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A man chooses,
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Yuyu,those trees . . . look beautiful, good work.

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The Hero of Rhyme
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Thank you, everyone!! ;~; I'm glad to see it worked out ok!

didn't know there were crystal trees on grenada tho  ???

Yeah, stupid me didn't know that Grenada was an actual country... I renamed a kingdom in one of my games "Grenada". Before that, the name was "Grandia" and I totally forgot that was the name of a game. So, I changed it from that. I'm just really bad at picking names, I guess... :halo: I've been considering changing it again. :^(


I've been on an artsy kick for a little while now. I just need to use some of that energy on my actual art class homework instead. ;9
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Now that strike has coerced me into making maps for that map challenge, I can't seem to stop. .___.
:thatsthepoint:

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Download http://a.tumblr.com/tumblr_lm5v281q6E1qde50fo1.mp3

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Making my item screens look better. In Sore Losers: Riot Grrrl I'm using a custom item management system to limit the player to 6 items. Here is a before and after:


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I've been doing a lot of database/custom-item-system stuff recently for my game (see post above), but I came to a good point to move onto something else so I decided to move onto changing up the battle-animations. Previously, Cheska just swung a weapon in front of her and it shows a battle animations on the enemy, which you can see in this old video. Here's the general gist of what the new animations look like:



The first section (where Cheska blurs at the enemy) is part of the "normal" character-animation system, but Cheska in the second section is part of the "normal" battle-animation. This will allow me to be a LOT more flexible when it comes to weapon skills, but it's also probably going to take me ages to animate them. Oh well. It will be worth it; the "normal" way doesn't have enough room for all the weapons I want to include!

The animation actually needs a bit of work, but getting it working like that was a good thing to learn. Never bothered much with animations before. Now I have the structure, I just need to work on the sprites themselves.

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looking cool :)
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Time to kick it old school, lol. I'm back from the dead and am turning my GIAW XIII project into a thing now.  On a serious note, I had lost interest in rpg maker for a while, but became inspired and made good use of this week. I made some new graphics, and wrote a nice story, and am in the process of writing an on map battle system specifically for this game. (It's almost done too)
Although it's still quite early on in the development process, I'd like to show some of the cool graphics and features and talk about what I'm going for with this art style.

The old map for comparison:
Spoiler for:
The new
Spoiler for:
Spoiler for:
My goal is to take RMXP standard graphics (aswell as misc online tiles) and edit them to look more visually appealing and/or work together. I want the character to stand out against backgrounds and I want environments look and feel modern yet nostalgic. I want actions to have animations, and tons of "costumes" to wear. I have tons of plans for this game, but I'll get to posting a project topic when I actually have a demo.

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oh wow that's super cute ^_^
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The screenshots look great, but why do the cliff faces in the second screenshot have X all over them?

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If I had to guess, I'd say he's probably using them as a guide for parallax mapping.


Looking great so far. How are you getting the camera zoomed in like that?

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Ah my bad, the screens were taken at a different time in the day so I probably forgot to hide the passability tile xD Acolyte is correct, they are for parallax mapping.

The zoom is a feature added by LittleDrago to KK20's XPA Tilemap. Personally, I really like the effect it has on the graphics :P

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IGMC 2015 progress report! Five days in and everything is going ... relatively smooth. The introduction took a bit of time and work because of custom code, but after tomorrow I should be entering the gameplay and mapping phase. Anyhoo, here is the main character, Auco (online alias, not actual name). The mask is virtual, and not physically worn. The game will be in two or three different four color palette styles.
 



I also typed up and created a simple teaser picture.

Spoiler for:

The premise of the story is that technology which can extract psychometric(1) data from simple, everyday objects has been created, allowing the user to peruse snap-shots or roam through entire virtual environments constructed from multiple objects; a boon to historians as well as law enforcement. The technology has been praised and condemned, a key to unlock history and a fatal blow to privacy. Although banned, civilian psychometric devices have become a hot item despite the danger of mental impairment due to improper use and the restriction of only being able to use previously parsed data instead of directly reading from an object. Particularly technology savvy individuals have started to modify the hardware and tweak the existing 'reads', creating puzzles and games out of hacked together history. The main character, Auco, is on the bleeding edge of the rapidly growing online community broadcasting live playthroughs of the altered reads.

(1) Some believe that an object can 'see', or that we as human beings emanate an aura which imprints onto an object, leaving a visual record or mental fossil. Psychometry is essentially the supernatural/paranormal ability to read that impression.



I've been listening to a lot of Ninja Gaiden (NES) music during the whole process, and I think it is starting to show in the cut-scene introducing Auco and Dead//Oracle. What are they doing inside a psychometric lab? Probably about to get into trouble. Also, doing two-color backgrounds is a bit rougher than I first thought.
 



Dead//Oracle Face Shot


Bonus shot of Auco about to log in (scene is unfinished/unpolished) :
 

UPDATED 05-29-14


IS YOUR PROJECT OPTIMIZED?
UPDATED 07/04/15 - v2.5

RPG MAKER TOOLBOX
UPDATED 07/04/15 - v1.5

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man

that's wicked work! :gracie:
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I really need a better GIF capture program. Anyway, I'm working on Riot Grrrl's animations again, trying to do at least one weapon's worth of skills a day. About 17 more to go now!

EDIT (21/7/15):

Still working on animations for Sore Losers: Riot Grrrl. 9 weapons (approx. 18 skills) to go!

« Last Edit: July 21, 2015, 09:25:26 PM by Sated »

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I really need a better GIF capture program. Anyway, I'm working on Riot Grrrl's animations again, trying to do at least one weapon's worth of skills a day. About 17 more to go now!

EDIT (21/7/15):

Still working on animations for Sore Losers: Riot Grrrl. 9 weapons (approx. 18 skills) to go!




These are excellent! More more more!


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I'm starting a thing, I guess.


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Is that a font or hand did?
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Looks cute, Gracie! ^_^
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Is that a font or hand did?

Hand drawn.

Looks cute, Gracie! ^_^
TY ^_^ still need to finish the bg but the coding for most of it is doneee yay me.


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How do you do it?
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How do you do it?
How did I draw the font, or how did I make it look like that instead of the default menu?


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Sorry for being so vague there.

Yeah, I was wondering how you drew the font.
I guess what I was asking is, how close to pixel art is it? Is it pixel art? Do you do any tricks of making it really tiny and resizing it or maybe even making it huge and shrinking it.
Do you base it off anything? I've tried to make custom letters and stuff for titles, but they always look like MSpaint doodle garbage.
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Sorry for being so vague there.

Yeah, I was wondering how you drew the font.
I guess what I was asking is, how close to pixel art is it? Is it pixel art? Do you do any tricks of making it really tiny and resizing it or maybe even making it huge and shrinking it.
Do you base it off anything? I've tried to make custom letters and stuff for titles, but they always look like MSpaint doodle garbage.

I drew it using the binary tool, and a tablet pen. For actual pixel art, I'd use a mouse.

I should clarify its technically pseudo-pixel stuff. I painted the letters, and then erased it in parts to neaten it up a bit.
« Last Edit: August 20, 2015, 10:34:27 PM by Queen Unikitty »


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These are so damn smooth I have trouble believing I'm looking at an RM program.


Pretty impressive effect given the minimalist style. This feels really, really considered.
it's like a metaphor or something i don't know