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 TKoT: Universal Derivative

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Lithium Ruthenium
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PostSubject: TKoT: Universal Derivative   Sat Oct 25, 2008 7:27 pm

The Knight of T
Subtitle unknown

Graphics development progression:
Spoiler:
 

Old topic: What old topic? It never existed.


Last edited by Rey_J on Fri Nov 13, 2009 9:47 pm; edited 2 times in total (Reason for editing : Times have changed. Extremely changed. And now, the only change is how much less I fail.)
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Lithium Ruthenium
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PostSubject: Re: TKoT: Universal Derivative   Fri Jan 16, 2009 11:32 pm

Aw, snaps. I was banned from MG. Updates now come here.

...speaking of updates, maybe I should--eh--work faster.

I will tell you this, though: I shall implement a system that looks a lot like the SSB character selection screen. This'll come up at the very beginning, so you can choose one of four initial paths to follow (you'll have to follow them all, however! If you've played Final Fantasy 6/3, this'll be familiar.)--on the character selection screen.
This'll also work for a party selector at intervals--think SSBB's Ss.Em..

Additionally, you get to re-name the following characters, because their source games let you do so: both Links, Ness & Lucas, whatever Pokemon I put in (Regice/gigas...), and Isaac & Piers.

Overworld sprites are all in RPGM2003 style, the majority crafted by myself Smile .
In-Battle sprites are sprites made or edited--like--um... how to put it... side-view sprites :bounce: ?? No easy way to explain.

I'll add some (mock) screenshots soon.
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Ike
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PostSubject: Re: TKoT: Universal Derivative   Sun Jan 18, 2009 12:21 am

lwal, good luck on it. wtf? banned???
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Lithium Ruthenium
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PostSubject: Re: TKoT: Universal Derivative   Sun Jan 18, 2009 12:23 am

johnnyg5646 wrote:
lwal, good luck on it. wtf? banned???
Thanks and yes....
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PostSubject: Re: TKoT: Universal Derivative   Sun Feb 15, 2009 5:50 pm

All right, on to the next!
Update!

Overworld characters: the heads are 1 shade off of being RPGM2003 style, and the hands are about the same, but lo and behold--the rest is original!
In-battle: Completely custom, by me! And they don't look to bad, either!

I'll post an ever-updating pic with whom I have done soon.

Oh, and about the development of the actual game itself... well, let's just say the only work in a month or two was erasing all monsters I had and beginning again; however, this is not a bad thing, really.

My digression here:
Spoiler:
 


Last edited by Rey_J on Fri Apr 17, 2009 3:33 pm; edited 1 time in total (Reason for editing : Cut-out part of game.)
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PostSubject: Re: TKoT: Universal Derivative   Fri Apr 17, 2009 3:35 pm

HEY EVERYONE!
No news. Everything's slow.
...but, I can show you a preview of the city!

Don't worry about what that building is just yet, all right?
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Ike
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PostSubject: Re: TKoT: Universal Derivative   Mon Jul 27, 2009 8:38 pm

dude, looks great! I can only wonder what is in the "Amate Core" building... birthday candles?
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Claus
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PostSubject: Re: TKoT: Universal Derivative   Tue Jul 28, 2009 8:05 am

This project is dead.
Let alone, I think Rey_J's dead too.
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Ike
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PostSubject: Re: TKoT: Universal Derivative   Tue Jul 28, 2009 12:10 pm

oops... didn't see my bump... sorry!
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Lithium Ruthenium
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PostSubject: Re: TKoT: Universal Derivative   Fri Jul 31, 2009 3:01 pm

Captain Mew wrote:
This project is dead.
Let alone, I think Rey_J's dead too.
Please! Let's call it...uh...cryogenically frozen :ephraim: . I'm amassing resources, although this week I've been busy and couldn't do anything really.
Ike wrote:
dude, looks great! I can only wonder what is in the "Amate Core" building... birthday candles?
Wow, maybe. I like the sound of that for some reason. It might just fit.
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PostSubject: I'm on Youtube now, guys.   Sat Jan 09, 2010 6:20 pm


Revive or die.
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