Welcome Guest ( Log In | Register )

[ Big| Medium| Small] -



Post new topic Reply to topic  [ 2614 posts ]  Go to page Previous  1 ... 84, 85, 86, 87, 88  Next
    BizarreMonkey
  Sat Jun 01, 2019 4:32 am
Riding High above the world, ascended and pure.
User avatar
Member

Omnipresent Merchant

Location: Straya Land Carnt.
Nathaniel3W wrote:
Hey Biz. Is Sven there higher resolution than other sprites? He looks more detailed. How much bigger is a tall sprite than a regular sprite?
Regular sprites dont exist in this game by their definition, but Pep's sprite is closest, none of them are a mere 48x48 though.

https://forums.rpgmakerweb.com/index.php?threads/tall-mack-body-character-templates-with-mv-heads.77002/

Basically i take bases from here and then place them in a 96x96 grid to allow for more customization and movement. Sven is the same resolution as the other tallsprites from my game, what you might be noticing is the gradual jump in quality of Xiie's work, seeing as the first sprite she did for the game (Lumi) was also her first sprite virtually ever. By now she's getting craftier. Every character sprite in the game will be fully custom before long.

Nathaniel3W wrote:
And yeah, I need to remember to reduce the resolution when posting here. Most other forums I use automatically reduce the size of pictures.
Same, it took a bit of getting used to, but as it stands this is now the only forum I'm not banned from and have interest in.


Top Top
Profile      
 

    Nathaniel3W
  Sat Jun 01, 2019 7:59 am
User avatar
Member

Inept Evil Stooge

Location: Washington, DC
BizarreMonkey wrote:
...this is now the only forum I'm not banned from...

Wait. What? Does Biz moonlight as a troll everywhere that isn't HBGames?

_________________
Check out Himeko Sutori, the upcoming large-scale tactical JRPG where you lead an army of 100 unique characters


Top Top
Profile      
 

    coyotecraft
  Sat Jun 01, 2019 6:54 pm
User avatar
Sponsor

Omnipresent Merchant
Nathaniel3W, dunno how your sprites move, but maybe have an internal stairway or ladder hole that the sprites can disappear into at the top and out the bottom side, or vis versa. Then you can avoid any awkward motions or need for animations.
I was just thinking while posting this of a double platform lift. Where party members weigh down one part to keep the other half aloft. I can see some tactical staging that way. One unit tags-in, moving the other unit up or down to safety to recuperate or something. All kinds of environmental gimmicks are coming to mind.
Image


Top Top
Profile      
 

    Nathaniel3W
  Sat Jun 01, 2019 7:50 pm
User avatar
Member

Inept Evil Stooge

Location: Washington, DC
I made some ladder meshes and I gave my characters "spider" physics, so they just scale up the side and not necessarily along the ladders. It doesn't look realistic at all, but it sort of works.

That's a really cool idea for the lift though. When did you think that up? You didn't just invent that for me, did you?

_________________
Check out Himeko Sutori, the upcoming large-scale tactical JRPG where you lead an army of 100 unique characters


Top Top
Profile      
 

    BizarreMonkey
  Sat Jun 01, 2019 8:27 pm
Riding High above the world, ascended and pure.
User avatar
Member

Omnipresent Merchant

Location: Straya Land Carnt.
Nathaniel3W wrote:
BizarreMonkey wrote:
...this is now the only forum I'm not banned from...

Wait. What? Does Biz moonlight as a troll everywhere that isn't HBGames?
Story in spoilers if you want it.
Content Hidden


Right! Now that the big story is over, let's talk about some stuff that actually matters, what I've been working on!

Mostly my team, Jake is halfway done with Kara's second boss theme, but it's not ready to be shown yet.

Pjcr finished up getting me all the files for Yi, meaning in the last 4 days he's gotten me all of Kyoshi and Yi's portraits. I will now show you the complete set of Yi's animated portraits, albeit, not quite in full.
Image
Image
So yeah that's awesome.


