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    BizarreMonkey
  Fri Jul 28, 2017 1:06 pm
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I got to use CoyoteCraft's radical Sacreblu fanart for an official cut in.
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Also this.


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    coyotecraft
  Fri Jul 28, 2017 11:09 pm
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    BizarreMonkey
  Wed Aug 02, 2017 7:11 am
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Speaking of people here who have helped me out, here's ZenZirVan's VA in a big cool cutscene finally.

Next time I update the thread it will likely be the final announcement date. I won't be making that announcement until I have the pre-release ready, which means the main story finished and polished to a mirror shine.


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    Amy
  Sat Aug 05, 2017 3:59 pm
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Pretending I'm vaguely doing anything game making related.

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Attempting to reformat my game for mobile browser because RuneScape Mobile comes out next year.


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    Amy
  Sat Aug 05, 2017 11:04 pm
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Found some nice scalable large icons that I might use for the interface. Seems a bit more mobile-friendly:

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Needs work mind.


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    Xilef
  Sat Aug 05, 2017 11:15 pm
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There's a lot of stuff to deal with when it comes to MV on mobile, it does not have a very good touch-interface.

If you want to test it out on Android, I'm working on an Android deployment tutorial with code that's currently getting tested out by the kids over at rpgmakermv.co - my plan is to get the code up on Github once all the issues are sorted out and write up a proper tutorial, the current one is a load of pictures circled in the GIMP with a load of text.

I'll make a version of the tutorial over here - once I get a bandwidth friendly hosting system for the code (Github, likely). It's proven to be popular with MV users over in China for developing their mobile games (China being the biggest Android mobile gaming region).


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    Amy
  Sun Aug 06, 2017 5:20 pm
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Oh aye, there's a lot to overcome. At the moment I've just managed to get the app to play in full screen for example; there's tons to get around. Thanks, I'll check your stuff out.

In the meantime I've got my buttons positioned and sized properly. Scales to any screen size and resolution (within reason).

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Thinking of tinting the screen behind these buttons. Not sure.

Have combined it with my fit to resolution scripts from a while back, so the game screen resizes to your resolution.

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I kinda want to make them dance when you press them because with these kind of buttons, a big issue is making it feel like you've pressed them. Not sure what to do with them.

Simplifying a lot of the menus so they will look something like this:

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    BizarreMonkey
  Sun Aug 06, 2017 6:37 pm
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BizarreMonkey wrote:
Speaking of people here who have helped me out, here's ZenZirVan's VA in a big cool cutscene finally.

Next time I update the thread it will likely be the final announcement date. I won't be making that announcement until I have the pre-release ready, which means the main story finished and polished to a mirror shine.
And here we are!

God i have been working so hard.


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    BizarreMonkey
  Sat Sep 23, 2017 10:37 am
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So I've been chipping away at Fantasia bit by bit.

Mostly it's been flavour text on the items in the girls rooms, so much character building.

Koko's Room
ImageImage

Lumi's Room
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Lilac's Room
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    BizarreMonkey
  Tue Oct 24, 2017 9:19 pm
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I'll be back into Dev on November 2nd.

In the meantime, here's a minimal trailer / teaser.


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    BizarreMonkey
  Tue Nov 14, 2017 4:38 pm
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Coming Soon!
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    ZenVirZan
  Fri Nov 17, 2017 8:46 am
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EDIT3: wrong thread

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    Glitchfinder
  Mon Nov 20, 2017 5:17 am
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You know, it feels kind of weird knowing I made every sprite in these pictures:

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    BizarreMonkey
  Mon Nov 20, 2017 7:10 am
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That looks a lot better than my own personal project that I did all the art for myself.

On the note of screenshots / video game presentation, first pass of the Fantasia demo trailer is ready. Later on it will be filled with more voices than just mine, this is essentially a concept and expression guideline trailer.



Last edited by BizarreMonkey on Mon Nov 20, 2017 2:56 pm, edited 1 time in total.

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    aphadeon
  Mon Nov 20, 2017 8:02 am
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BizarreMonkey wrote:
On the note of screenshots / video game presentation, first pass of the Fantasia demo trailer is ready. Later on it will be filled with more oices than just mine, this is essentally a concept and expressional guideline trailer.


I am just starting on our trailer. Even laying it out conceptually is quite a task. Fun, but intimidating. You know, you want to put the best foot forward, but don't want to spoil the best parts.

