---June 15 update---
Lots has happened in the last month! First off is the release of Prodigal 0, and tangential minigame to the main game of Prodigal! If you wanna check out the what I've been working on for so many months, now you can get a sneak peek! And as an added bonus, those of you who play Prodigal 0 will understand several points of the main game better!
So go download today! Which brings forth another point, Prodigal now has a website! Thank you so much to [lgm] for taking the time to not only host my game(s), but whipping up a nice little website for them as well! Surf on over to
http://prodigal.lilgryphmaster.com
And check it out, as well as d/ling Prodigal 0! Yeah!
The game is growing rapidly still. I'm most deficient in animation cells, so I've had to take a time out from doing the main game and start trying to catch up on animation.
the game now has 80 sounds, 26 music tracks, 130 rooms, and over 2600 frames of animation! Everything is starting to take shape beautifully!
When I began this game, it was specifically designed to be like the classic Sierra games, using 256 color graphics and such...however, today I decided I was doing it at the detrement of the game. there are alot of special effects I'd like to be able to do that simply aren't possible, or are at least 10 times more difficult, using 256 color graphics. So I began the process of converting the game over to high-color.
Several of the rooms that looked especially dithered were reinserted in high color, but for the most part, I will be keeping the 256 color rooms for consistencies sake. Then there is the fact that the game is already over 30 megabytes...converting EVERYTHING to high color would make it over 60.
The conversion helps the game's graphics in several other key areas as well. First, I can tint sprites to better match room colors. So if everything is lit by an oily yellow candle, I can reflect that on the characters. Second, this game uses tons of light and shadow to create its otherworldly environments. (See Prodigal 0 for an example of this.) With 256 colors, the game was always struggling to find an appropriate color for the light level. Now that I'm in high color, everything stays smooth and consistent. Nice!
Next up: tons and tons more spritework!
Lots has happened in the last month! First off is the release of Prodigal 0, and tangential minigame to the main game of Prodigal! If you wanna check out the what I've been working on for so many months, now you can get a sneak peek! And as an added bonus, those of you who play Prodigal 0 will understand several points of the main game better!
So go download today! Which brings forth another point, Prodigal now has a website! Thank you so much to [lgm] for taking the time to not only host my game(s), but whipping up a nice little website for them as well! Surf on over to
http://prodigal.lilgryphmaster.com
And check it out, as well as d/ling Prodigal 0! Yeah!
The game is growing rapidly still. I'm most deficient in animation cells, so I've had to take a time out from doing the main game and start trying to catch up on animation.
the game now has 80 sounds, 26 music tracks, 130 rooms, and over 2600 frames of animation! Everything is starting to take shape beautifully!
When I began this game, it was specifically designed to be like the classic Sierra games, using 256 color graphics and such...however, today I decided I was doing it at the detrement of the game. there are alot of special effects I'd like to be able to do that simply aren't possible, or are at least 10 times more difficult, using 256 color graphics. So I began the process of converting the game over to high-color.
Several of the rooms that looked especially dithered were reinserted in high color, but for the most part, I will be keeping the 256 color rooms for consistencies sake. Then there is the fact that the game is already over 30 megabytes...converting EVERYTHING to high color would make it over 60.
The conversion helps the game's graphics in several other key areas as well. First, I can tint sprites to better match room colors. So if everything is lit by an oily yellow candle, I can reflect that on the characters. Second, this game uses tons of light and shadow to create its otherworldly environments. (See Prodigal 0 for an example of this.) With 256 colors, the game was always struggling to find an appropriate color for the light level. Now that I'm in high color, everything stays smooth and consistent. Nice!
Next up: tons and tons more spritework!