Top Top
Profile      
 

    Nathaniel3W
  Tue Jun 04, 2019 8:34 am
User avatar
Member

Inept Evil Stooge

Location: Washington, DC
Amy, somehow I missed your last FF7 post. Every time you moved the cursor, in my mind I heard the sound effect. It sounds like a high-pitched "breep?" to me.

_________________
Check out Himeko Sutori, the upcoming large-scale tactical JRPG where you lead an army of 100 unique characters


Top Top
Profile      
 

    coyotecraft
  Wed Jun 05, 2019 2:32 am
User avatar
Sponsor

Omnipresent Merchant
Wanted to do some animating so I'm tackling the quadruped walk cycle conundrum. It just doesn't look good limited to 3 frames. It's not bad if I do a sprint. But trying to stagger the legs to trot is visually messy.
I've been through this all before with horse and centaur experiments for rpg maker. I always come to the conclusion that I need to make a custom sheet that uses 6 or 8 frames.
And If I'm doing that, then I want to do something like what Digimon World 3 did, and have a special 3 frame stop animation. Where they lurch forwards as they halt momentum. It's a nice touch IMO.

Of course, this is something I always think about doing but never actually do.
Image


Top Top
Profile      
 

    coyotecraft
  Wed Jun 05, 2019 8:57 am
User avatar
Sponsor

Omnipresent Merchant
6 frames. I dunno what this will look like in MV. I'm kinda going at it blind with the timing and character movement speed.
ImageImage
The problem with animation is that you stare at it too long and you can't tell if you're making it better or worst.
Image


Top Top
Profile      
 

    BizarreMonkey
  Thu Jun 06, 2019 12:59 am
Riding High above the world, ascended and pure.
User avatar
Member

Omnipresent Merchant

Location: Straya Land Carnt.
That's the most clever use of a marquee I've seen used on this forum virtually ever. Giving me some ideas for game presentations.

On the note of games and presentations, I may have teased this cinematic earlier, but I doubt I'd have shown it- due to how the voice acting was my shitty placeholders and not the actor's.

Now however the voice actress for Yi has finished and due to me saving over the original vegas file while developing Fantasia Scene 11, the whole cinematic has changed, and for the better.

But enough building it up, here is Fantasia Scene 12 - ESCHATON.

The only thing I have to update is the music, and I'm going to make sure Jake handles this one with velvet gloves so it keeps the emphasis I built upon with the original.

There's more I could show, but not that I should, I'll save it for a future post.


Top Top
Profile      
 

    coyotecraft
  Fri Jun 07, 2019 10:13 am
User avatar
Sponsor

Omnipresent Merchant
I'm not sure where the last couple days went.
Last thing I remember, I was looking for the MV plugin folders to refresh my memory on how to make those. To make my own plugin for custom spritesheet formats. But I got lost along the way, since I moved to a new Hard Drive and my files and stuff isn't in the same locations.
Then I blacked out. I never opened a .js file...Oh right.
I think I went looking to install Notepad+ which I've gotten used to working in.
Then I ended up on Rule34 somehow. Because internet. So magical.
I have a headache.


Top Top
Profile      
 

    Nathaniel3W
  Mon Jun 10, 2019 7:51 am
User avatar
Member

Inept Evil Stooge

Location: Washington, DC
Coyote's pony animations remind me of something my daughter told my wife the other day. Whenever my daughter asks me to draw her a horse, I draw a My Little Pony, but whenever my son asks me to draw him a horse, I draw a knight on a warhorse.

_________________
Check out Himeko Sutori, the upcoming large-scale tactical JRPG where you lead an army of 100 unique characters


Top Top
Profile      
 

    BizarreMonkey
  Tue Jun 11, 2019 1:07 am
Riding High above the world, ascended and pure.
User avatar
Member

Omnipresent Merchant

Location: Straya Land Carnt.
It is now a time I should show that bit more I talked of earlier, as the post will be quite substantial with thanks to my patience.

