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Divinitas

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26 Re: Divinitas on Wed Jan 02, 2013 3:54 pm

Mercenary Lord


How much bigger were you planning to make the game later? By four times?

http://www.klokreations.net

27 Re: Divinitas on Wed Jan 02, 2013 4:38 pm

Mew

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Chick
Mug critique go. That weird mullet is going to bug me, and the strap on his shoulder is very hard to make out because it's the exact same color as the shirt :\

http://www.margosikes.com

28 Re: Divinitas on Wed Jan 02, 2013 4:48 pm

Klokinator

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Admin
Yeah make the strap more of his hair color or something, I didn't even know it was a strap until mew pointed it out. The whole right side needs to be more... separated or something.

http://klokreations.forumotion.com

29 Re: Divinitas on Wed Jan 02, 2013 8:41 pm

Jesse

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inexplicably little shading underneath
realized this a bit late. Will fix.
body is Innes (albeit with a much nicer shoulder line)
I didn't expect anyone to get that one, honestly. Nice job.
That weird mullet is going to bug me
It's actually not a mullet. It just looks that way due to Risky removing the outline. I'll put it back in when I make the half-body thingamawhatsit.
strap on his shoulder is very hard to make out
I'll fix it.

30 Re: Divinitas on Wed Jan 02, 2013 10:42 pm

Guest


Guest
<img src=" longdesc="64" /> wrote:How much bigger were you planning to make the game later? By four times?
Probably about that, but I've yet to find a clean way to change the size of the tiles. I imagine it's one of those things that would take quite a long time of full-on editing, rather than just searching for a single script and editing a few values.

Also, Jesse, half-bodies would be MUCH appreciated if you get around to them. I was intending to use half-bodies with the upscaled version of the game, so getting to use them now would be a big help.

31 Re: Divinitas on Wed Jan 02, 2013 10:50 pm

Mercenary Lord

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I as trying to make battle sprites that were four times the size, but you're better off just using fullbody mugs at that point.

http://www.klokreations.net

32 Re: Divinitas on Wed Jan 02, 2013 10:58 pm

Guest


Guest
<img src=" longdesc="64" /> wrote:I as trying to make battle sprites that were four times the size, but you're better off just using fullbody mugs at that point.
Well, if I ever did get to that stage, I wouldn't be using Fire Emblem-style assets anymore at all. I'd try to commission some Visual Novel quality character art and whatnot.

But first, I'd have to complete the game. And that could take ages. No need to worry about it just yet, methinks.

Also, that mullet comment worried me, so does the right one here look any less mullet-y?:

33 Re: Divinitas on Wed Jan 02, 2013 11:06 pm

Jesse

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...

...

um...

Just don't expect me to start making these of Path of Radiance, Radiant Dawn, or Shadow Dragon quality. That's not something I'm wanting to try right now.

And I'm fixing it up, Risky. I realized that you had gotten rid of the original outline color, which was what made it appear to be a mullet, I think.

I added the outline back in and fixed the shoulderstrap. Haven't done much on the shading yet. I've also begun expanding the sprite downward (A very tiny bit).



Also, Risky, if you haven't already, there should be an update on that Caelen sprite in your inbox, but I've still got some other work to do on it before it's ready to be presented.

34 Re: Divinitas on Wed Jan 02, 2013 11:12 pm

Guest


Guest
Jesse wrote:...

...

um...

Just don't expect me to start making these of Path of Radiance, Radiant Dawn, or Shadow Dragon quality. That's not something I'm wanting to try right now.

Rofl. Don't worry, I meant paying some professional artists who specialize in that kind of character art. But it's still probably gonna be years before I get to that stage, so having good looking mugs now is still hugely important! Again, very grateful. And good to know you're extending the sprite, my extension looks like crap.

As for the outline thing, I figured that all of the standard FE mugs having an outline of the same color no matter which area it happened to be over was just a restriction of the hardware, rather than a stylistic choice. That's why I changed it so the outline would be a darker shade of whatever color it was bordering. But yeah, it does make it difficult to distinguish between areas. Not worth doing?

EDIT: Good work on Caelen so far.

35 Re: Divinitas on Wed Jan 02, 2013 11:20 pm

Jesse

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The outline is kinda both of what you said. It was partially because of the 16 color restriction and partially because it made a good way to distinguish the borders.

Going back to school tomorrow, so I won't be able to do much more, and I'm about to go to sleep (hopefully sleep well for once out of the past week), but I'll see if I can't make at least a bit more progress.

36 Re: Divinitas on Thu Jan 03, 2013 7:31 am

Guest


Guest
Spent the day fixing bugs.
Also ended up devising my own psuedo save system, though it's more of an improvised workaround than an actual scripted system.

Basically, instead of calling a game over screen when the loss conditions are met, you just restart the player on the current chapter. This allows people to use the Suspend function as their 'save and quit' button, resulting in saving only being applicable when you're done playing for the day, and you want to store your progress for later - you can no longer save, attack an enemy, then reload when you miss or when the enemy gets a crit. You can also no longer just load an earlier save when an ally dies. This is annoying, but I imagine it'll also make things much more tense, because permadeath is a looming threat rather than something you can just reload to avoid.

