It wasn't easy, but DirectSound 2 and DMC2 are now history. All of the sound effects and music now utilize MMF2's built-in sound object. The main downside to this is that I can no longer use the position-based panning effects of the DS2 object, but it's not really that big of a loss... especially since individual maps and rooms aren't that large to begin with.
Soooo, now that i'm using MMF2 HWA, I don't have to be shy anymore about using transparency effects. I've made screen transitions smoother, and also added lighting effects to some areas. It's fascinating how much a simple change of lighting can really add to the creepiness of caves and forest areas (as evident by the screenshot I attached). I'm contemplating day/night cycles, but it's probably more work than it needs to be, so I'll wisely save that for another time.
My current to-do list:
- Organize objects into folders.
- Fix button combinations (i.e. down-down-attack to execute Power Strike), which for some reason no longer work.
- Redraw shadows on all of the monsters to be solid, transparent circles instead of the grainy ones i'm using right now. Actually, i'm considering just getting rid of the shadows on monsters that always stay on the ground, and only use them on flying/jumping monsters to indicate when they're in the air.
- HOLY HYPERSPACE, MMF2 lets you use save states?! Asfgskjhfksg... *cough* I shall experiment with this to see if I can incorporate it into the pause menu. Seeing how it saves everything, though, it might be hard to pull off since any changes the player made in the pause menu wouldn't carry over.
- After making the above MMF2-related improvements, I shall add the finishing touches to the second town/city, and then move on the next landscape before the third dungeon. :3
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