Oh, this is the screenshot thread. Well, um. Have a screenshot.

a screenshot

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    ZenVirZan
  Mon Nov 20, 2017 4:10 pm
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i made a tilemapping application at one point and yeah its a pretty wild feeling leaning back and realising all the graphics, including the software itself, is all your work

that screenshot is inspiring as fuck though
maybe thats what i need to make
and ill make it on vita hmmMMMMM

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    Glitchfinder
  Mon Nov 20, 2017 10:59 pm
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You know, technically, theory and I have been working on this project for a long time. One of the earliest things we implemented even got featured in the ezine at some point, though I can't find the specific issue. I just remember I uploaded this video sometime in 2014 to demonstrate the visual effect:



Oh, right. It's aphadeon now, not theory. And that project is still in RPG Maker, technically.

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    aphadeon
  Mon Nov 20, 2017 11:00 pm
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ZenVirZan wrote:
that screenshot is inspiring as fuck though


What's that? Moar, you say?

moar

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    ZenVirZan
  Tue Nov 21, 2017 4:22 am
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im thinkin visual equips are the way to go, due to my lack of animation ability
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similar to how terrarria does it, im planning for hair style & color, top and bottom clothing color and skin color to all be set in character creator

EDIT: A set of generic enemies (left) and boss monsters (right)
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    aphadeon
  Tue Nov 21, 2017 8:11 am
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ZenVirZan wrote:
im thinkin visual equips are the way to go, due to my lack of animation ability
similar to how terrarria does it, im planning for hair style & color, top and bottom clothing color and skin color to all be set in character creator

EDIT: A set of generic enemies (left) and boss monsters (right)

EDIT2: oh gotta get some skelebros in here

EDIT3: oh gotta have a cheeky bowboi


love it. especially the boss. got a prototype working yet? or just art assets?

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    ZenVirZan
  Tue Nov 21, 2017 8:55 am
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aphadeon wrote:
ZenVirZan wrote:
im thinkin visual equips are the way to go, due to my lack of animation ability
similar to how terrarria does it, im planning for hair style & color, top and bottom clothing color and skin color to all be set in character creator

EDIT: A set of generic enemies (left) and boss monsters (right)

EDIT2: oh gotta get some skelebros in here

EDIT3: oh gotta have a cheeky bowboi


love it. especially the boss. got a prototype working yet? or just art assets?
all ive done so far is rip out the paint.net and scribble some assets. not sure what im going to use for development just yet.

currently considering either SDL2 in C++ or LibGDX in Java

EDIT: heres a map using tiles i just whipped up, no where near as visually consistent as yours tho
Content Hidden


EDIT2: a less-shit map
Content Hidden


EDIT3: the map im gunna use for drafting menus and UIs, as its the correct pixel resolution & aspect ratio for the final product
Content Hidden


EDIT4: defend, choose and attack screens - mockups only
Content Hidden

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    Xilef
  Tue Nov 21, 2017 6:32 pm
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ZenVirZan wrote:
currently considering either SDL2 in C++ or LibGDX in Java

Go for the easier option. I will say that SDL2 leaves open the door for future ports to platforms that do not have a Java VM (game consoles, even weird shit like GameBoy Advanced and web-platforms via Emscripten). Both your options get you covered for all the desktop platforms and have potential for mobile platforms. It's much easier to write SDL2 bindings for a new platform (if someone hasn't already done it) than it is to port a Java VM to a new platform and also write LibGDX bindings for that platform.

SDL, being C/C++, leaves a much easier mechanism in place for platform-specific features; with Java you'd have to write bindings for all this crap too.


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    aphadeon
  Tue Nov 21, 2017 6:52 pm
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ZenVirZan wrote:
all ive done so far is rip out the paint.net and scribble some assets. not sure what im going to use for development just yet.

currently considering either SDL2 in C++ or LibGDX in Java

I would say go with whatever you have the most experience with. From my, well, experience, experience itself makes the biggest difference. But, as Xilef stated, it's also a large question of portability and target platforms. And he's totally right about SDL2 being more portable - you can find it or something similar to it on almost anything with a screen.

ZenVirZan wrote:
EDIT: heres a map using tiles i just whipped up, no where near as visually consistent as yours tho
Content Hidden


Our visual consistency is actually a convenient byproduct of some self-imposed rules. We want to do more with less, so things like palette colors, tile count, everything is carefully restricted. Also, your general tile designs look vaguely familiar somehow. :p

ZenVirZan wrote:
EDIT2: a less-shit map
Content Hidden


Visibility system. I commented in the other thread, these can easily become a handful if you are picky about it. I'm a fan of them, and they're rather underutilized.

ZenVirZan wrote:
EDIT3: the map im gunna use for drafting menus and UIs, as its the correct pixel resolution & aspect ratio for the final product
Content Hidden


I feel like you might live to regret having your screen boundary on a half-tile. But hopefully not.

