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The Aftermath
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ShakeyAir




Joined: 27 Apr 2004
Posts: 93

PostPosted: Wed Dec 31, 2008 2:39 am    Post subject: Reply with quote

Thank you again for the words of encouragement! I will let it be know right now that I'm a slow worker but I am for the time being dedicated very much to this project!

Yes, Bloodlust was the game I meant. Implementing something like that would be the simplest way to make sure everything can be seen fine.

About the text box choice menus:

And yea, you can make choices with menus, although I wanted something to happen that I wouldn't know how to do with menus:


EDIT: Haha! Ignore the extra skeletons. They are NPCs that will be invisible...

It's all ordinary text-boxes that call a little script that sends arguments to a big script and its kind of a mess because, well, I'm a messy coder, I guess.

it's a good deal of extra work, but it does get you the ability for a 2-lined choice. (I don't remember right now if 3-lined one would work or not.. I don't think so...) also, the little Embarrassed at the beginning of a selected choice is filled in.

And it gets you that neat little sound effect of the text box coming in. (if you have a textbox coming in sound)

And if you care about all that, you'll have the drive to figure out an implementation thats hopefully less crazy than mine and I won't have to show it and be embarrassed haha. Menus get you about the same effect for a lot less work.


Last edited by ShakeyAir on Wed Dec 31, 2008 4:53 pm; edited 1 time in total
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Broadsword
THE BANANA KING!!!!




Joined: 29 Jul 2008
Posts: 30
Location: The thin line between brillince and insanaty

PostPosted: Wed Dec 31, 2008 9:33 am    Post subject: Reply with quote

its all a bit depresing. and something about the pics makes me want to puke.
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The Wobbler




Joined: 06 Feb 2003
Posts: 2221

PostPosted: Wed Dec 31, 2008 1:26 pm    Post subject: Reply with quote

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Leonhart




Joined: 25 Feb 2004
Posts: 383
Location: Philippines

PostPosted: Sun Jan 04, 2009 11:54 am    Post subject: Reply with quote

Okay. I've been away from CP for quite some time now, but I have to log in and tell you this: Those look awesome. Hope we won't wait til April 1st to find out whether the game is real or not. Oookay...
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ShakeyAir




Joined: 27 Apr 2004
Posts: 93

PostPosted: Tue Jan 20, 2009 1:11 pm    Post subject: Reply with quote

So work has slowed a lot, I'm back in school now, back with the girlfriend, back pulling all-nighters on drawings. Freaking already. Haha. My time is practically non-existant, but the game will continue steadily as I get opportunities to work, and though my first plan was to release the full game only, I think after the first dungeon-ish area I'll release a demo, since it ends without giving up much of the plot. Or really, anything but the setting for the most part.

I've ditched the multiple choice textboxes, partly because is ludicrously hard to do for every person you talk to, and part because I want the feel to be more of an SNES RPG.

That being said, I have a new custom textbox engine, I wish I could show you in motion, but when the demo comes out you guys'll get to see it.

Here's a still:



What you don't see is that the black borders slide in, the text types itself, the arrow bounces, you can still use tags to link boxes, you can still have text appear instead of other text by tags, and it's all called with only one script and (what I think) is extremely creative use of the 'string from textbox' command.

And portraits will come back as soon as I see a portrait graphic command for plotsprites.

Sorry, but it was a lot of work and I'm pretty proud. I love shiny text.
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Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Tue Jan 20, 2009 1:31 pm    Post subject: Reply with quote

That looks completely awesome.

I'm happy to see the Dracula's Curse font go to good use. I made it for CURSE OF VAMPIRE but didn't actually use it in that game, so it's good to see that the effort didn't go to waste.

Any idea when you'll have a preview/demo/hands-on version available?
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Tue Jan 20, 2009 1:38 pm    Post subject: Reply with quote

The houses and fence are much more readable now while still being incredibly dark, which is really good since that's the style you're going for. Love the font.
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The Drizzle
Who is the Drizzle?




Joined: 12 Nov 2003
Posts: 432

PostPosted: Tue Jan 20, 2009 3:30 pm    Post subject: Reply with quote

Quote:
The houses and fence are much more readable now while still being incredibly dark,


It looks fine on my personal laptop but on my work computer it's so dark I can barely see the trim on the building.
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ShakeyAir




Joined: 27 Apr 2004
Posts: 93

PostPosted: Tue Jan 20, 2009 6:44 pm    Post subject: Reply with quote

Quote:
It looks fine on my personal laptop but on my work computer it's so dark I can barely see the trim on the building.


There will be a brightness adjustment slider just as soon as I put in the time to code it.

EDIT: Yes, thankyou very much for the font, Moogle1, I feel it fits the mood better than anything I could have come up with without a significant dedication of time.

And a demo will be out whenever I can get it out. The first dungeon area does not exist, but the monsters and such do. I just need to figure out a layout I like and I would like to have sort of 'gimmick' dungeons, a la Golden Sun, so I need to come up with something fun for it, to add to the gameplay a bit.

What I'll very probably do is releae a demo that is not entirely polished, especially since I'm pretty new at this game design thing, so I know what I mostly need to work on.

I'm kind of a perfectionist, so it will probably go fairly slow, I already have some desire to redesign the whole first area to feel more professional and alive (well, un-dead, I suppose) but I think I'll do that after I have a release out, so the game can grow with a bit more community involvement and I don't keep on track with something for forever only to have someone point something out and realize I don't like it. Haha.


Last edited by ShakeyAir on Tue Jan 20, 2009 7:06 pm; edited 1 time in total
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Tue Jan 20, 2009 6:46 pm    Post subject: Reply with quote

Also, I'm assuming this game will be played full screen, where it'll be easier to see details. Making edges of things higher contrast in order to help the player discern what's passable and impassable is a step in the right direction without killing the overall style.

But yes, a brightness adjuster would be good for those playing in windowed mode.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Tue Jan 20, 2009 10:38 pm    Post subject: Reply with quote

The text box scripting system sounds pretty cool. It's always nice when you can find a way to 'customize' custom through plotscripting - that is to say, change the player's interface to something you like better, while still being able to use custom in the way it was intended to some extent.
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Rinku




Joined: 02 Feb 2003
Posts: 690

PostPosted: Fri Feb 06, 2009 6:38 pm    Post subject: Reply with quote

Looks nice, looking forward to this. These are some of the best graphics I've seen in the Ohrrpgce in a while (although I don't play as many as I used to).
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NeoTA
Idiomatic Nomenclature




Joined: 15 Mar 2004
Posts: 165

PostPosted: Tue Feb 10, 2009 5:44 am    Post subject: Reply with quote

I'm kind of surprised you got such a great result with my palette, since it has less really dark colors than the old palette. It seems it's more suited to this than I even knew!

You have a really neat style. There might come a time when it would help to poke around some pixels of the NPC/player sprites; that time is not now (you've got really strong stylistic cohesion here, which is one of the best advantages you could achieve, graphically; ideally any tweaking should be done as one of the final things, so you are really definite about what the style is by then.)

You might find lowering the contrast on the shiny text makes it more readable -- I think this is one reason why Castlevania has shiny-but-less-contrasty text.
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Tue Feb 10, 2009 2:36 pm    Post subject: Reply with quote

EDIT: Nevermind this post.
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TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
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