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    coyotecraft
  Sat Sep 26, 2020 4:39 pm
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It's going to be another touch and go weekend. Can't go 10-15minutes without being interrupted.

I fixed 1 MZ animation file in Effekseer for someone. Go me. :toot:
Actually, my idea of fixing it would be to make the planes of the magic circles match the plane of the battle floor.
But all I did was change a few checkboxes that were hiding part of the animation that should have been visible. I have to wonder how many other animations are like that too.

Yesterday I was listening to videos on screenwriting. And all it did was convince me that my introduction for my fan game still isn't structurally sound. I thought the problem was character motivations. But my new diagnosis is that I'm not showing Sven's Character Flaw, which is the key to making everything that happens feel significant.
So that's what I'm trying to reverse engineer in my head while I'm not in front of my computer.


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    BizarreMonkey
  Sat Sep 26, 2020 5:36 pm
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Just a small update, so I wrote up the script for Simian Scandal #5 friday night and then I had this just AWESOME idea to make a demo 3 teaser trailer included in the advertisements area, this ofcourse, meant needing to ask one of my VA's to help me out so now it'll be delayed even further. I've taken care of the rest. Most of the lines already existed or were voiced by me, or were new characters with no canon voice yet (such as Ashe), the only exception being Svoli but I can't imagine getting my mum to do a round of VA for her in the timely manner I hope for and i have a pretty solid Svoli voice anyway that a lot of people have admitted to liking.

I did make a pretty cool animation for the trailer (and for the FS10 remaster as well, too birds with one stone!)
Image
Looks much better when processed in the cinematics / trailers.

I'll share the trailer, just know that Yi nor Lilac's Voice acting is final, and i intend to make what pep says in the beginning more legible.

I'm hoping that Pjcr may get me the Svoli Serazen so I can then have her in the canon outfit for when she's in her serazen and apotropaic forms.


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    Nathaniel3W
  Sun Sep 27, 2020 5:37 pm
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Latest enemy in Himeko Sutori:
Image

I'm going to rework the older ogre sprite to match this guy's hands so that they can share weapon sprites. I didn't like the ogre's hand positioning as much. I think I might adjust the side-view shoulder movement to give it more bounce.

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    coyotecraft
  Sun Sep 27, 2020 6:40 pm
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The head in the side view is a little stiff in my opinion, just going up an down. Add a circular motion to it.
If you can. I assume its a 1234 frame cycle and not 1232. That's what I hate about being limited to 3 frames.
Just a quick edit I did over lunch.
Image


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    BizarreMonkey
  Sun Sep 27, 2020 11:04 pm
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Just a quick update, my voice actors got their tasks done, so now this is ready in its full glory.

Sorry i ain't got more been catching up on my game backlog somewhat.


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    Nathaniel3W
  Mon Sep 28, 2020 4:42 am
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coyotecraft wrote:
The head in the side view is a little stiff in my opinion, just going up an down. Add a circular motion to it.
If you can. I assume its a 1234 frame cycle and not 1232. That's what I hate about being limited to 3 frames.
Just a quick edit I did over lunch.
Image

Yours looks better. Unfortunately, all the sprite sheets in my game are 1232, and variation isn't really an option. But I can try moving the head some more. Thanks for the suggestion!

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    Nathaniel3W
  Mon Sep 28, 2020 4:46 am
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BizarreMonkey wrote:
Just a quick update, my voice actors got their tasks done, so now this is ready in its full glory.

Sorry i ain't got more been catching up on my game backlog somewhat.

Trippy as always, Biz. How long you been working on Fantasia?

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    BizarreMonkey
  Mon Sep 28, 2020 2:34 pm
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Nathaniel3W wrote:
BizarreMonkey wrote:
Just a quick update, my voice actors got their tasks done, so now this is ready in its full glory.

Sorry i ain't got more been catching up on my game backlog somewhat.

Trippy as always, Biz. How long you been working on Fantasia?
That's a tough question to answer, as it depends on if you mean when the idea came into being, when i started making concepts and rough drafts and documents, and when i started building the game itself, as is my usual fair, it came to me while working on a different big game, in 2016 I had the initial idea, in 2017 when i moved out on my own it began to be concepted, and attract basically pre-release attention, then once I finished Perseverance Full Clearance in 2018 i began actually working on it, as PFC was an incredibly ambitious workload, and i can safely say Fantasia has now topped it in that regard.

