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    Xilef
  Thu Jul 11, 2019 4:56 pm
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Make it your goal to have the player in control after the first two dialogue boxes, imposing that restriction will help you figure out how to handle the introduction in a player-friendly way.


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    Nathaniel3W
  Fri Jul 12, 2019 1:43 pm
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I saw a list somewhere of all the RPGs someone had played and he wrote down the amount of time from pressing "new game" until getting control of the character. He kept track of a bunch other checkpoints too: first combat, access to inventory, level-up, and then recorded how long he had to play until he had access to all the systems in the game. I don't remember all the stats, but one of the worst offenders was FFXV, where you had to play for something like 15 hours before you're given free reign with all the game systems.

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    coyotecraft
  Fri Jul 12, 2019 10:28 pm
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It's definitely a rule, if your character isn't already battle ready, then the first thing they're going to do is get a sword or go through a training session. "It's dangerous to go alone"


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    BizarreMonkey
  Mon Jul 15, 2019 1:39 pm
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For most characters they would be somewhat battle ready as it stands, Sven however- may not be the most equipped. As an additional complication, fighting in dreams tends to be very different to fighting in reality... or at least the anime-esque cliche-fueled cosmic reality of the physical Biztopian cosmos.

Pjcr came through, somewhat anyway- and I have been eagerly working away at getting things implemented. In fact I just finished adding 96 faces for Pep, Rolly and Tristy(24 each), as they have new portraits, this can be multiplied by three due to me adding a couple animated frames per piece. It's been a monotonous flurry of GIMP file editing mixed with the exhiliration of drawing faces in sai on the nice bases Pj provided. ANYWAY!- To get us started~ Here are those bases.
Image

From right to left, Rolly Dorito, Pep Cookiedoe and Tristy Heals.

And yes, I do have a facegrid for all three, now compiled into one convenient globule! These aren't animated so not everything I did can be seen here, but suffice it to say, this has virtually been my work for the last two days.
Image

The great thing is that using placeholders means all I need do is replace them in the game files and these are ready to go, albeit- after some great deal of file-editing monotony! As an extra bonus, if I wanted to start working on Intelligence: Multi-Vitamin at some point I now have a good library of resources for it!

And Pjcr isn't the only one who has been doing incredible work, Xiie as a matter of fact- just finished Nola Worthington's Sprite and it looks amazing!
ImageImage

With this, all that remains for her is to do is Lady Tiramisa (Pep's grandmother, and her current project) and Kara (Khao Manee swordslinger from PFC). That's it, then she's done!

Jake has also been hard at work, finishing Disk 1's themes and moving forward- speaking of, here's the Exile Lyza's epic battle theme, and a new theme for the Man of a Thousand Names.

He's also been getting a good ways with the Insidious Architect's battle theme, which does play in Demo 2 IF and ONLY IF you get Yi down to half health or below while fighting her on Vahnus. (A fight which is INCREDIBLY difficult to stay alive for.) A good queue is that at the same time she'll start casting ZERO UNIVERSE. I've heard a demo of the soon-to-be theme and it sounds EPIC so far, so keep an eye out for my next post where that will be included in all likelihood.

I've also been adding and refining polish, removing typos bit by bit, and I've been making SOME progress on the Tristy fights. Outside of needing some extra mechanics the first phase is done, the second phase "can" be beaten but its not yet very functional. I have plans for it but currently I'm trying to think on how to best work it. Suffice it to say while I have all of Tristy's baseline portraits done, I don't have her with six wings and her angelic get up, so I'm not in any huge hurry there~

But yeah, progress is going very well! Pjcr also got me some handy files like Sacreblu with crossed arms and Fyori with her hands down in her lap, basically poses I hadn't yet received. I'll make a big song and dance about them once all the hype for Pep, Rolly and Tristy has died down.


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    coyotecraft
  Sun Jul 21, 2019 9:09 pm
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Been playing some Rpg Maker Demos.
Maybe the lv1 Slime encounter is overused. But here I am try to avoid "mares" in my dream setting because nightmares seemed uninspired.
I thought "hare gels" were a nice pun, plus it lends it's self to a monster = equipment for my close encounter system.
Can't really do that with mares. Studs on the other hand...hmmm. Eerie Earring? How to do this visually without it looking like a stallion raping a cat? That is the question.

