Waterfalls always feel tricky when it comes to parallax mapping. However, it isn’t really that hard once you get the hang of it.
By utilizing transparent waterfall sprites, you can place a waterfall regardless of what the wall is like behind the waterfall!
You can find transparent waterfall sprites here.
The end result would be something similar to this
You can see here that the wall behind the waterfall is the same as the rest of the parallax mapped hill. With this method, you don’t need to find a specific waterfall sprites everytime you have a different wall! This doesn’t only apply to parallel mapping of course, as the same concept can be applied with waterfall events over regular tilesets.
This link teaches you step by step how to create animated water, which is the tutorial I used to create the animated water texture in Event Horizon.
That’s it for now! Thank you for reading and I hope to see you again soon!
Today let’s take a look at a couple of the maps of the first forest encountered in the game.
This is the entrance map to the forest. Some of the trees here are scattered to provide room for players to navigate through. Hiding loots and monsters under the trees would be a definitely possibility! Players will still know that there are monsters and items when they are close enough due to the proximity alert I have in place.
Deeper into the forest, there is an abandoned mine. I admit it may be a little cliché but in the context of the overall plot, this mine is actually quite important! Also, I think the presence of the mine might be a welcome sight to the players since by this time, I’d assume they would be bored of the color green.
Deeper into the jungle, there is a flower bed. What is it for? Hmm, hard to say. It can be utilized as a variety of things. Shrine/grave to a fallen hero? Dwelling of a magical beast? Or a place where treasures are hidden? We are limited only by our imaginations when it comes to game development.
The forest is of course, a lot bigger than just these 3 maps. These are just a preview of the forest. The actual forest is probably at least 3x bigger than what is shown here.
Credit goes to Ayene, IceDragon and Celianna for the wonderful tiles!
That’s it today. Thank you for reading and I hope to see you around soon!
I’ve always felt it was unfortunate that 2D characters doesn’t get as much love as their 3D counterparts.
Why do I say this? Well, most 3D RPGs would have weapons or armors change visually based on what you have equipped.
Most of the time, the same could not be said for 2D counterparts, and this is something I am aiming to change.
Thanks to modern algebra’s Composite Equipment script, Event Horizon is now able properly change the character’s sprite graphics based on what the character have equipped!
That being said, this would require a lot more additional sprite sheets that represent various different armors. I am in the process of commissioning the sprites to be done but if you feel like you have the interest or knows somebody that does, please let me know, I would love to hear from you! You can reach me at email@example.com.
Thanks for reading and I hope to see you again soon!
I am going to start these mini dev logs where I talk about any new features and updates that have been added to the game. These will mainly be short and concise, but will be made available more frequently than my regular updates.
For today, I would like to showcase the skit system.
This system provides the basis of a lot of character developments in the game. Those who have played the Tales series of Final Fantasy IX would be familiar with this concept. Basically, various events and progressions in the game would trigger a skit event prompt. When the prompt appears on the top right side of the screen, the player can opt to press [S] to enter the skit scene. There would then be a cutscene that details the interaction between party members among other things. The skits loading screen would have the name of the skit on it. In the future, I plan on changing the generic loading screen of each skit to something that might have the chibi version of the characters taking place in the skit to prance around. Would be pretty cute.
One challenge I had implementing this system is disabling the prompt when changing map and keeping the prompt when saving/loading while the prompt is still active. Although challenging for someone with limited experience, I was able to fully realize the system that I envisioned in the beginning. I am fairly happy with the results.
Hopefully, the players will think the same way as well!
That’s it for today, I hope to be doing these dev logs on a daily basis.
Thank you for reading, hope to see you again soon!