I didn't HAVE to go and endavour to fill it with animations, planetary exploration, deep enriching character interactions and so much flavor text it puts point and clicks to SHAME.

But

I wanted to.

As for the answer, the idea came 4 years ago, the concepting / drafting began 3 years ago and the actual project was created and began being worked on in 2018 (albeit, very late 2018.)

Most games I produce take about one-to-three years to complete. But this one might go into 2022 due to the immensity of resources needed, my artists will mostly decide on if this project is released any time in the next year. Though i am glad to say that we are getting close to the halfway point, and from that halfway point its not much incredibly new that remains for me to do. Building the battle systems, mechanics, gear progression, abilities and such, the only real big mechanics I'll have to deal with is very late game and new mechanics for boss encounters. Space exploration has basically had its core functionality built, now its just down to seeding life and creating copies of what already exists and editing them to fit the locations available.

So in short, about 2 years: and I foresee another 2 or possibly more before it is done. This games standard of quality is utterly ridiculous, and there is a LOT of content. Optional events, some of which are bosses, and space exploration, is a large part of that focus.

As for the what I am working on, I'm currently writing out more optional events for Disk 2, and preparing myself mentally for the tasks I have ahead, such as finishing the FS10 remaster, getting back to an animating for other remasters, eventing the grand conflict between Xali and bad time trio (Esperia, Pep and Svoli) and then the monstrous task of a new animated cutscene in that fight where Svoli goes full Apotropaism and near kills Xali, but once that's done things will be chill for a while. The Ashe fight will mostly be about atmosphere, and the next boss fight is Spooky, however another cutscene will be required for that, in the form of Lilac's ascension.

Another 6 main story cinematics, bringing us up to 18, two of which are done already.
FS13: She brings Shadow (Done)
FS14: The Cosmos' Enemy (Done)
FS15: Apotropaism (Svoli unlocks a great form of power and near kills Xali)
FS16: Disciple of Mahlat (Lilac unlocks her ENNUI empowerment.)
FS17: Prophet of Zenunim (Koko unlocks her ENNUI empowerment.)
FS18: True Power (Wi Hellrider takes the stage.)

Zen Aneia is the majority of content (given that half of the disk's cinematics take place there), I really wanted to take a moment to enjoy the world of the Kitsune and it's inhabitants, but beyond it, most of the other worlds will have a much smaller story segment, and then let the player indulge in optional stuff for more story on each world. Zen Aneia had to be expanded on as it was when Xali was going to be introduced, and a lot of intended events lead their presentation there, such as Kyoshi being a cool guy, Esperia and Svoli being united with thanks to their cherubim friend/son Pep, as well as some exposition into what Yi being the First Guardian means.

Four worlds will be visited in the main story for Disk 2.
Zen Aneia (Where you acquire the help of the Queen Spade: Nola Worthington)
Galaxia (Where you acquire the help of the Wayward Turncoat: Spooky Schema aka Wizard)
Zen Nekoma (Where you acquire the help of the Fivepoint Star: Limbo Bingo)
Byteopia (Where you acquire the help of the Frozen Tear: Tiramisa Cookiedoe)

Six worlds will be visited in the main story for Disk 3.

Spriteopia (Where you acquire the help of the Sparkling Dish: Mad E. Lin)
Terra (Where you acquire the help of the Bladed Star: Zardari)
Land of Ghosts (Leads you to Shale)
Shale (Where you acquire the help of the Crow Skull: Mira Crowspeaker)
The Blue Sun (Where you acquire the help of the Dark Eclipse: Esperia Frostwhisper)
The Pink Sun (Where you acquire the help of the Sylph Sun: Fyori Felicee)

Then for Disk Δ there will be only three locations, as this is the endgame- the finale if you will.
Arcticlash (The venerable battlefield where you will have the final showdown with Yi Hellrider)
Afterworld (A place removed from the rules of the cosmos where you will have possibly your first (if you missed the optional event on Vahnus) and ultimate fight with Wi Hellrider.
Throne of Paragon (Where you fight YHWH as Satanifa --or Sata-N in technical terms, note that Satanifa is an anagram of the games title.--)