Sticky Horse-fly paper? Maybe I can go somewhere with this.
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    coyotecraft
  Tue Jul 23, 2019 12:37 am
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A Place holder graphic for an Opening Scene.
I've also been fighting Win 10 again. It keeps rolling forward to a bad Touchpad Driver that disables my scrolling settings and adds momentum to my cursor. and I'm just sefijwoefma'egj


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    Nathaniel3W
  Tue Jul 23, 2019 9:11 am
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That poor bat. I hope it was OK in the end.

Boo automatic Windows 10 updates! Boo! Hiss!

There are hundreds, maybe thousands, of tarot artists on the internet. I'll bet you could convince some of them to let you use their cards in your game, unless you really wanted to do all the art yourself.

And I've been making new encounters for my game. Finally all of the hard work is coming together. I had all of the data structures in place, and I just filled them in with different entries (Demons use these sprites, these names, this equipment, and drop this loot. Wolves use these others. The Viking-themed enemies use these others. Repeat for necromancers, steampunk dudes, goblins, and so on.) and I just added hours and hours of solid new content in just a few days. A lot of that time was spent touching-up some versions of the equipment sprites to work with skeletons and goblins. But mostly, I could just copy the level-1 encounter and rename it level-2, then make some changes, and copy it and rename it level-3, and keep giving the enemies more level-ups and better equipment.

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    BizarreMonkey
  Fri Jul 26, 2019 2:09 pm
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Nathaniel3W wrote:
That poor bat. I hope it was OK in the end.
Same, Agrat would never look at me the same way if one of her subjects came to undue harm.

Nathaniel3W wrote:
Boo automatic Windows 10 updates! Boo! Hiss!
I am still using my win7 computer I've kept going for five years, I'm certain its got another five in it, yet.

Nathaniel3W wrote:
There are hundreds, maybe thousands, of tarot artists on the internet. I'll bet you could convince some of them to let you use their cards in your game, unless you really wanted to do all the art yourself.
Well technically even with all of the characters in Fantasia who have a face along with his bat character, you still would be several tarot short of all the Major Arcana. Fantasia has enough, here- proof!
Image
And thats all with player characters or characters you directly fight within the paramters of the main story campaign.
Meanwhile PFC be like-
Image
Even if I use iconic set pieces like the Angular-eyed Sight as "The Star", the Helgate as "Wheel of Fortune" and change Esperia's childhood friend (a stretch as is) to Judgement and make way for The Tower as the Literal London Tower, we're still short Justice, now yes- there are npc's who could take this spot, like Agent Mordecai, the occult monkey, the blue monkey or mayhap thats the bat in this, but as you can see its one heck of a stretch, and its likely many of these characters, such as the Blood council, won't even appear in Coyote's game.

But I'm glad to see Coyote working on something, and that it happens to be a fan project of Perseverance is flattering beyond words.

Also @Coyotecraft I love that naxon, the sacrement stashed in his belt is a nice touch!

Nathaniel3W wrote:
And I've been making new encounters for my game. Finally all of the hard work is coming together. I had all of the data structures in place, and I just filled them in with different entries (Demons use these sprites, these names, this equipment, and drop this loot. Wolves use these others. The Viking-themed enemies use these others. Repeat for necromancers, steampunk dudes, goblins, and so on.) and I just added hours and hours of solid new content in just a few days. A lot of that time was spent touching-up some versions of the equipment sprites to work with skeletons and goblins. But mostly, I could just copy the level-1 encounter and rename it level-2, then make some changes, and copy it and rename it level-3, and keep giving the enemies more level-ups and better equipment.
Epic to hear of so much progress!

Speaking of progress?? HMHMHMHM lots is being made! Pj has been most reliable lately, so Pep and Rolly have all four of their body language poses now, meaning they are both complete, as the faces were already done by me. Fyori's final pose was finished, and so was the last for Sacreblu- meaning PJ is getting back on the ball, he is currently working on pexepe, then Svoli, then either Kara or Lyza.

Speaking of those faces, boy have I got some samples, I'll put them in spoilers to avoid making this post too large, though!

Rolly
Content Hidden


Pep
Content Hidden


Fyori and Sacreblu
Content Hidden


Right! So he's currently working on Svoli and the other characters who are essential for Disk 0- i.e; all the ones you fight.

