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Small Last Legacy Graphics Update

PostPosted: June 24th, 2012, 12:09 am
by Runouw
We've decided to keep you guys updated on some of the progress we are making on Last Legacy, so here is a picture displaying some of the new things.

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This is the main character. As you can see, his appearance has radically been changed since the last playable demo. He is now sprited in a style matching the rest of the game's graphics.


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New collectable items have been made. For example, here is a heart. They heal you. This particular heart will heal about half of your health. There will be smaller hearts that can be dropped by enemies which heal less.



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The hit-able switches have been redisgned. They are now slightly wider and do not require jumping to activate.


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In the case that you put certain tiles next to each other, rather than having sharp cutoff edges, certain tiles will have a more natural transition of the different terrain types.


Among the differences from the current released beta include a larger screen resolution (640x480), new character/enemy graphics, various new items/backgrounds/trees/collectibles/interactive stuff. Unfortunately, we don't have anything actually playable to show yet. At the moment, we are currently rewriting some of the core pieces of code for the game in order to improve performance and organization of the code. Hopefully in a month or so we will post the Level Designer with all the new features.

Re: Small Last Legacy Graphics Update

PostPosted: June 24th, 2012, 2:03 am
by brandoprojectm
...whoa. I'm sorry I thought badly of LL in the past.

I truly am.

Great update, Roon-oh.

Re: Small Last Legacy Graphics Update

PostPosted: June 24th, 2012, 2:18 am
by Asterocrat
Well, looks like there is still one month before I start LL Level Designing.

Because, really, that looks awesome.

Re: Small Last Legacy Graphics Update

PostPosted: June 24th, 2012, 3:01 am
by Master1.0
What the game needed the most was the morphing tiles.

Re: Small Last Legacy Graphics Update

PostPosted: June 24th, 2012, 4:05 am
by ~MP3 Amplifier~
I'm so glad i've started to practice level design for this. :D I still don't quite understand how to use some features but I bet in no time i'll have it all figured out. ;) Great job as always Runouw.

Re: Small Last Legacy Graphics Update

PostPosted: June 24th, 2012, 4:47 am
by Blablob
And you thought designing your own graphics would be a bad thing.

Oh, I have to ask. Did you ever get around to coding enemies so that their damage level is proportional to their size? ;)

Re: Small Last Legacy Graphics Update

PostPosted: June 24th, 2012, 5:18 am
by GMDragon11
Just a month! For all those awesome features! Thanks Runouw and I can't wait for the new update.

Re: Small Last Legacy Graphics Update

PostPosted: June 24th, 2012, 6:29 am
by Buff_
Oh that's cool. The only thing I'm not sure about is the "Play level" sprite text. It's probably just me, but it doesn't seem to fit.


Has there been an update to the engine. I've heard about the smash-bros-styled double jump from Suyo, but are there any other changes?

Re: Small Last Legacy Graphics Update

PostPosted: June 24th, 2012, 7:44 am
by Raz
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I really hoped you'd do something about the different sets of tiles morphing, thank you C:
Also, the main character and the knight reminds me of the game pirates, knights, and vikings. just saying.

also part 2: I don't understand why people don't understand some things in the level designer. It's all pretty easy if you you know, try it?

edit part 3: I noticed the morphing from the dirt to the dark stone. TBH, I don't like it. It looks weird.

Re: Small Last Legacy Graphics Update

PostPosted: June 24th, 2012, 8:33 am
by PH 007
What. the. WORLD!

AMAIZING!

I thoug LL were (almost) better impossible, but Runouw broke that! WOW!

B.T.W: I wonder if the hitbox glitches will be fixed...

P.S:
With hitbox glitches I mean:

1. Air attack while gravity is changed (also graphics fail)
2. While gravity is changed player's hitbox remains the same (try it out with some coins!)
3. While enemies are scaled/rotated their hitboxes are a complete phail (but you can still attack them from afar... an example: a mushroom scaled to like 1000000 times bigger needs to get really close to you (actually you can "walk inside" it and not even be pushed around) but you can kill it by ttacking anywhere...)

P.P.S:
What 'bout gravity for enemies and customizable NPC's (they don't need to be enemies)


Easter Egg:
Have you seen the new rocky sign?