight
 

Project: FableQuest: Origin of the Phoenix Knight
Project Started: 30th July, 2009 Last Update: 25th September, 2011
Project Owner: Strife Project Members:
Project Type: Action Adventure RPG Project Progress:

Cave Revamp and Jumping Monsters
Posted 4th Aug 10, by Strife  
To start things off, I revamped the generic cave areas to make them feel more natural and less geometric. You can see a comparison shot in the first image I've attached.

Also, I've come to acknowledge one of MMF2's biggest pitfalls related to object management. It's pretty annoying how, when I want copies of the same monster to behave independently from each other, they either all do something at the exact same time, or only one of them does what I want it to while the other copies just act goofy.

Despite this, however, it seems like I've finally figured out a decent way to attach separate collision mask objects to certain monsters. What this means is that, for the first time, I can actually make monsters and NPCs that jump in the air and adjust their height like the player can. As you can imagine, this opens up a lot of new possibilities for monster behaviors and attacks - such as the monster in the second screenshot which moves exclusively with jumps.

No longer will Ikkin be the only character in the game world that can lift her feet off the ground.
Preview

Preview


Posted by Lazernaut 5th August, 2010

Regarding the cave - That's a huge improvement, it looks much better
 
Posted by phanto 5th August, 2010

Looks very good.

But FYI, you're using (8,0,0), not (0,0,0), as black. Doesn't really matter though. Maybe you're even using it on purpose. It sucks that MMF2 uses black as base transparent color and that you have to manually change it and add true black as a custom color.
Comment edited by phanto on 8/5/2010
 
Posted by Strife 5th August, 2010

Yeah, that's always bothered me. I never noticed the difference on my old computer monitor, but it sticks out on flatscreens and notebook PCs. Regardless, I try to make it a habit not to dip below (8, 0, 0), because as long as it's the darkest color in the game, it shouldn't affect things too much.
 
Posted by UrbanMonk 5th August, 2010

Jumping? the engine of this game must be awesome!

Can't wait to play!
 
Posted by Rick (AntiMatter Entertainment) 6th August, 2010

The cave looks a lot less patterned now, which is a must for natural-looking environments. The change is definitely a big improvement. Good to hear about your progress on monster behaviours, too! Keeping the enemies interesting and varied is what makes games like this.
 


 



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