So now let's speak of Xiie, after Nola I didn't expect she'd so quickly outdo herself again but here we are!
ImageImage
Tiramisa Cookiedoe now has a most amazing sprite!

And Jake has been no slouch either! May I present to you- Yi Hellrider's battle theme AND the Ascension theme.

He also finished the character theme for Wi Hellrider.

And on top of that, he has also done all five of the music effects. But they are too short to really bother showing here.

As for me, I've mostly been busy incorporating all these resources, for the time being all of Pj's work is done, but Nola and Tiramisa's sprites have yet to be implemented.

The music has just recently all been implemented, as well. As a bonus- I'm thinking heavily on plot structure and on how to make the first two bosses you fight in the main story less ridiculously easy. Not hard just a bit more than 'stand still and spam A to win'.

Beyond that, adding flavor text and typo-hunting proceeds apace.

I've also been making some neat marketing imagery in preparation for the future.

In Spoilers simply because its the size of five screenshots.
Content Hidden

In other smaller news, I also changed a couple song names to better reflect the characters. Mostly these were all done to tracks that have not yet been composed. The exception being Yi's battle theme, but it's change is older than the others- old enough to have been already accounted for in the one instance it plays. The only other mishaps is that Esperia's themese are used in the game, albeit rarely- so that'll take one or two little updates to re-append her tracks.
Image
Green circles indicate what names have been changed.


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    coyotecraft
  Mon Aug 05, 2019 11:34 am
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I'm trying to writing. But


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    BizarreMonkey
  Mon Aug 05, 2019 5:01 pm
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I and my team have made even more progress.

Xiie for starters, is FINISHED all of her work for Disk 0 and Disk 1.

Kara was the last remnant, and here she is:

With Shades
ImageImage

Without Shades
ImageImage

Pjcr hasn't gotten me anything since last post, but he has finished Svoli's draft and while awaiting for the chance to have it approved, he is working on the poses for Tristy Heals, Wi Hellrider and Esperia.

And speaking of Esperia, Jake has recently composed her character theme, and some others since before.

He's also begun on the Esperia Hero mode / Battle theme, and from the demo I've heard it promises to be amazing!

All music for the cutscenes has been added and I've applied the finishing touches, all 12 main story cinematics and their intermissions are complete, now. You can sample them all here if interested: Click me!

I myself also have also been busy, rendering videos, getting more in-battle cinematics for Denui Damnations ready, only Kara remains now for Disk 1 Main story.

I've also been working heavily on paving future events via written dialogue. Here's an example, mayhap it will serve to inspire you Coyote. :B
Image
And one other little excerpt.
Image
Soon I will begin working on what presently demands my attention, the battle with Tristy. I've already made good headway, just needs to be finished.


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    coyotecraft
  Sun Aug 11, 2019 11:54 pm
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Oh indirect characterization. You are my writer's bane.


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    BizarreMonkey
  Mon Aug 12, 2019 2:36 pm
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Epic progress update time!

First things first, here's a cool cinematic trailer.

Now, second- Svoli's base was handed to me not long ago-
Image

So now I've got 16 individual faces done for her.
Image
All with three frames of animation, here's a video with some new flavor text showing off some of that.


Now, the BIG news? The Fight with Tristy and both of it's phases is complete, now!

Meaning that all of Disk 1's story content is now complete. Although i still haven't done or implemented the Denui Damnation cinematic for the Kara fight.

Though speaking of- I did do all but one of Kara's sprites. Only her kneeling pose remains.
Image
Image
Again, credit to Xiie for the epic sprite, all i did was minor edits with GIMP.

I also finally filled in that blank area in the London Downtown in the top left above Poormart and the Bomb shop.
Image
With what? Why! Svoli has already clarified. A gas station basically.

Soon to come is the Gameplay Trailer, and following it will be a Story trailer- though i can't properly get underway with it until i have not only some more files from PJ, but some new voice acting as well.


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    Nathaniel3W
  Tue Aug 13, 2019 4:44 pm
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There is no such thing as a small change.

Image

Yeah, it looks like it's just opening and closing a gate, but you would not believe how complicated this is: Who controls the gate? And do you want to attack the gate or move through it? Should you be allowed to attack from inside the gate? I had to retool all of my attack code to allow attacking a gate instead of an enemy unit. And then I had to redo pathfinding: If you control the gate, you can go through it, but if you don't control the gate, you can't go through it. And what if you don't have enough move to go past the gate? Should you sit there with the gate open? And the AI, when it's choosing where to go and what to do, it can pathfind around the gate, and it can also choose to break through the gate. And I had to rework some meshes to fit the hex size. And I had to rework materials for dynamic lighting. I literally spent about a week on this system.