ZenVirZan wrote:
EDIT4: defend, choose and attack screens - mockups only
Content Hidden

mind = blown

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    ZenVirZan
  Tue Nov 21, 2017 10:41 pm
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aphadeon wrote:
Our visual consistency is actually a convenient byproduct of some self-imposed rules. We want to do more with less, so things like palette colors, tile count, everything is carefully restricted. Also, your general tile designs look vaguely familiar somehow. :p
yeah ive been sticking to a 512-color palette i found. similarities?
no idea :^)

aphadeon wrote:
Visibility system. I commented in the other thread, these can easily become a handful if you are picky about it. I'm a fan of them, and they're rather underutilized.
absolutely

aphadeon wrote:
I feel like you might live to regret having your screen boundary on a half-tile. But hopefully not.
yeah, i noticed that but it shouldn't affect gameplay too much

aphadeon wrote:
mind = blown
:cheers:

Xlief wrote:
Go for the easier option. I will say that SDL2 leaves open the door for future ports to platforms that do not have a Java VM (game consoles, even weird shit like GameBoy Advanced and web-platforms via Emscripten).
yeah ive chosen to go with sdl2 for exactly that reason, i built a basic framework a few weeks ago but now im trying to run it on windows and getting some crazy invalid texture issues. i think it might be compiler problems cus i cant see any issue with the code >:(

the c++ practice will do me good.

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    Xilef
  Fri Nov 24, 2017 2:47 am
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Result of today's work;
Image

The project I'm currently working towards will feature limited 3D objects (treasure chests, developer commentary bubble). This is the software renderer, which will more than likely be used for a solid chunk of web/mobile clients. Hardware acceleration is up next.

It's tough to optimise canvas 2d rendering with MV, even the default game runs slowly in canvas. I've done some crazy stuff like recycle the triangles that are used for rendering and have a BSP tree for triangle Z sorting to avoid having to do an expensive qsort algorithm (even the nodes on the BSP tree are recycled). Can tidy up the vector/matrix storage a bit, but the biggest performance killer is the actual rendering of the triangles. Selphie here pushes the frame-time up to 10 milliseconds (!!!) on my 4.1GHz development machine. Models my project will use won't be nearly as complex as this, though (She's a whopping 886 triangles).


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    ZenVirZan
  Fri Nov 24, 2017 7:50 am
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made a button class that generates the button graphic based on tiles as practice for making the actual game
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    Glitchfinder
  Fri Nov 24, 2017 8:22 am
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Xilef wrote:
The project I'm currently working towards will feature limited 3D objects (treasure chests, developer commentary bubble). This is the software renderer, which will more than likely be used for a solid chunk of web/mobile clients. Hardware acceleration is up next.

It's tough to optimise canvas 2d rendering with MV, even the default game runs slowly in canvas. I've done some crazy stuff like recycle the triangles that are used for rendering and have a BSP tree for triangle Z sorting to avoid having to do an expensive qsort algorithm (even the nodes on the BSP tree are recycled). Can tidy up the vector/matrix storage a bit, but the biggest performance killer is the actual rendering of the triangles. Selphie here pushes the frame-time up to 10 milliseconds (!!!) on my 4.1GHz development machine. Models my project will use won't be nearly as complex as this, though (She's a whopping 886 triangles).


And here theory and I are still working in RMXP. To be fair, the game doesn't play using RMXP. (It actually plays using a 100% custom OpenGL runtime that basically acts as an SDL emulator. That was a real trick to make.)

Also, by the time we're done, it won't even use Ruby anymore. But the project itself is an RPG Maker XP project.

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    ZenVirZan
  Fri Nov 24, 2017 10:03 am
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finally implemented highlighting, disabling, and icon attachments
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EDIT: tilemap rendering lives
i hope theres no memory leaks lul
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    Xilef
  Fri Nov 24, 2017 6:32 pm
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Completed hardware acceleration. It's ridiculous how slow canvas 2D is in comparison.

Testing out having 3D models for events.
Image
This isn't rendering 3D models to the map; the event literally has a sprite attached to it which holds the 3D scene in its own tiny little canvas. Means I can do things like animate a model without having to redraw the entire screen (very handy for the slow canvas 2D).

I think it looks alright. Certainly workable for my needs. These are essentially static sprites rendered on the fly, they'll look best when they're animating (chests opening, interaction bubble spinning).

ZenVirZan: You should look up visual leak detector, a very handy tool.


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    BizarreMonkey
  Sat Nov 25, 2017 7:59 am
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Zappity-zap-zap!

Very happy with the speed and fluidity of the mechanics.


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