Not only is Kara's final battle theme complete!

But it sounds all kinds of amazing! But ohoho, just wait~ There's more...

Two of Tristy's themes are complete, too!

Her passive theme and her battle theme, which has yet again become along the lines of "Tristylovania"!

And speaking of Tristy, this may as well be the Tristy update, as she also just recently got her Sprite for her ascended form.
ImageImage

But she isn't the only one to get such a Sprite, Sven and pep's father- Sped, received one also.
ImageImage

But Biz... I hear you ask- What have YOU been doing?

Well, I've been adding in some placeholders and getting more Assets ready for the two-phase battle with the last kangaroo. Once this horrible flu passes I'll be able to begin on it proper. Yes, my work has largely been hampered in thanks to a nasty fever and then flu combo... fun stuff. It's just as well I have already finished the main storyline (Tristy's battles notwithstanding) and done several optional events.

Oh I've also been adding flavor text around the place, and SOMEHOW managed to make a good start on a cosmic timeline, going from the first Divine Year until 2133. granted, it's not yet complete. There's a lot of events I have to add to it.

But I feel it is off to a good start.


Top Top
Profile      
 

    coyotecraft
  Tue Jun 11, 2019 3:48 am
User avatar
Sponsor

Omnipresent Merchant
Nathaniel3W wrote:
Coyote's pony animations remind me of something my daughter told my wife the other day. Whenever my daughter asks me to draw her a horse, I draw a My Little Pony, but whenever my son asks me to draw him a horse, I draw a knight on a warhorse.

Well RPG Maker does use a chibi style. The problem with the MV (and VX) horse sprite is that the legs shuffle along and they weren't designed as riding horses. People will put the character sprites on the horse, but the human heads are so much bigger than the horse's. It looks off.

So my design has a larger horse head in addition to picking up it's feet. Potentially giving the horses more personality. In the vein of .Hack's Grunties. And theoretically serving MLP fangames. Plus a bigger head better harmonizes with the default human sprites, imo.

Anyways. I've got a functional plugin now. It's really simple a.t.m., but damn, I was struggling to make it work. Like WHY ISN'T MY ALIAS FUNCTIONING?! [3hrs later] Oh, I see. Wait. Now it's only playing 4 frames. Did I change something somewhere... [3hrs later] WHY DOES RPG MAKER HAVE A MAX FRAME COUNT! Where is it even using this?

So my next step is improving the character motions. If the player just taps a dir button the character glides over a tile and may only change by 1 frame. I think easing the character motions to have a slow-in and out will look and feel more natural. Plus, one complaint I keep hearing about RM games is that a player can't turn-around in place.
MV actually already has a isStopping function. I think I can expand on that for a follow-through halting animation like in Digimon World 3.


Top Top
Profile      
 

    coyotecraft
  Tue Jun 11, 2019 7:09 pm
User avatar
Sponsor

Omnipresent Merchant
My plugin is a little more sophisticated now. The MV v1.5.0 update allows for some more advanced parameter tags, and I'm still exploring structures.
Right now all it can do is select any number of character sheets to have a custom number of frames. There are already other plugins that can do this. But they all have an annoying file naming convention it has to parse for.
Doing it my way, I can easily add XP spritesheets into my project, select them using the plugin and set the custom frame number to 4. And that's it. No renaming required! Player or Event, it'll use 4 frames.
It's also handy for inanimate sprite objects that only need 1 frame. Does this sound familiar? You make a graphic, but before you can use it in RM you have to configure it as a character sheet with directional and walking frames -that it's not even going to use- and later, if you make changes to the frame size, you have to reconfigure all of it. It's a time consuming process. But no more! Now you can just throw it into the project, and make a simple selection.
But wait! There's more...
J/k, that's it.


