In Progress A Tale of Vengeance Ver. 2.0

The project is currently under development.
ok guess better start testing some of these with arccabview as this is how the final rez will look like.. i kinda like it tho not sure about the trees moving now that theres no heavy rain...
 
The effects on the stage looks cool, but the mix of real life / rendered assets with pixel art ones looks off to me :(
agreed.. while i am 50/50 on it since arccabview helps with that a bit with the crt shader, am still looking cus while is not bad... is not ideal and is one of those things tat you know is not right even if some like it you still know lol... i did try cartoonize them a bit, they looked worse lol
rain helped but then it also hid the level upgrades... but yes i agree and still looking and am open to suggestions as well ;)
theres just not so many night nice water stages ive encountered...that same background its shared with the next 2 levels as well but at a further distance from shore.
 
Only thing I'd change is the foreground fence should move slower than the foreground trees
ok and what you think of the trees moving? think i should make them static? since remiving the heavy rain it kinda dont make sense right? thanks and i appreciate the feedback always :)
 
Trees moving looks fine to me, it's just if you keep the fence speed like that it looks like the path is circular which doesn't fit the rest of the stage, great work so far.
 
ok guess better start testing some of these with arccabview as this is how the final rez will look like.. i kinda like it tho not sure about the trees moving now that theres no heavy rain...
nice!
-The trees should move a little more on the upper area, and almost not on the lower area.
-But the idea is good, the stage looks nice! even if I think tweaking a bit the color of the non-picture alements would look better to mix up things together.
(less vivid colors, slightly darker)

Also, I know this an old openbor game, but anyone can identify the music in this video ???
It kind of remind me some game like Toshinden (even if I'm 100% it's not from this game series...)
THANKS.
 
nice!
-The trees should move a little more on the upper area, and almost not on the lower area.
-But the idea is good, the stage looks nice! even if I think tweaking a bit the color of the non-picture alements would look better to mix up things together.
(less vivid colors, slightly darker)

Also, I know this an old openbor game, but anyone can identify the music in this video ???
It kind of remind me some game like Toshinden (even if I'm 100% it's not from this game series...)
THANKS.
thanks... yeah reason for vivid colors is cus the old one was so limited and back then i got the most i could but was never satisfied, will look into the trees thing cus am still not satisfied xD
also here you go ;)
 
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@AlexDC22 Hey buddy , I just actually played the OG version of this game (I have not played it in year's) Now i can actually see how much effort you are putting in to this updated version :) Fantastic work im looking forward to playing it when it is finished :D
 
@AlexDC22 Hey buddy , I just actually played the OG version of this game (I have not played it in year's) Now i can actually see how much effort you are putting in to this updated version :) Fantastic work im looking forward to playing it when it is finished :D
thank you for the kind words... il do my best
 
thanks... yeah reason for vivid colors is cus the old one was so limited and back then i got the most i could but was never satisfied, will look into the trees thing cus am still not satisfied xD
also here you go ;)
Thanks so much!!!!
 
You had to know this one was coming... Now, you need to get rid of the towel sling throws and add real grappling animation.

Getting started looks intimidating, but trust me, you've already put in far more script work for other things than grappling needs.

@Bloodbane and @O Ilusionista both have tutorials and ready made systems you can plug in. So do I actually, but I highly recommend you go with theirs because mine takes an OOP approach that can be very confusing for beginners.

DC
 
You had to know this one was coming... Now, you need to get rid of the towel sling throws and add real grappling animation.

Getting started looks intimidating, but trust me, you've already put in far more script work for other things than grappling needs.

@Bloodbane and @O Ilusionista both have tutorials and ready made systems you can plug in. So do I actually, but I highly recommend you go with theirs because mine takes an OOP approach that can be very confusing for beginners.

DC
ill have to look into that, but yeah sometimes i love a challenge lol...tho am trying to leave gameplay stuff for last since the juggle headache... but am to old and stubborn to quit while ahead lol
but deffinately will look into it ;)
thanks
 
ill have to look into that, but yeah sometimes i love a challenge lol...tho am trying to leave gameplay stuff for last since the juggle headache... but am to old and stubborn to quit while ahead lol
but deffinately will look into it ;)
thanks

Well, I wasn't necessarily suggesting gameplay changes like complex grappling... that's purely optional.

It's a visual improvement. Play Street Fighter type games or Streets of Rage. Better yet, @Kratus SORX. Now, notice even in "normal" throws, the enemy is actually flipped and tossed in perfect sync with the throwing technique.

But in games like yours that use the native system, they just fly backwards the wrong way like a slung bath towel (hence the name) while the throwing character mimes a throwing move. It's completely out of sync and really hurts the overall aesthetics. Setting up script grappling lets you fix that.

So think of it like that - same as sprucing up stages and colors. :)

Then, later, the option is there to easily add more slams and such.

DC
 
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