I'm looking forward to all of this, Disk 1 was centered around Dimension XII's earth, so it will be fun to jump around more- as well as giving all these worlds -main story or no- the life and love they deserve! As you may guess I've already written out the main story for the entire game and am patching stuff up now and then. For instance, both Fyori and Esperia used to be fought in the Starship-- but now it's clear if those two fought in such a place with their power levels it would shred the ship to pieces, so the surface of a couple very special stars is a good alteration and fittingly epic. We already have a fight in the Starship as is, it's the final fight of Disk 2.

It's funny, in prior ideas for the game, Fyori and Esperia were going to be the antagonists- which is why so much of the early days promotional material featured the two of them.

Anywho, that's quite enough from this ol' windbag~!


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    Nathaniel3W
  Tue Sep 29, 2020 8:21 pm
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That's a lot of work, Biz. About how many hours per week are you able to spend on it?

Today I drew this new portrait to go along with the new enemy:
Image

I think it's not awful, but it's nowhere near as good as those Korean dudes on Artstation. Maybe one day I'll just focus on one aspect of gamedev--like digital painting--until I become really good at it.

Edit: I also moved the head forward one pixel on every other frame for the side-view walking animation. I think it looks a lot better now. Thanks Coyote.

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    BizarreMonkey
  Wed Sep 30, 2020 4:16 pm
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Nathaniel3W wrote:
That's a lot of work, Biz. About how many hours per week are you able to spend on it?
Impossible to say for certain, as some weeks I burn out and get barely anything done, and some weeks I get a decent amount done, and then some weeks, it's a vast majority of the hours.

If you want to appreciate how much time I put into this game, then here's a really solid idea of how much time I've spent just in the engine.
Image
Now granted, not all of that is Fantasia, there is the last bit of PFC's development as well as my work on Junked and a couple other projects. But I can guarantee it will be the vast majority.

Let's appreciate for a moment that there are only 8,670 hours in a year! That means over half a year has been put into this engine's workings. keeping in mind not all of fantasia's progress even after I begin building it in the engine is done in engine, between the animations, cinematics and resource development that I do-- not to mention writing in google docs that still happens to this day.

In 2 years, that means I've had the engine open on average 6 hours of every day, or a quarter. Weekends, vacation and all. now granted-- that is an average but it just goes to show that this is my life's work. it's what I wake up in the morning to do, and it's what I look forward to doing more of in the morning and think about while I'm going to sleep, and often I dream about it, too.

Speaking of said life's work... I! Didn't get much done at all lately. I'm procrastinating because I have BIG things to do and all of them are a lot of effort and I wanna be in the right headspace. THANKFULLY, not all was bad- after I made my post last night I re-calibrated the main story to include the travel to the pink and blue suns and add more to the reasons for going to those places. I also made some tearjerky moments that payoff in Disk Δ.

But ah~ I'm not the only one who has gotten work done!

Pjcr
He got me Svoli's Serazen outfit, and like I asked him to- made the hood able to be toggled on and off. This way I could use it for her Apotropaism form.

Svoli the Serazen
Image

Svoli when affected by Apotropaism
Image

I should note that Pjcr forgot to add the bow attached to her sash, not unlike how Tiramisa's is, but he'll be getting that fix to me in 12 hours or less, then I'll add the glyphs to the sash to complete the look.

Xiie
While she hasn't been able to submit any work due to her internet providers all being closed down and the cases for Covid in the philippines getting worse, she has been able to get me a list of the work she's finished.
Xiie wrote:
That brings my list to:
- Limbo Sprite
- Cathy and Renae wholesome (functions as the true album art for track 41)
- Cathy and Renae sprites
- Logos (of the new planets introduced, Vahnus, Zen Aneia, etc.)
- Lily
- Akra Olna
- Zephyrra
- Remira
- Nanianne
- Xali
- Wizard
- Queen of Shadows portrait animation (for a small cutscene on Byteopia after defeating Tiramisa)
- Queen of Shadows sprite
- Limbo idle
- Cathy & Renae idle
- Lily idle
- Akra Olna idle
- Zephyrra idle
- Remira idle
- Nanianne idle
- Tristy idle
- Lyza idle
So she has been working hard. When she gets net back I'm gonna be like a kid at Christmas, and so will she because she can see all the work I've gotten done.