Top Top
Profile      
 

    Nathaniel3W
  Tue Jun 11, 2019 9:05 pm
User avatar
Member

Inept Evil Stooge

Location: Washington, DC
coyotecraft wrote:
.. but damn, I was struggling to make it work. Like WHY ISN'T MY ALIAS FUNCTIONING?! [3hrs later] Oh, I see. Wait. Now it's only playing 4 frames. Did I change something somewhere... [3hrs later] WHY DOES RPG MAKER HAVE A MAX FRAME COUNT! Where is it even using this?


I've spent my share of time tracking down undesired behavior to some optimization that someone made somewhere inside an engine I didn't write from scratch. Unreal wasn't designed for sprites and so it does some annoying texture compression (with different compression for each color channel) that really messes up the sprite colors.

As for what I've been up to, I spent most of the day tracking down a bug that was crashing my game. The interpreter detected 100,000 iterations on a function and crashed. I went through all the code line by line over and over. It looks like my code was working as intended. It just required a lot of iterations: If the AI wants to make a ranged attack, but there are no targets in range, find each player unit, for each player unit find all the hexes within range, and find a path to each hex, and find which path is shortest. So depending on how many player units there are, and how open the terrain is, one of the functions in the pathfinding algo gets called a lot.

Some of my players had been reporting seemingly random crashes during battles and I thought my battle system was pretty solid. But today I got lucky and got put in a situation where the bug happened 100% of the time so I was able to test the bug properly. I ended up caching some of the info to reduce the amount of times the problem function gets called, and the pathfinding algo now runs a lot faster and doesn't crash. Honestly though, if I knew of a variable somewhere that just increases the amount of iterations before the interpreter crashes, I would have just increased it and worked on something else.

This is something I already know, but I just become more aware of it sometimes. Making a game requires a lot of work on stuff on some really in-the-weeds details, most of which nobody will ever notice.

_________________
Check out Himeko Sutori, the upcoming large-scale tactical JRPG where you lead an army of 100 unique characters


Top Top
Profile      
 

    Nathaniel3W
  Sat Jun 15, 2019 8:36 pm
User avatar
Member

Inept Evil Stooge

Location: Washington, DC
I just made an optimization that reduces the average pathfinding time of ranged units by about 70% and completely gets rid of the runaway loop crash. And it usually finds the best path. The old algorithm I was using found the best path to every possible hex where you can launch a ranged attack on the target, and then picks the best one. The optimization just goes with the first path it finds, and then for all of the other possible launch sites, it says "Is this possible launch site farther from my start than launch site I already found?" and "Is this possible launch site closer to the target than the launch site I already found?" If the answer to either question is yes, I skip the pathfinding and just move on to the next possible site. It doesn't exhaustively find the best path 100% of the time, but it's good enough and it's a lot faster.

_________________
Check out Himeko Sutori, the upcoming large-scale tactical JRPG where you lead an army of 100 unique characters


Top Top
Profile      
 

    Xilef
  Sun Jun 16, 2019 4:46 pm
User avatar
Staff

Big Dumb Guy

Location: UK
If your grid is static you can bake in the best path (and the weight/distance) to every other node on each node, could even bake in the best ranged shot to a node for each distance - so if I want to shoot an enemy at a particular distance I just get the list of best locations then test my path finding to those locations, if I can't make it all the way there in one turn then I just go as far as possible.


Top Top
Profile      
 

    Nathaniel3W
  Mon Jun 17, 2019 5:41 am
User avatar
Member

Inept Evil Stooge

Location: Washington, DC
That's not a bad idea. I had never thought about that. But the pathfinding does have to be dynamic because you can't go through enemy units, and they have zone of control, and there are nodes that only flying units can go over, so the best path can vary depending on the situation. But now that I think about it, there are a few things that I really should bake ahead of time.