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    coyotecraft
  Fri Aug 16, 2019 6:29 am
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Power's out. I could type while my battery lasts. But im going pull out my white board and draw a flow chart.


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    Nathaniel3W
  Sat Aug 17, 2019 6:43 am
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coyotecraft wrote:
Power's out. I could type while my battery lasts. But im going pull out my white board and draw a flow chart.


Look at Mister Fancypants over here with a laptop battery that lasts long enough to type something when the power goes out.

(Thinking this right now because my wife's laptop battery holds literally zero seconds of charge and we just haven't gotten around to replacing it.)

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    coyotecraft
  Tue Aug 20, 2019 3:37 am
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Something I wrestling with a.t.m. with my script writing is letting things just be there without shining a spotlight on it. I've got these characters with significant origins but I don't want to introduce them unceremoniously. Like, pop into existence self-aware. "Hello. I'm the anthropomorphic representation of a traumatic childhood memory."
I think it's too forward. I want to be more indirect, somehow. But I'm starting to crack and am willing to admit I lack the skill to do it any other way.

In another story I was reading, the characters - or projections - quickly acknowledge that they live in exist as a part of the unconscious domain. And bluntly explain that the environment they're in is made up of incomplete thoughts, unresolved emotions, stuff like that.
I want to avoid that omniscient creep where it seems like the spirit guide or whatever already has all the answers but isn't forthcoming.


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    Nathaniel3W
  Tue Aug 20, 2019 8:07 am
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coyotecraft wrote:
Something I wrestling with a.t.m. with my script writing is letting things just be there without shining a spotlight on it. I've got these characters with significant origins but I don't want to introduce them unceremoniously. Like, pop into existence self-aware. "Hello. I'm the anthropomorphic representation of a traumatic childhood memory."
I think it's too forward. I want to be more indirect, somehow. But I'm starting to crack and am willing to admit I lack the skill to do it any other way.

In another story I was reading, the characters - or projections - quickly acknowledge that they live in exist as a part of the unconscious domain. And bluntly explain that the environment they're in is made up of incomplete thoughts, unresolved emotions, stuff like that.
I want to avoid that omniscient creep where it seems like the spirit guide or whatever already has all the answers but isn't forthcoming.


You don't have to make the introduction memorable through the dialog. You can use lighting, animation, and lots of other effects to help introduce the character. And you can also change the environment when introducing that character. Just for this one instance of "representation of traumatic childhood memory," I'm imagining Protagonist out in the rain. Everyone else runs inside, but for whatever reason Protagonist just sits out there getting soaked. And then Mr. Representation shows up and starts up a chat.

As for showing that the interactions take place in the subconscious, go with the show-don't-tell approach, and trust your players to pick up on the clues. Add in some kind of special effect that you only use in the subconscious. I don't know what can be done with RPGM, but some neat environmental effects that I've seen include the environment dropping into place, forming and disintegrating as the player approaches and departs, turning from black and white to color, and flickering like a old TV, or making a familiar location look like it used to be a long time ago.

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    coyotecraft
  Wed Aug 21, 2019 10:07 pm
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I guess it's simpler to say I have footnotes that I'd prefer not to be footnotes. Context that should already be known to players from the other games, but I'd still like to formally explain within this story.
So it's like - ah, I know. The game kinda starts with a premonition dream. A premonition of a scene in Perseverance.
If I present it right, the audience should infer that the events are taking place before Perseverance. And establish what the relationship is between Naxon and Sven. A tyrant and member of a resistance.
There's also business with the Cookiedoe Cats having devil and/or angel gene mutations. But that's confidential information known only to a few characters. I'm not sure how I should handle that.

I guess this is the reason for the "Oversight" Ability that's present in so many isekai power fantasies. In "That time I was reincarnated as a slime", Slime has a "Great Sage" ability that's basically a voice that explains and analysis things in the world for him. Similar stories about being trapped in a game world have a system notices or the innate ability to read people's stats, view a world map, and stuff like that which appears to everyone else as some kind of clairvoyance.
Important information that can't be derived normally, which is driving the character's actions and decisions.