In other news, added in location indicators:


And misc. prompts:


Also, the fight between Caelen and Fake Caelen will no longer end before the player gets a chance to actually do anything. The player's input is now crucial to the outcome of the battle.

37 Re: Divinitas on Thu Jan 03, 2013 2:38 pm

Klokinator

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Admin
How are you adding all these textboxes? I have been dying for more textbox types for a long time and I never had the faintest idea of how to proceed.

http://klokreations.forumotion.com

38 Re: Divinitas on Thu Jan 03, 2013 2:40 pm

Guest


Guest
Klokinator wrote:How are you adding all these textboxes? I have been dying for more textbox types for a long time and I never had the faintest idea of how to proceed.

I had to do it in a hilariously backwards way.
Believe it or not, both of those textboxes are just carefully positioned face sprites. Formatting new speaker values turned out to be surprisingly hard (other than -1, which is conveniantly easy and was used for the narration box), so making them face sprites was the only thing I could really think of.

You wouldn't know unless you saw the code, though. Looks pretty convincing.

39 Re: Divinitas on Thu Jan 03, 2013 2:45 pm

Klokinator

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Admin
Face sprites. Fuck me why did I never think of that. But the text scrolls in them, right? So you moved the text inside the face for the effect?

http://klokreations.forumotion.com

40 Re: Divinitas on Thu Jan 03, 2013 2:47 pm

Guest


Guest
Klokinator wrote:Face sprites. Fuck me why did I never think of that. But the text scrolls in them, right? So you moved the text inside the face for the effect?
Nope. There's not any text in the sense you're thinking of. The text is already included in the face sprite, I just make a new face everytime I need new text.
I don't think you'd ever need scrolling text in a location indicator (i can't think of a better word for that) or a 'you found the blabla' prompt, though, so no biggie.

41 Re: Divinitas on Thu Jan 03, 2013 4:53 pm

Mew

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Chick
More on the mug: I don't think that really fixes the mullet issue, but this is my opinion of course. If a guy with -long- hair were to have a ponytail as he does, he wouldn't have any long Eliwood bangs coming down from the sides of his head unless he had a weird girly layered hair cut.

I don't see the problem so much in the connection, just the fact that no hair appears to be pulled back--this is why it looks like a mullet to me, as if only the back part of his hair was long and the sides were actually cut shorter. It's not really a hard fix, take out the Eliwood spikes

http://www.margosikes.com

42 Re: Divinitas on Thu Jan 03, 2013 6:26 pm

Jesse

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The hard thing is doing that without making it look too much like Forde.

43 Re: Divinitas on Mon Jan 07, 2013 5:05 pm

Fuzz94

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Question, what are in the chests on the left side of the map on the ruins thing after chapter 1? I only had two keys and used them for the right chests.

44 Re: Divinitas on Mon Jan 07, 2013 11:56 pm

Guest


Guest
Fuzz94 wrote:Question, what are in the chests on the left side of the map on the ruins thing after chapter 1? I only had two keys and used them for the right chests.
One elixir and one red gem, I believe.

45 Re: Divinitas on Tue Jan 08, 2013 2:57 pm

Klokinator

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Admin
I think that if you spend all of your money at that first shop and buy a bunch of keys, you can easily get all the dungeon chests.

http://klokreations.forumotion.com

46 Re: Divinitas on Sun Jan 13, 2013 8:41 pm

Guest


Guest

Which is better, guys?

47 Re: Divinitas on Sun Jan 13, 2013 9:06 pm

Charlotte

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Chick
I really like the new one, but... Are those the battle frames you're going to use? You should try and be consistent with style. Also, how'd you get the outline on the depleted bar?

48 Re: Divinitas on Sun Jan 13, 2013 10:45 pm

Jesse

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Me gusta el HUD nuevo.

If you don't understand that, it's "I like the new HUD." I think I translated that properly.

49 Re: Divinitas on Mon Jan 14, 2013 12:41 am

Charlotte

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Chick
You did translate that right, but I'm not sure if "HUD" is even the right term since only part of the display was changed.

50 Re: Divinitas on Mon Jan 14, 2013 6:58 am

Guest


Guest
Charlotte wrote:I really like the new one, but... Are those the battle frames you're going to use? You should try and be consistent with style. Also, how'd you get the outline on the depleted bar?
Nope. I plan to change the entire UI eventually, I just decided to fiddle with the HP bar first and it turned out pretty good. The colors will stay the same though, purple and gray. They're significant to the teams.

I'll upload the actual image I'm using for the healthbars, you should be able to see where the outline comes from there:
http://img267.imageshack.us/img267/3702/combathpgauge.png

51 Re: Divinitas on Mon Jan 14, 2013 8:35 am

Jesse

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You did translate that right, but I'm not sure if "HUD" is even the right term since only part of the display was changed
It was just easier to use the term HUD than to translate HP gauge/bar.

And eewww imageshack. (it and I have a complicated history)

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