_________________
Check out Himeko Sutori, the upcoming large-scale tactical JRPG where you lead an army of 100 unique characters


Top Top
Profile      
 

    coyotecraft
  Fri Jun 21, 2019 12:06 am
User avatar
Sponsor

Omnipresent Merchant
I'm brainstorming more "close encounters" for my game. The idea being that encounters become equipment. I hadn't thought much beyond Slimes and Tentacles. I started to think, maybe not everything had to be alive. And that maybe there could be special effects between them. Like an Arm encounter with a Static Cling Balloon while equipped with a cactus might cancel each other out and drop a rare item.
Cursed Armor might be too fantastique. Although I could substitute it with Cybernetics.
Image


Top Top
Profile      
 

    coyotecraft
  Mon Jun 24, 2019 8:58 pm
User avatar
Sponsor

Omnipresent Merchant
I haven't made any progress. But I'm really itching to report progress. So I'm scratching that itch, even though I've got nothing to report. I really hate the idea that motivation is rooted in a primitive desire to socialize, which doesn't serve my creative ideals, and just wants to distract me to pursue something that's more immediate and tangible.


Top Top
Profile      
 

    Xilef
  Mon Jun 24, 2019 10:51 pm
User avatar
Staff

Big Dumb Guy

Location: UK
I made this GBA demo today:


Proved a good, quick test of my tools.

It looks fantastic on actual hardware:
Image

Back to working on font/text tools. Discovered the DSi firmware has a bitmap font format, pretty lucky as I was preparing to roll my own.


Top Top
Profile      
 

    coyotecraft
  Tue Jun 25, 2019 3:52 am
User avatar
Sponsor

Omnipresent Merchant
Looks awesome!


Top Top
Profile      
 

    Nathaniel3W
  Tue Jun 25, 2019 8:22 pm
User avatar
Member

Inept Evil Stooge

Location: Washington, DC
Coyote, that's funny. I never really felt any desire to socialize and never really saw progress reports as a social event. Marketing, requests for feedback, transparency to Kickstarter backers and Early Access players, but not socializing. Maybe once in a while I'll want to brag or complain though. Does that count as socializing?

And Xilef, that looks great. Let us know where you go with that.

_________________
Check out Himeko Sutori, the upcoming large-scale tactical JRPG where you lead an army of 100 unique characters


Top Top
Profile      
 

    coyotecraft
  Tue Jun 25, 2019 11:51 pm
User avatar
Sponsor

Omnipresent Merchant
Oh yeah. Any interaction between humans. Positive or negative. I guess I'm coming from the social brain hypothesis. Which my interpretation is used to explain these dry spells I go through. I'm plenty motivated, but it feels like I can't do for myself what I do for others.

So it's like. The human brain evolved to solve social problems. Or I should say, it developed these regions to perform complex functions for the benefit of society.

So it doesn't matter what you know, or how talented you are. If you took Shakespeare or Da Vinci and stranded them on an island, they couldn't perform. Not because they don't know how, or don't want to. Introverts might do better in isolation than extroverts, but they still need people.


Top Top
Profile      
 

    BizarreMonkey
  Fri Jun 28, 2019 10:20 am
Riding High above the world, ascended and pure.
User avatar
Member

Omnipresent Merchant

Location: Straya Land Carnt.
Interesting talk, I'm likely the exception to this rule more than the norm, but yeah I tend to not need a whole heap of social to get work done. I worked in solace for four years and never asked anyone for advice or feedback, i wasn't on the net back then, and was a hermit.

That said I am extremely introverted, and was even more so back then. Due to being largely antisocial I simply sought to make games in peace and quiet.

I've grown out of that a large amount, and do love showing people what I've been doing, but i could make do and have made done without, I'm not making games to become famous or be accepted, I'm just making games because its a hobby and I enjoy it immensely.

Obviously, fame and acceptance will come or has already, and I'm fairly ready for the increase in attention I may get, but I'm in no rush to really awaken that for my sake- it's not why I'm here.

I'm here to make games, the hope being that they may make someone... anyone's day just that bit more gosh-darned awesome.

But to spread the mirth and joy of my games, I have to become known, and that will require the presence of fame I'd otherwise abjure. But at this point I'm excited for when the big transition happens, when I finally find a way to reach the hearts of many, many people and make them feel epic.