I dunno. I don't want to use an omniscient character. But I think I hate it more when a character makes assumptions and is just never wrong. Then again, it's pretty funny for a conspiracy theorist to be completely wrong but they're so close that nothing contradicts them. Or they hit the truth but it's a complete shot in the dark and the people in the know are like :X "inconceivable!"


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    HiPoyion
  Sat Aug 24, 2019 3:07 pm
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Got my first NDA on some friends project.
They've been testing it out in the studio space we have since Christmas and iterating upon it. Through playtesting and just talking with people I somehow found myself working on a digital version of it. Working mostly on backend stuff atm but will move onto making some UI for it soon :D
(Super vague because NDA.)

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    coyotecraft
  Mon Aug 26, 2019 2:31 am
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I'm going through caffeine withdrawals. So on top of headaches I'm feeling this emotional weight that everything is crap or broken.

But a few days ago I did some "research" and found that on average a cut scene should have about 20 textboxes before the scene changes or there's a battle. I just stuck a bunch of games in and counted.

Agarest War was pretty darn consistent at exactly 20 textboxes. I think the writers were intentionally filling a quota. It's got a Visual Novel type presentation. Other RPGs that require the player to tun around and trigger event flags are a little harder to identify where a "scene" begins. Western RPGs have branching dialogue trees. So that makes it difficult to count.

I did all that to confirm something about my own script writing. I spend hours fussing with the wording that I get the sense I'm meandering and the scene is going on too long. It's hard to judge by looking at a word document alone. But the theory is that 20 is the right amount of text boxes for the player to wade through, before the screen needs to change.


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    coyotecraft
  Mon Aug 26, 2019 11:57 pm
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Biz uploaded a video on his youtube for Fantasia. It was a hot spring scene with his Kyoshi character. He was in a bath with using an XP model sprite. Fully clothed!
So I said to myself "This is unacceptable. Clearly I am needed to put the fun in fundoshi"
And I started on this.
Image


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    coyotecraft
  Tue Aug 27, 2019 8:07 am
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Ah, sweet ambrosia. I'm restocked on pop and blissfully knocking this template out.
Image
It's not really necessary to draw a backside since all Kyoshi does is walk down and to the right. I was wrong about it being an XP sprite too, it just looked small in the video. I think he had a temp XP sprite in an old demo and I thought it was the same. So I probably don't need to do a fully clothed sprite either. Still it could be useful in the future. I think I could make some improvements with the hair. BizMonkey likes to have flowing hair and ribbons and such, but animated in 3 frames, It doesn't really flow, you know? Kinda flaps around. That custom frame plug-in I was working on back in *lemme check* June, might help. Although I don't think I ever got that head-bob thing figured out. That's what these sprites really need, a special follow-through motion. So when the event/player stops moving- the cape or whatever follows-through and drops. Actually, with events you can just do it manually by changing the event's graphic. It's the player movement that would need plug-in help.
if player.isMoving is false
doTheThing() unless alreadyDidTheThing; :shades:


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    coyotecraft
  Tue Aug 27, 2019 1:42 pm
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Obtaining the perfect body is hard work. The side arm was giving me a lot of trouble, the forearm in particular. Then something about the hips didn't look right. It could have just be the SD form, or the lack of anatomy, or the lighting. The lighting on the top one has a wetter, shinier, look. Which was kinda what I was originally going for. The property of wet surfaces is that the highlight going going to be more concentrated to the outer most edge. Although I just did that for the chest. To be honest, I'm not sure I could do the back and side.
The hair is the really tricky part. I can make it look good from one direction, but then rotating it in different directions is challenging. But it's probably just the way I do hair, I always try to make it more detailed than it needs be.
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    Jason
  Wed Aug 28, 2019 12:58 am
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Awesome Bro

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Dat ass

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    coyotecraft
  Wed Aug 28, 2019 9:06 am
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I did a bunch of variations on the arm swing and experimented with twisting the head a little. But when I posted them all here I realized the differences were too subtle. Just for fun I wanted to do something with more personality. Yeah baby.
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    BizarreMonkey
  Wed Aug 28, 2019 4:42 pm
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Sorry I have been so absent! Been busy! Very busy! And often despite being home-- VERY HOME! I do tend to forget some places, not here though! I had been monitoring this thread but I wanted to get some more things finished before I made a progress post.