As stated previously, our composer Jake has finished the OST, so he won't be getting anything except paid for the rest of the year while I work that debt off 100 Australian dollars at a time. I'm not worried as it is going to take longer to fully release Fantasia than it is to get him paid back. So by the time I'm working on Crowfeast he'll be riled and ready to go and I won't have any debt to get in the way.


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    Nathaniel3W
  Thu Oct 01, 2020 6:22 pm
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I wasn't satisfied with that portrait. I worked on it for a few more hours today. I think this is better.
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    coyotecraft
  Thu Oct 01, 2020 6:41 pm
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me going through October


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    coyotecraft
  Sat Oct 03, 2020 12:46 am
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I managed to get a weekend to myself. Woohoo!
Just as soon as I catch up watching some shows, I'm going to finish this thing for Biz that I said I was going to finish like 2 weeks ago. And after that...after that...I have no idea.


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    coyotecraft
  Fri Oct 09, 2020 8:30 pm
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I've got a list, a text file, of tileset ideas. Some of them were ideas from before mz was released. I'm not sure how well it would compliment it now. I almost don't want to support mz. My aspirations of making new matching characters is on hold until I have more time to myself. Like a good 2-3 hours of uninterrupted focus.
I usually get that at night, but I have to maintain a good sleep schedule.
I feel like there's no escaping these annual routines. It's inconceivable that this week every year my family is heading to a funeral. The only person who shares my recognition of this pattern is my aunt who has a birthday this time of year.
The worst part is being on the road with wandering thoughts about what I'd rather be doing, and the uncertainty of when or if I'll ever get to do it.
And then a sense of guilt in retrospect about wasted opportunities.

(I'm on the road now)

Anyways. I think what mz's tilesets need besides color correction is a shaded gradient for the walls. Some have a small shadow along the bottom but it's not distinguishing enough.
The ugliest tiles, outside of the scifi set, is the crystal cave in my opinion. I have an idea of a cut in geode resess.
I think all the waterfalls could be replaced with a transparent, one tile fits all version. I've shared this idea on rpgmakerweb but I doubt anyone is taking notes or is interested in rethinking the title palette arrangement. It also solves the problem of the waterfall shadow issue.
If you look closely you can see how the crystal cave waterfall has a different wall to it.

I'd like to experiment with effekseer more when I get the chance. I wonder if a plugin could add hit detection with particles. Or if node graphics can be substituted.

The sample maps are terrible. they try to do archways but you can't actually walk under them. Maybe I'll design something. I'd like to do a draw bridge, but it's not something you can do smoothly in 4 frames. Perhaps as a effekseer animation?

I'll need to modify my mv plugin for mz, to have custom sprite frames. Mz is lacking birds I think. And with only 3 frames, you can't really do spider legs. The sliding steps only kind of work for slow moving 4 legged animals. But ideally I want to see horses trot. And wolves/big cats run.

You know mz has sample maps for hospitals and factories. Military bases. But it doesn't have any nurses/doctors in scrubs. Or soldiers in uniform. It's got prisons. But no orange or b&w striped prison outfits. I guess that's a character generator idea.
I should stop rambling now.


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    BizarreMonkey
  Sat Oct 10, 2020 10:41 am
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I've dropped any plans to support MZ. Mind you, it was never really my wont to do such, as it was essentially a 'yessss~!!... more resources!' grab for me... which amounted to easily the best parts of the rtp, battlebacks, parallaxes and the title images.

I was planning to make Menagerie: Malcontent Zeal in it, as given away by the subtitle,... and i may still, the backend for MV is incredibly well tuned and very smartly put together, says a coding friend of mine.

