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- Jan 28, 2011
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- 99,624
Yes, make a thread.Should we post various development updates in this thread or should we make our own thread?
Do you plan to add a new trailer to the game's Steam page?
Yes, make a thread.Should we post various development updates in this thread or should we make our own thread?
Right, thanks!Yes, make a thread.Should we post various development updates in this thread or should we make our own thread?
Do you plan to add a new trailer to the game's Steam page?
Hi again!
We now have a steam page for our RPG - "The Royal Office of Magick Affairs"
Steam Page << Whislist here it will help us!
Here is another, pretty rough gameplay trailer:
The Royal Office of Magick Affairs is planned for Early Access in 2025
A dark, tactical RPG, set in a Victorian London filled with arcane mysteries to solve, artefacts to recover and beasts to defeat.
Guide your team of exorcists and inventors through the darkest corners of Victorian London and try not to lose your mind!
Control an organization, tasked with investigating and combating supernatural events.
- Recruit agents and learn their traumas and strengths
- Take on tasks to earn political favour
- Manage and expand your home base
- Keep magic and technology apart or risk disaster
The Royal Office of Magick Affairs features a unique and branching story where the obvious path might not always be the best one.
As a government representative you should try to solve conflict without the use of excessive force. Find other ways of obtaining your objective through diplomacy, authority and subterfuge.
- Stay hidden in shadows but pay for it in stress
- Use action points to navigate tense turn-based combat
- Advance any character along any skill tree
- Master Victorian weapons and magical artefacts
Should we post various development updates in this thread or should we make our own thread?
/Harald JOAT @ AllvisSTHLM
Are there any rules for "easy on eye" colors? I am using random colors in my games, and I always get the critics for the "hard on eyes" colors.
You could try to find a palette you like from this website and restrict yourself to it: https://lospec.com/palette-listAre there any rules for "easy on eye" colors? I am using random colors in my games, and I always get the critics for the "hard on eyes" colors.
> wants to share the shaderI wanted to share the new water shader
Not if you turn your filtering off. Its only blurry if you use a form of texture filtering/anti-aliasing , the downside to this method though is that you'll be reducing/merging pixels which will make sprites look deformed. On the art end if you were to make the pixels much higher resolution than the output then when they're scaled down they'll look really good. Scaling up is usually when things go bad (or rather it used to before AI upscaling became a thing).But... there would be blur.
Probably a good idea.I guess I better do it the way Underrail did it... 100-300% zoom in 25% increments, but keep UI of consistent scale...
Choosing a resolution for your pixel art game is actually way harder than anyone originally anticipates due to scaling. It really depends on the type of game you're going for and such, but the theoretical best option would be one that will scale with a clean integer to both 1080p and 2160p since those are going to be your two most common resolutions. 1080p itself will scale to 2160p just fine.So... how terrible would it be if a 2D isometric game renders internally at 1600x900 and then scales the end image to your screen resolution? It would allow me fine control over presentation and UI. But... there would be blur.
I guess I better do it the way Underrail did it... 100-300% zoom in 25% increments, but keep UI of consistent scale...
You could pick a premade palette. https://lospec.com/palette-list/tag/rpgAre there any rules for "easy on eye" colors? I am using random colors in my games, and I always get the critics for the "hard on eyes" colors.
Those two filters are not the only options though. In particular a sharp bilinear filter will be less blurry but still produce evenly sized pixels - conceptually you first scale to a higher resolution using integer scaling then scale back down to the target resolution. I still prefer integer scaling with black borders for games that were designed for LCD pixels but it's infinitely better than normal bilinear scaling or nearest neighbor with non-integer scaling factors if you must avoid black borders.If it's not a scaled integer, then you will either get really oddly sized pixels with nearest neighbor scaling or a little bit of blur with something like bilinear.
Greatest common denominator of 720 and 1080 is 360 pixels tall.I think there is a resolution that scales to 720p, 1080p, 1440p, and 2160p but it's pretty low and probably only useful for smaller, simpler games.
Maybe to check whether it has been tampered with, to prevent cheating by save modification.Do you use checksum for your save files?
In Dark Heart of Uukrul I wanted to modify the quantity of food in the save game file. It turned out it has a checksum. Why is it needed?
But why on earth the developer cares about what the player is doing with his game? This is very stupid. Usually the good developers are leaving the cheat codes in their games. I remember playing Civilization on the hardest difficulties with infinite gold cheat. That was great fun.Maybe to check whether it has been tampered with, to prevent cheating by save modification.Do you use checksum for your save files?
In Dark Heart of Uukrul I wanted to modify the quantity of food in the save game file. It turned out it has a checksum. Why is it needed?
Maybe something to do with cracking, or preventing mods. I never understood why either, and its a bit of an asshole move.But why on earth the developer cares about what the player is doing with his game? This is very stupid. Usually the good developers are leaving the cheat codes in their games. I remember playing Civilization on the hardest difficulties with infinite gold cheat. That was great fun.Maybe to check whether it has been tampered with, to prevent cheating by save modification.Do you use checksum for your save files?
In Dark Heart of Uukrul I wanted to modify the quantity of food in the save game file. It turned out it has a checksum. Why is it needed?
Some old games had a scoring system and asked players to send their scores to the developers to have some kind of pre-internet competition. In this case an anti-tempering system would make sense.But why on earth the developer cares about what the player is doing with his game? This is very stupid. Usually the good developers are leaving the cheat codes in their games. I remember playing Civilization on the hardest difficulties with infinite gold cheat. That was great fun.
Now that I remember. Some of the football "soccer" sims would lock the datafiles due to fear of losing out on expansion packs and so on. Also they never had the rights to players names or teams name so maybe that was another concern.But why on earth the developer cares about what the player is doing with his game? This is very stupid. Usually the good developers are leaving the cheat codes in their games. I remember playing Civilization on the hardest difficulties with infinite gold cheat. That was great fun.Maybe to check whether it has been tampered with, to prevent cheating by save modification.Do you use checksum for your save files?
In Dark Heart of Uukrul I wanted to modify the quantity of food in the save game file. It turned out it has a checksum. Why is it needed?