So first off, epic sprite there Coyote. And yeah Kyoshi's base is one of many that were built from the MV sprites but turned into tall macksprites. Thread displaying all of those is here: https://forums.rpgmakerweb.com/index.php?threads/tall-mack-body-character-templates-with-mv-heads.77002/ These are the bases we use for all of the sprites in this game.

Also I love how you already put together that Kyoshi is ripped as fuck.
Content Hidden


I'll admit some of the flowing in previous sprites did look really absurd, but Xiie's grown immensely, and we've been working on idle sprites, too! or she has, i've just been nodding while trying not to spit my tea out in regards to how good they have been. Here's a good example of an animated one here...

This also is great as it gives a good idea of Fantasia's story premise!

And here's something I may have mentioned earlier, the Gameplay trailer!

As you can see, this gameplay has taken some epic strides, also this is the first trailer where I've used the game's music instead of some third-party music under creative commons since the Intelligence 314th Clash trailers, do not be surprised if it is to happen again, as this game's sound track is coming along superbly!

Jake
Speaking of which, two new additions join the OST!

And that is FAR from all.

Biz
Now, Tristy's fight felt awkward in many places, so I made some changes.

In Phase 1, it feels really slow, and there's nothing to make it feel less slow like adding more attacks to avoid! Not only have I added the blue screen wide boomerang phalanx (don't move, and blue attacks are harmless) but now I've also added a holybolt barrage that you can either dodge via clever use of a spatial tear, avoiding them by moving up when they streak past or the easiest way, just skedaddling though them. (Yellow attacks can only have their damage avoided by skedaddle)

And the second phase got a lot of changes, as it felt quite clunky. For one- all jump pads have been done away with, as well as all 'platforms' except those which house the crystals, and now the arena is a free-walk area that loops and has that same epic 'orbiting earth' look it did before. Tristy now simply imulacrums herself from platform to platform, flinging her boomerangs and a few red orb attacks playerward. I also fixed the previously buggy red crystal and a couple bugs with the wipe mechanic.

You can see both fights in their most modern iterations below!

And beyond just a SHIT TON of flavor text, that's been the majority of the work I and Jake have done on the game, as well as me finally making kara's Denui Damnation cinematic!

Looks really cool, epic implementation if I may say! better yet, this FINALLY clears the milestone.

DISK 1 MAIN STORY CONTENT IS ALL DONE! All that's left is optional events and polish on my end.

But what about our artists? I hear you asking! That's definitely a thing you asked, even if you didn't aloud!

W E L L . . .

They went OFF and just made me a shit ton of stuff suddenly, off as in, went OVER THE EDGE or ABOVE THE LIMIT etc. and just did a heckton of work.

Pjcr
Hot diddilly damn did he get his act together! He sent me four brand new bases this week. M.F. Lazarus, The Exile Lyza, Pexepe and Highlord Naxon!
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And I ofcourse, have been vigiliantly giving them all faces and such! Naxon only has two, but the rest have eight. The upside is for now, lazarus' can get away with not being animated beyond a particle effect.
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I am sure you wish to see them in action, much like how CoyoteCraft already has somewhat, well- here you go! Four videos!


And now...

Xiie
My gosh didn't she go nuts! First off the press, Svoli and Svoli Hooded.
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She also made a bunch of idle animations!
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I'll admit some of these could use work, but I'll have her fix them up later!

This is it, the big last 2 month push towards Demo 2!


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    coyotecraft
  Fri Aug 30, 2019 6:50 am
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Hate this time of year. Thunder storms knocking out power every other night. It comes back in a few hours but it's still disruptive.

I'll try typing some more tonight.

Was reading something interesting by this irish poet Yeats, who created this proto-psychology and automatic writing system. At a glance it's crazy occult stuff about the pattern of human behavior and history.
But when it comes to what he calls the 4 faculties: will, creative mind, body of fate, and mask; I think he was on to something.

Kinda like how it's difficult or impossible to type one thing while talking about another thing. You only have 1 communication center.

Yeats says that the faculties, the creative mind and body of fate are opposed. The creative mind being a constructive ability, body of fate being the awareness of a environment. Physical, social, emotional.

