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KainMinter *~*

Joined: 10 Jan 2004 Posts: 155 Location: Austin
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Posted: Wed Dec 28, 2005 5:12 pm Post subject: What became of FFG? |
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Just in case anyone cares, I thought I'd drop in and inform you all of what I have been up to OHR wise.
Still working on FFG, though not as often as I'd like. I have been focusing mainly on completing the games graphics, specifically the enemy sprites. 288 out of 400ish of the games required enemy graphics are completed. Along the way, I discovered some more of photoshop's features, so I've taken the time to backtrack and redo many of the games already existing artwork. This time through, I've been taking my time trying to make sure I do things right.
I've decided to stop work on finishing all of the enemy graphics for now. Instead I will try to complete everything needed up to about 2 hours into the game in order to release a playable demo. (I've waited much too long on releasing one) I'll post to let you guys know if the demo is almost ready. Don't hold your breath though. I only have time to work on the game at work on slow days between customers. :x |
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Rimudora Psychopath yandere Halloween 2006 Creativity Winner


Joined: 26 May 2005 Posts: 335
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Posted: Wed Dec 28, 2005 5:41 pm Post subject: |
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Holy WOW! I've got to hand it to you, your sprites have improved a lot since the last iteration, and that's an understatement.  |
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Calehay ...yeah. Class B Minstrel

Joined: 07 Jul 2004 Posts: 549
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Posted: Wed Dec 28, 2005 6:06 pm Post subject: |
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Great! I was afraid the project was dead, which would have been such a shame.
At any rate, I attempted finishing and fixing the songs I sent to you. I'm not really sure if you still want them (They were pretty bad.) If you still would like me as a composer for the project, I can try creating something new for you.
As for the graphics, what techniques went into making that lovely landscape? It looks excellent. Did you make it pixel by pixel? One thing I really love about the new enemy graphics is that they are in much more interesting positions and most of them aren't as flat (side view or front view) as the old ones.
I can't wait for the demo! _________________ Calehay |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Wed Dec 28, 2005 6:10 pm Post subject: |
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Wow, those look pretty nifty.
That turtle with the spiked tail... I assume that is a boss of some sort? If so, it would look sweet if the dirt that's scraped up by the ball was part of the background, so it doesn't disappear when it dies. Don't, however, interpret that as a criticism.
And, those backgrounds... are you sure that's an OHR backdrop? It looks awesome! _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
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KainMinter *~*

Joined: 10 Jan 2004 Posts: 155 Location: Austin
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Posted: Wed Dec 28, 2005 6:54 pm Post subject: |
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Thanks for the complements guys. I'm glad you like. :)
Quote: | At any rate, I attempted finishing and fixing the songs I sent to you. I'm not really sure if you still want them (They were pretty bad.) If you still would like me as a composer for the project, I can try creating something new for you. |
You lie. They weren't bad at all. If you'd like to compose some stuff for the project, that'd be sweet! Your music was great. Can you post a link to the songs you finished?
Quote: | As for the graphics, what techniques went into making that lovely landscape? It looks excellent. Did you make it pixel by pixel? |
The hero walkabouts and battle sprites are the only thing I'm doing pixel by pixel. The backgrounds are drawn out in solid color, then textured and shaded using tools in photoshop. The grass and sky textures in this picture were taken from a photo.
Quote: | That turtle with the spiked tail... I assume that is a boss of some sort? If so, it would look sweet if the dirt that's scraped up by the ball was part of the background, so it doesn't disappear when it dies. |
About the turtle, nah, hes not a boss. Just a lowly random encounter along the beaches near the begining of the game. I like your idea though. I'll make a special battle background for his encounter that has the little trench made by his tail like you are suggesting. With thirty two thousand free slots to import images, no reason not to. X) |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Wed Dec 28, 2005 7:09 pm Post subject: |
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Hey, good to see you back 'round here again. Great to hear the game's not abandoned. _________________
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hireintelligence
Joined: 15 Jul 2005 Posts: 50 Location: NSW, Australia
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Posted: Wed Dec 28, 2005 11:25 pm Post subject: |
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Terrific, awesome and gnarly are just a few words that spring to mind when looking at these pictures, any vague idea when a demo might be ready? |
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AdrianX ..yeah.

