Khaelis' Arcane Shenanigans

Once I implement some kind of ability tracker, I could possibly attempt this magic fist movement, but that’s for a bit later.

Reshaping the test environment to properly show features as opposed to scattering them about.


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Unrelated side-note, Roblox has rather recently implemented proper Version History, it’s really good as I can add notes and see when a save was created and by who.

1 Step forward, 50 steps back is their motto after all

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Magic Council Camp


NPCs will come later, I am late on learning how to edit clothing in a manner that isn’t counterintuitive, as well as creating custom textures for accessories.

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I’ve re-thought how my lighting style should go, I’ve decided for a “gritty”[1] approach despite the rather bright appeal of WoM.

Do not fret, as in most cases, shadows are darker, but bright objects remain as bright, it too still utilizes the Retro color grading.

The skybox I’m still iffy about, however that can be changed later.

Guy “Hardworking” Grey

Doors & Chests


In the case of the Magic Council Camp, here’s how it’d look with the old settings.


  1. Overall darker tones. ↩︎

The place where you’ll be spending the next 10 minutes of your gameplay because you chose not to pay off the fee for breaking a window accidentally

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the location of petty crimes and boredom.

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my brother of the skies is there :face_holding_back_tears:

Bit stuck on development, however, that does not mean I haven’t been researching.

This was taken with a plugin in Roblox Studio, turning an object/area into an image of variable size. This would be used instead of ViewportFrame to prevent intensive lag, anything customizable within the image can be split into two images, changing the tint of one, whilst the other is normal.


Due to how the plugin is programmed, you can perform these picture takings automatically to capture a large scale of items, if this was utilized within Arcane Odyssey, it’d be a treat.[1]


This plugin is insanely useful, so why gatekeep it?


  1. Hint, hint, Vetex. ↩︎

Went away from the classical AA design towards WoM/AO’s, still;

I’ve changed the blurring algorithm used to be a gaussian blur, as well as still utilizing the same method of coloring by separating the solid and the glowing part.


To prevent cases where an image has a “dark outline” when viewed from afar, I passed both the solid and glowing image through chipng, which fixes it in some fashion I haven’t researched in.


To conclude, to create the glowing variations and fixing of “dark outline”, all I have to do is run two commands, and then import and export through the website, not a singular time is a photo editor open.

If you ever make a WoM clone can you PLEASE give me frostflame powers

They don’t even have to be OP I just need that icy blue fire

Out of all the things you’ve could’ve hyperfixated on… why this?

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Why not?

no, maybe if I decide to make mutations, but not specifically for you, you hyperfixate >:(

Can I please get a cool blue magma I would like that very much thank you

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Built further upon the UI, I want to create the save data before I start on the game itself to prevent having to rework most of the code to implement levels, stats, et cetera.


The crowns icon was designed using a reference to the original game, the outline might be a bit thin, but as of current it’s okay.

Crowns

Will the combat be like ao to a heavy extent