Menagerie isn't an incredibly high-end performance requiring game though, the minigames are outlandishly simple compared toe the faire of PFC and Fantasia, and while the game will definitely look a lot nicer due to the fact it will use pjcr's portraits and Xiie's sprites and will therefore get the sharp contrasted look of intelligence: multi-verse and Fantasia, it's not like there'll be a bunch of parralels running, even for some of the arcadian bossfights that consist of 'press fire to shoot gun and also dodge bullets ez pz'.

Easily the closest thing to an intense PFC/Fantasia level boss fight in the game is Impetuous Sussuration, and I never saw it lag.

Been thinking about future stuff a lot while i procrastinate and burn out hard. Been playing a bunch of WoW and genshin Impact (which I'm loving) and neglecting my twitter and feeling very bad about it!

But ah~ I have been so very productive this last couple of months, i suppose its only natural such a burst of productivity would slow down at some point.


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    Nathaniel3W
  Sun Oct 11, 2020 9:14 pm
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    coyotecraft
  Tue Oct 13, 2020 7:51 am
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I played around in MZ some more. I figured out the problem with my Manalink plugin. I wanted to be able to use MP recovery items but have the effects go to the other character they're linked too. The trick was that, MZ won't let you use an item if there are no valid effects. You can't use MP items on a character that doesn't technically have MP. So I rewrote that bit, and now it works more or less like I wanted it to.


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    coyotecraft
  Tue Oct 13, 2020 11:53 pm
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So it's relatively easy to load data from another RM project so long as you know the path/url. I hadn't actually tried it until recently.
I transferred from my project to a map in a Japanese Sample Game, and also a map online in a github repository.
Beautiful.
It seems my save file editor / playtester tools & diagnostics experiments in MV from last summer were really shortsighted.

I need to shift gears and go back to making graphics.


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    coyotecraft
  Sun Oct 18, 2020 2:29 am
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I home alone for a week. No one to distract me. I'm even going as far as to block certain websites that might tempt me into join some deep discussion.


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    Nathaniel3W
  Sun Oct 18, 2020 4:42 pm
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Have fun being home alone. I hope you get some stuff done.

Here's one of the things I worked on today. Portrait for the sprite I posted up there.
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    coyotecraft
  Mon Oct 19, 2020 1:04 pm
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My college art instructor used to say something like "art needs 2 people. One person to hold the brush and a second person to swing a mallet to hit the first person over the head when they're fussing over details."

This thing I was doing for Bizmonkey could have been done sooner. It's just an update for Perseverance, I believe. Doing my best to imitate the rest of the game's artstyle. But what I'm really fussing with is the graphic design of the stone tablet. Well, that, and a special effect to have the engravings react to the flame somehow.
It doesn't actually need a special effect, that's my own initiative.
So when I say it's more or less done it means I finish it if someone hits me over the head with a mallet.
I don't know what I'm doing; so I just have to try everything. Experiment with different material to what's the most effective visuals to communicate.
Image

I guess this doubles for my own fan game. Since it basically pivots on this scene and I planned working it into a promotion.


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    BizarreMonkey
  Mon Oct 19, 2020 5:45 pm
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coyotecraft wrote:
My college art instructor used to say something like "art needs 2 people. One person to hold the brush and a second person to swing a mallet to hit the first person over the head when they're fussing over details."

This thing I was doing for Bizmonkey could have been done sooner. It's just an update for Perseverance, I believe. Doing my best to imitate the rest of the game's artstyle. But what I'm really fussing with is the graphic design of the stone tablet. Well, that, and a special effect to have the engravings react to the flame somehow.
It doesn't actually need a special effect, that's my own initiative.
So when I say it's more or less done it means I finish it if someone hits me over the head with a mallet.
I don't know what I'm doing; so I just have to try everything. Experiment with different material to what's the most effective visuals to communicate.
Image

I guess this doubles for my own fan game. Since it basically pivots on this scene and I planned working it into a promotion.
Not gonna lie first thing i thought of when you had that idea for the reaction was 'is that gonna be what makes this piece take two-times as long as it should?"

That said i'm not on a tight schedule so I don't mind waiting, but I am happy to take what you have and just deal with the tablet myself, as not only have I drawn an absolute shit ton of heldathian spellcircles by now, I'm in love with drawing diabolic symbols that can tend to look like something anywhere from kanji, ancient egyptian heiroglyphs and gaelic runes.