I interpret that as analysis paralysis. Ask a centipede how it walks with so many legs, and it'll trip over itself. Becoming concious of an unconcious thing, the meaning of the fable.
You can't utilize your creativity mind to be constructive while simultaneously deconstructing why and how you're doing it, basically. It's probably the same region of the brain. Idk, I'm not a neurologist and Yeats was a poet.
Basically im shooting myself in the foot by analyzing my own performance while I'm trying to perform. Which I already kinda know, but...

Speaking of GIMP, lol, I just read an article that suggested v3.0 might be renamed "Glimpse" to drop the slur. I don't think I've ever heard the word used in a malicious tone, just in pitty.


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    Xilef
  Fri Aug 30, 2019 12:24 pm
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Location: UK
coyotecraft wrote:
Speaking of GIMP, lol, I just read an article that suggested v3.0 might be renamed "Glimpse" to drop the slur. I don't think I've ever heard the word used in a malicious tone, just in pitty.
From what I've read, Glimpse is a community fork of GIMP that plans to frequently rebase with GIMP's master branch.
In the UK (maybe everywhere else?) for something to be "gimped" means it is crippled, it originates as a derogatory term for the disabled.
The motivation behind Glimpse comes from advocates of GIMP sharing stories of education institutes rejecting adoption of GIMP because of the sexual connotation of the name.

The GIMP developers do not want to change the name as it has over 20 years of history and a re-branding at this point could cause a lot of confusion - I don't 100% agree on this reasoning as GIMP is a specialist piece of software, it's not within the general domain of regular computer users (unlike Photoshop which has become synonymous with editing photos), so the only people using the GIMP are those who actively seek and download it, the website just needs to advertise a name change for a bit so everyone is prepared for a name change. I remember Azureus renaming to Vuze going rather smoothly, everyone who wanted Azureus would see that it was renamed Vuze and would just accept it.

It's more likely the developers just want to be stubborn and would rather bet on the word "gimp" becoming neutered at some point in western culture than bend and rename their 20+ year old software.

EDIT: I'm working on some Android C++ stuff that will be open-sourced at some point.


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    coyotecraft
  Sat Aug 31, 2019 3:10 am
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I was considering using Yeat's 4 faculties as story motifs. Like like how the Persona games used Jungian concepts like Persona and Shadows and what not. A kind of sub-plot of the dream they're in.

Yeat's also got this thing with gyers. Spiraling cones. Which could lend itself to a drill, or spear. I keep asking myself if Sven had a weapon, what would it be? But I mean, Pep can use just about any weapon, and his Alter Ego can shoot lightning. The Cookiedoe's devil gene manifesting makings them a "Lightning Anomaly"
Although Sven could just as easily have inherited an angel gene, like his mother. I'm kinda of teasing the idea that Sven in an alternate timeline has activated his angel gene. Making him a catalyst for this story. But because I don't know what Biz is doing with Sven in Fantasia, I'm leaving it open ended. IMO the best fanfic is one that could pass for canon.

Something else I came across, there's this Norse rune called a Svefnthorn. Sven. Svefn. Literally a sleep thorn. Kinda of a handy connection if I were to use it. It's been suggested that the rune actually represents a spindle and possibly connected to the origins of Sleeping Beauty. I can see a loose connection between spinning yarn and counting sheep to fall asleep.
Someone stuck with a sleepthorn will stay asleep until it's plucked out. Oh man, the older telling of Sleeping Beauty is messed up. Like, the prince's kiss doesn't wake her up. He knocks her up and leaves. Nine months later a baby pops out and sucks the sleep thorn out of her finger, waking her up.

Anyways, back to the Svefnthorn. There's variations of it. Some people describe them as "harpoons". Which considering Svoli's light spears would be - what's a good word, conducive? I'm pretty sure they're spindles though. Working needles into Sven's design wouldn't be too hard. My early musing imagined something special about his whiskers. And even as a "lightning anomaly" I can see him replacing his cigarette with a pick. Some inspiration is coming from Larxene from KH. In the original GBA version of Chain of Memories I always thought her weapons were needles. But they're actually throwing knives.

-------------------

I think I've got my opening sequence more or less finalized. I'm breaking a lot of my own writing rules to accomplish it. I'm going to work on the title card tonight.


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    Amy
  Sat Aug 31, 2019 3:31 pm
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Amazing that it has absolutely no connection to the number seven.


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