To that end, I've been working on some marketing materials for Fantasia Demo 2 lately.

I'd show this more but Shadowbringers is done patching so you'll have to excuse me~


Top Top
Profile      
 

    coyotecraft
  Sat Jun 29, 2019 2:48 am
User avatar
Sponsor

Omnipresent Merchant
It could also just be that, because I'm story writing, I'm engaging a part of my brain that I simply don't use when coding or drawing. I'm narrating and listening to myself, you know, meditating on a theory of mind. Questioning if the information and emotion is comprehensible. And from their I might drift into a imaginary conversation about design and why I'm using the method and structure that I'm using. Just talking basically, to no one, but expecting a response. Idk.

I was on TVtropes again last night. The main trope I'm using is Adventure in Comaland and possibly Lotus-Eater Machine.
I don't actually have a solid explanation for how Sven get's stuck in a dream yet. In my earliest concepts, he just smoked some funky weed because he was out of cigarettes. and he wasn't stuck at all, but actually wakes up inbetween dream levels to walk around the house at night. Kinda like Assassin's Creed sequence breaks when they step out of the Animus.


Top Top
Profile      
 

    BizarreMonkey
  Sun Jun 30, 2019 2:35 am
Riding High above the world, ascended and pure.
User avatar
Member

Omnipresent Merchant

Location: Straya Land Carnt.
Might help to know how the Astral and Physical Planes react and work in my cosmos then.

This document helps
Good or unusual but not horrific dreams are typically the result of visiting other dimensions via astral projection, a souls astral body is all that can travel into and beyond the Mamix. On that note, nightmares are a result of astrally travelling into the mamix.

The mamix is a prison which houses the unspeakable horros Yi has created for "fun" as well as being a hard-limit to physical exploration in any single universe.

In 2112 Sacreblu shattered it, but Perseverance takes place in 2100-2101 meaning its still there during the time Sven is alive.

Another handy convention is that dreams pass at a hundredth of the time reality does, in other words, 60 minutes in the physical world (1 hour) is 600 minutes (10 hours) in a dream.

Also Soulcatchers in general can mess with dreams and how people experience them, so there's a start.


Top Top
Profile      
 

    coyotecraft
  Sun Jun 30, 2019 9:24 pm
User avatar
Sponsor

Omnipresent Merchant
@monkey: I thought about using the Mamix. It's funny, it's almost like the Anti-Spiral Labyrinth dimension in Gurren Lagann, I've thought about Spoofing. The disembodied elementals like Maw are kinda like the Gunmen.

Which reminds me. The Cookiedoe family and the Resistance hide out in the Heartwood, protected from the Angular eyed Sight. It was my understanding that the spirits of an old battleground were shielding them. But after playing Intelligence again, I got to wondering if this was the same place Maw was sealed up in. And if his containment field, or just his presence in general, is what's blocking the sight.

Coincidentally, my first dream level is set in snow. It was tentatively to do with Esperia, but now I'm formulating a plot where Maw saw a way to steal Sven's body. And this could explain how Sven gets stuck in his dream. Like Esperia left a door open and Maw snuck in. And Sven loses his dreambody and has to reconstitute it through the Close-Encounter Battle system. He get's it back but he reconstitutes on the wrong side of a wall, outside of his nightmare. Getting locked out, in a sense, and can't wake up properly.
So getting back in requires visiting Sensor's Bar. Then maybe a hop & a skip through the Mamix, into Esperia's Casino for a heist. Or maybe it's Naxon's.
I kinda want to foreshadow Sven defeating Naxon. Like in a prophetic dream. 'Cause ultimately, I'm writing towards an explanation for why Sven stayed behind.