But if you wanna go nuts I'm fine with that too. You've done a good job of replicating Xiie's art style. I thought it was just a repost of his portraits at the first glance.

If you're asking me to bash you over the head with a mallet for needless fussing then lmao I guess i can provide a suitable cartoonish scenario.

I was actually thinking about the PFC update today. Mostly my being angy at the smol resolution, and thinking 'hmm, no one has anything lower than 1080p these days i could make it a game that just scales to 2.00 size. Ofcourse if i did this i'd want it to not be anti-aliased because that always looks crappy.

But enough about that as I have some news to report~!

Remi-chan
Got my dev spirit back and finished this beauty!

Music is placeholder, I don't have the rights to that track it was just used as a syncing metronome. I'll either get Jake to composer one huge thing or make a string-along of pre-existing tracks. Next part i have to do is a one minute animated cinematic but i can always just leave that for the time and continue with the main story.

Pjcr
He hasn't gotten me everything this week yet, but he has gotten me all of the Tac Talismina Portraits, for those who played Menagerie: Remastered or even the not-nearly-as-good original, Tac is a character you probably know fairly well.
Image
Image
Her outfit has largely changed due to an awesome fan art I got from Amysaurus121 and so I made that her canon outfit in post-menagerie games. For Menagerie: Malicious Zeal or Menagerie: Maritime Vendetta (depending on if I use MV or MZ for it) she will likely be retroactively updated like she is planned to be in Intelligence: Multi-Verse.

That's about it. Obviously I've been doing other stuff. Mostly working on some little optional events and giving characters more dialogue options here and there. But I've also been on a burn out the past couple weeks and only got my spirit back a few days ago so I haven't got as much done as I may have otherwise.


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    coyotecraft
  Tue Oct 20, 2020 12:42 am
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More like, 5 times longer than it should. I didn't want to make excuses, but I accidently saved over the layer file that I was working in about 2 weeks ago. But that version didn't resemble Xiie's style nearly as much as this one does. So it was good I started over.

Nice work with those trees. You really have a way with cinematics. That's why I want to make a rig to compliment your visual storytelling. It's funny that you brought up the game's resolution, because I knew that'd be something you'd consider doing. So I was also contemplating how to set up the rig to be universal. I'd use script lines to make sure an image that's suppose to be in the middle of the screen will always be in the middle of the screen. It's annoy you can't enter something like (x = graphics.width/2) directly into the 'show picture' command to insure the image will always be centered.
Then it would be less painful to converter or make changes.


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    coyotecraft
  Tue Oct 20, 2020 8:08 am
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Material studies
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    BizarreMonkey
  Tue Oct 20, 2020 4:50 pm
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coyotecraft wrote:
More like, 5 times longer than it should. I didn't want to make excuses, but I accidently saved over the layer file that I was working in about 2 weeks ago. But that version didn't resemble Xiie's style nearly as much as this one does. So it was good I started over.

Nice work with those trees. You really have a way with cinematics. That's why I want to make a rig to compliment your visual storytelling. It's funny that you brought up the game's resolution, because I knew that'd be something you'd consider doing. So I was also contemplating how to set up the rig to be universal. I'd use script lines to make sure an image that's suppose to be in the middle of the screen will always be in the middle of the screen. It's annoy you can't enter something like (x = graphics.width/2) directly into the 'show picture' command to insure the image will always be centered.
Then it would be less painful to converter or make changes.

I won't be upscaling the resolution of PFC, it's too stringent and built upon the principles of 640x480. The game was heavily designed with the limitation in mind. i was referring to just making the play window larger, essentially, the game would only be artifically enlarged via a scale factor of 2. I'm certain a plugin if not the outright baseline engine has the ability to do this.

I have certainly tried in the past but due to how much of an insane hassle it would be to upscale all the maps to widescreen and the alternatives just ensure there's a crapton of empty space, the idea was scrapped altogether.
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This was the closest I got but it was going to be just, too much work (960x512) it did give me enough room to have the HUD, radio and Bosshud in all the same visible place, radio in the middle, bosshud on the far right, but the issue came when resizing the parallax maps, the altnerative was to entirely redraw them or expand on them somehow and I just ended up not doing it.
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And yeah making that tree sprite from pre-existing assets was pretty fun. Originally I made them for the hecka chase event where Xali is demonstrating her power level and Koko's just gotta get the heck outta dodge.