Joined: 13 Feb 2003 Posts: 286 Location: Batangas City,Philippines
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Posted: Thu Dec 29, 2005 3:46 am Post subject: |
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..yay! Inspiration!
..nice work,Kain! |
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jabbercat Composer

Joined: 04 Sep 2003 Posts: 823 Location: Oxford
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Posted: Thu Dec 29, 2005 3:57 am Post subject: |
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I am pleased that there is still work being done.  _________________ Moogle no longer owes prizes. |
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Kenji Murasame Shizuma

Joined: 06 Nov 2003 Posts: 103 Location: ON TO
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Posted: Thu Dec 29, 2005 10:20 am Post subject: |
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You've fixed all the common errors people make with drawing sprites, and replaced them all with pro techniques.
What an improvement! |
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KainMinter *~*

Joined: 10 Jan 2004 Posts: 155 Location: Austin
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Posted: Thu Dec 29, 2005 10:35 am Post subject: |
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Vauge demo release time? hmmm... lets see...
I still need to do the following:
5 Battle BGs
Several tweaks to the character battle graphics and weapon graphics.
250+ NPC Sprites (8 for each NPC/PC and some other various graphics. difficult ; ; I hate doing these.)
8 new tilesets (these are hard for me too ; ;)
5 tilesets I need to modify
3 enemy sprite (Just some bosses and event graphics I skipped. easy^^)
60+ attack graphics (3 for each attack animation. easy^^)
15 or so midi files (I hope I can get help with this. I'm no Nobuo.)
Lots of scripting. (Scenes, minor game mechanics, and minigames. I need to rework the chocobo racing engine to support multiple tracks and objectives.)
Jeez... when I lay it all out like that its kind of depressing how much I still havent done :x So yeah... don't know how long all that will take. If I take it one thing at a time though, it should be ok. :)
Today I am going to try to modify some of the outdoor tilesets, attempting to make the plant life more pretty to look at. Having some trouble making tileable leaves for the treetops w/o making them look flat. |
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Kenji Murasame Shizuma

Joined: 06 Nov 2003 Posts: 103 Location: ON TO
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Posted: Thu Dec 29, 2005 10:40 am Post subject: |
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Umm, 250 NPCS. I'd cut that down. It'll take a virtual eternity.  |
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KainMinter *~*

Joined: 10 Jan 2004 Posts: 155 Location: Austin
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Posted: Thu Dec 29, 2005 12:00 pm Post subject: |
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Nah, not 250 NPCs X)
But counting it out, its well over 300 20x20 walkabout images for about 35 npcs/pcs, as well as some landmarks and other props.
Regaurding those here's what I have left for the demo portion of the game:
6 of the playable characters (48)
8 village folk npcs specific to a certain region (64)
12 special characters/npcs (96)
8 town folk npcs for multiple towns (64)
World map locations, cities, etc (20)
Props such as chests, soccerball, shurikens, etc. (no more than 20)
Chocobo (8)
Various emotion poses redone for the characters and special npcs (60)
Most of these I already had done, but now need to redo in the new style as I showed above.
Maybe I should release just a technical demo that allows people to look over different features that have been completed so far while I work on getting the full demo ready. I could slap one of those together in a day or 2 maybe. Alot of stuff would use the old graphics and look ugly though.. and there would be silence in many areas. What do you think? |
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hireintelligence
Joined: 15 Jul 2005 Posts: 50 Location: NSW, Australia
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Posted: Thu Dec 29, 2005 2:05 pm Post subject: |
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I'm just as happy to wait patiently. |
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LeRoy_Leo Project manager Class S Minstrel

Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Thu Dec 29, 2005 6:46 pm Post subject: |
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It's an amazing improovement. Not only has the depth of detail increased in all of the spriting, but some of the enemy designs changed as well. They are way more dynamic.  _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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