Top Top
Profile      
 

    BizarreMonkey
  Fri Jul 05, 2019 9:35 pm
Riding High above the world, ascended and pure.
User avatar
Member

Omnipresent Merchant

Location: Straya Land Carnt.
coyotecraft wrote:
@monkey: I thought about using the Mamix. It's funny, it's almost like the Anti-Spiral Labyrinth dimension in Gurren Lagann, I've thought about Spoofing. The disembodied elementals like Maw are kinda like the Gunmen.
I haven't seen Gurren lagann but I'll take your word for it.

coyotecraft wrote:
Which reminds me. The Cookiedoe family and the Resistance hide out in the Heartwood, protected from the Angular eyed Sight. It was my understanding that the spirits of an old battleground were shielding them. But after playing Intelligence again, I got to wondering if this was the same place Maw was sealed up in. And if his containment field, or just his presence in general, is what's blocking the sight.
It is spirits of an old battleground. Maw's prison is located on the east coast of NSW Australia, about one hour inland, just north of the village of Mallanganee.
Image
As a fun aside, I've lived in Mallanganee and Lismore, and been through Casino quite a few times. There is also a town north and west of Mallanganee called Bonalbo, you can actually see the 'bo' of it in that map.

The Heartwood Forest meanwhile- is a Rainforest north of St. Albans and London in England.
Image

coyotecraft wrote:
Coincidentally, my first dream level is set in snow. It was tentatively to do with Esperia, but now I'm formulating a plot where Maw saw a way to steal Sven's body. And this could explain how Sven gets stuck in his dream. Like Esperia left a door open and Maw snuck in. And Sven loses his dreambody and has to reconstitute it through the Close-Encounter Battle system. He get's it back but he reconstitutes on the wrong side of a wall, outside of his nightmare. Getting locked out, in a sense, and can't wake up properly.
So getting back in requires visiting Sensor's Bar. Then maybe a hop & a skip through the Mamix, into Esperia's Casino for a heist. Or maybe it's Naxon's.
I kinda want to foreshadow Sven defeating Naxon. Like in a prophetic dream. 'Cause ultimately, I'm writing towards an explanation for why Sven stayed behind.
Heh, well sorry to debunk that Maw part a bit, he kinda exists on a different part of the world, like, a different continent... but I'm sure you can still find a way~

Alright, so hey i've made... my employees have made some progress!

Let's start with a new sprite, talk about topical! Highlord Naxon!
ImageImage

Next! Jake Gamelin has finished both of Rolly Dorito's tracks, and begun work on Lyza's! He's already done her passive theme and her hero mode / battle theme is halfway there! He also did Tristy's second hero mode / battle theme!



I haven't done been doing zero work, either! At last the 7 minute monster is fully finished, voice acting, music and all!


I have also been adding flavor text all around the place, there is anywhere from 30 minutes to an hours worth for Rolly and Tristy each of completely optional dialogues. Here's Rolly's over four videos if you're interested!



I've also been restructuring Tristy's arc so you can meet her earlier and have her present for flavor dialogues. I've also done many of them, nearly all. But there's a lot of typo's and conventional flaws currently so it's not yet ready for a video preview.


Top Top
Profile      
 

    coyotecraft
  Thu Jul 11, 2019 1:49 pm
User avatar
Sponsor

Omnipresent Merchant
I've concocted a new explanation for the beginning of my game. But getting the sense of it across effeciently while respecting the game medium is tricky.

How long did it take the movie inception to convey the concept of inception? It took a few scenes, broken up in pieces of dialogue as it introduced the characters.

I'm currently working out how I can make this new introduction playable.


Top Top
Profile      
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 2614 posts ]  Go to page Previous  1 ... 84, 85, 86, 87, 88  Next


Who is online

Users browsing this forum: BizarreMonkey and 9 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

We are an independent, not-for-profit game making community.
Homepage
Board Index
About Us
Downloadable Games
Free Browser Games
Games in Development
RPG Maker Support
Game Maker Support
Construct 2 Support
HBGames the eZine
Advanced RPG Maker
Site Announcements
Powered by phpBB © phpBB Group