I've readied some assets in preparation for Fantasia Scene 15: Apotropaism... i intend to begin serious work on it tomorrow.
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While a two-part lipsync talking animation will play out in a close up, her eyes will be occasionally switching intermittently to gold and then to that briight pink. That's an idea of what I'll be using these kinds of things for~!


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    Nathaniel3W
  Tue Oct 20, 2020 6:09 pm
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Inept Evil Stooge

Location: Washington, DC
The last few weeks' work have been leading up to this moment:

Image

Demon lords and the Tyrant God. And I wrote a bunch of scripts for making them appear in the middle of a battle. You fight the guy who you think is the final boss, and then when he's defeated, this guy shows up. Because in all good JRPGs, you have to kill a god in the final battle.

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    coyotecraft
  Wed Oct 21, 2020 1:24 am
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Glorious!
I was playing diablo 3 for a bit the other week, which is what those sprites remind me of. I can still hear the Templar's battle quotes.

I was revisiting my Digital/Artificial/Trojan Baby spirit battler for MV. I don't remember why I was picked the colors that I did. Red was the obvious color choice, and contrasts nicely on the Green Cyberspace background.
Although the trick is the coloring. The other spirits all have this glow around the edges. And I just haven't figured out the right combination of values.

Tonight I think I'll step away from characters and focus on backgrounds. I'm really more comfortable doing nature. But I need to practice doing buildings and what not. MZ has...nothing to support it's modern/scifi sets.


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    coyotecraft
  Wed Oct 21, 2020 1:11 pm
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Both MV and MZ Frame the battle background differently depending on the selected battle system. SV shows more of BG1 while Front view shows more of BG2.
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The Backgrounds uses 1 point perspective. The line that the SV Actors align to is also angled toward the vanishing point. Of course the Actor Battler sprites don't scale with the perspective. If they did, it might look something like this
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It took me a while to warm up to perspective drawing. I learned some new techniques as I was sketching. Starting out cold, all I could think of was - durrr square room, 3 walls - and it seemed like it would be a chore of interior decorating. But after a few hours the ideas started flowing and realized there's a lot of simple environmental spaces that RPG Maker isn't using. Like roof tops and towers. Battle areas that don't need a lot of clutter. Come on! Where's the jail cells and sewers? Oh, but they have ordinary bedrooms. I suppose that's useful for hentai games.


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    coyotecraft
  Thu Oct 22, 2020 11:50 am
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The nice thing about not working in point perspective is that you can make scrolling tiled backgrounds.
Almost done with this. Just more fine tuning.
Image
eh, the shadow gradient might be too much, too different.


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    coyotecraft
  Fri Oct 23, 2020 5:14 am
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I'm going to be staring at this 30 second loop forever. Questioning my life choices.
I don't want to bloat the game with all these image layers. At some point it might be better to just render the scene as a webm video. But my video editing software is retarded and can't do 4:3 aspect ratios for some reason.


My current plan is that as Sven turns on the lighter, Naxon's hand fires go out. Then have some symbols glow on the tablet and maybe on Naxon as well. But I'm debating if I should draw a new thing of Naxon or not. Trying to recycle his game's portrait. I can scale it up to fit the scene better. But why cut corners if I don't have to?
It's certainly possible to do less. I could ditch the clock and tower in the background, but it's creates a sense of space I think.

Looking at Perseverance's files, there's actually a leftover layer file containing Nola's portraits. That's like 2mb. Removing that basically offsets whatever I'd be adding. All the portraits have a height of 480, but they're not actually using the bottom 120px where the hud and dialogue boxes would go. I took a minute to batch process the lot of 185 images to see what cutting off this bottom section would do to the folder size. It saves 300kb. About the size of the Cityscape background I made, so maybe it's worth it.

Something else I need to remember to watch out for, GIMP, in a recent update has changed it color precision to work in a 32bit integer mode. Which saves files sizes twice as big. I thought had seriously overestimated my filesizes.


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