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Reflections before entering the apocalyptic year of 2012

Not posted on the 31st since I will probably be busy! But I wanted to write something/give a tentative I AM DOING QUITE FINE NOW! Aside from IRL stuff, a lot of my attention has been going towards serious perspective/art study since if I’m going to be drawing for a visual novel … it would help.
Thankfully Demon Slayer won’t hit the one year mark for quite a few months! I’ll be embarrassed if I haven’t gotten past at least the first two levels after a whole year of development.

I’m most proud about having pretty much all the dicking with scripts and huge chunks of the database done. I haven’t put in all the AI patterns or battle events yet, but aside from animations/sound effects for skills, everything else in there is DONE.

I’m lacking in a lot of graphics, which I can’t say I’m happy about, but all I can really do is chip away! I’m a slow spriter and still very new to animation so each time it feels like a HUGE DEAL. OTL It gets exhausting, but I keep telling myself I’ll get faster with practice.



Speaking of sprites -- when I started working in April, I had a lot of help from Archeia! I was first learning how to sprite and not really sure where I was going with the project, since in the beginning it was mostly just a reason for sprite practice.

Over last spring break I ended up with almost everyone in some kind of basic battle pose, but the style and pretty much all the colors were Archeia’s! I’m glad she asked me change them, since the practice sprites look so terrible when compared to the ones I’m doing now. (AND ARCHEIA DOES HER STYLE WAY BETTER THAN ANYONE ELSE) Not that there’s much to compare with for now, at least until I get my act together and make more battle sprites, ah-hahaha! Even now, I still have her to thank for a lot of my own improvement. She’s always been super inspiring and helpful!

But it’s a shame this hyperactive twitching will never show up. … Unless I remake it.

There used to be a VX RTP styled chibi; it has since been lost to time!

The graphical style has shifted a lot with overworld sprites, too. Working from my own base doesn’t let me cut corners and franken anything. OTL At least until I have a big enough sprite pool. I’m still glad I did it, since it’s been easier for me to work with and pose.

And faces! The very first two were drawn by Jalen, (yup she most definitely helps with the project…even quieter than me) but she has a job and school and a LIFE, so I ended up taking care of portraits.

The basic gameplay is more or less the same. At its heart, DS has always revolved around punching demons in the face. Several of the finer details have changed due to my scripting (in)abilities. In fact, the entire flow of combat used to be different! I’d wanted battles to revolve around using certain skill combinations to perform other skills, (Pretty much exactly like this, actually!) but I only got it to work halfway so I ended up scrapping the idea and reusing all the fusion combos for learning new skills out of battle, instead of skills to be used in battle.

The first charts for fusion looked like this!

I also had a bunch of puzzle tomfoolery worked out for each dungeon, but I’ve tucked away most of those ideas for future projects. Although the game isn’t just walking your fist from point A to point B, I’m sticking to my mantra of “The stuff outside of battle should provide context/help for the upcoming fight, or relate to the overall plot”, and a lot of my ideas failed to do that, so! SNIP SNAP.

There are still a few things about gameplay I’d like to refine, if I get the time. Currently when you distribute stats it’s all evented and looks like this:

Rather ugly, I have to admit! Ideally I’d like to become fluent enough in Ruby to write my own scene and integrate it into the menu, but anything you guys play will probably have the awkward evented version for now. It gets the job done and has yet to explode everywhere on me/testers.

As for writing, I’ll let you in on a little secret… Pretty much all of the characters and setting were pre-existing ones Jalen and I decided to use for the project. The only things that have changed about them have been fleshing out details! Same for the overall plot. Even if the game itself is less than a year old, most of the writing-related shenanigans have been around since 2009. Much older in the case of specific characters! Once DS is an actual thing that can be downloaded and played by other people and not just piles of ware that emanates vapors, I’d love to talk more about it. I mean right now if I mentioned the main character’s HISTORY~, like two people have reasons to care.

I’m just gonna use this time to drop some thanks to emmych, too. She’s a fantastic source of inspiration and good at keeping me motivated!

Also the first source of FANART~, though wow I forgot to mention it. OTL It's all the way from September!

While I’m not satisfied with the amount of progress I’ve made, I’m excited about where I’m going and my resolve to get things finished. Ah-hahaha it’s exhausting to think about all the things I have to do/keep track of, but working on any project gets like that. KEEP CALM AND MAK GAM ON and whatnot.

And how...HOW DID I FORGET? Adding in an extra thanks to everyone who keeps up to date with my nonsense. I guess I'll draw some naughty pics for the subscribers they like that sort of thing right??? Okay I'm mostly kidding but you know, still tossing out a thanks!

Posts

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chana
(Socrates would certainly not contadict me!)
1914
Last one looks a bit like Emmych,( without the smile and with different colours!) I really love the 6 sprites in different poses at the top.
The animations aren't going to be like that right? Frames by themselves are good (you have a really nice technique, love your light/shadows!). But the animation doesn't seems fluid enough. A little "midframes" would smooth it a little.
(Oh well, that's something I need to do too ahah, to smooth my crappy animations ='D).
As for anything else, just makes me more anxious of getting my dirty hands on your gaem! muwahahaha!

I want to punch demons in the face,
Orochii Zouveleki
@chana: I see the resemblance! I'll have to draw the MC decked out in 80s fashion sometime.

@orochii: They move faster in-game, so the choppiness is less noticeable...but ah-hahaha that doesn't mean they aren't choppy. By the time I have everyone done, I'll probably be a lot better than I am now, but I don't think I'll go back and edit the old stuff until the game is out. Of course, (as a general note to anyone reading!) feel free to leave feedback of all kinds! I just probably won't get around to futzing with existing graphics for a while.
...okay so I totally already gushed everywhere on YIM but I need to do it here too so HNNNGHHHH PENTAAAAA <333333 ;_____; NO YOU'RE AWESOME and oh my gosh would I even work on my game if I didn't talk to you OTL
(nope I would probably just draw porn of the characters all the time instead)

Also this update is great! I still remember all the old sprites from the WIP thread over on .net~ ;v; I knew a lot of this stuff already, but it's still cool to see it all in one place and see what's changed!

...also I'm really glad you changed the overworld sprites, hooooooly shit. OTL
THE OLDER ONE WOULDN'T HAVE WORKED AT ALL ;___;
DE
1087
Frankly, there's a lot of room for improvement when it comes to those battle animations. The biggest issue is that your key frames are at the wrongs points of the motions. There's also not enough force behind those swings. If you want I'll make a simple animation of my own to explain what I mean, it's hard to explain without images. The sprites themselves are neat, though.
@emmych: LIKE I SAY, the Jalen/Archeia/Emmych triad keeps me running!

@DE: That would be incredibly helpful! I'm very new with actually animating stuff, so I'm not surprised I have a lot to work on. With the bardiche swing, specifically, I'd been having problems since I kept running out of room in the frame OTL
What DE said but I would like to quickly nitpick the idle animation. The idle animation looks awkward because it jitters back too much. When fighting characters idle they're doing a very smooth "dance" she should go uppppp dowwwnnn not upppp down up downnnnnn.

->

I deleted 2 frames from your gif so it looks choppy but it at least has a very clear up down motion.



To take from a pro example, Athena rotates herself in a circle. She does not go a half circle forward then a half circle back then a full circle, she simply goes in a full circle. There is a point where she slows down but she does not stop going in the direction.
alterego
RMN's wet blanket
1628
Dayum! There's so much awesome stuff to look at in here that I'm even drooling my keyboard. =B~

Ah! I dream with following on these footsteps someday and make fully custom graphics for my game. But making sprite animations looks really painful, though... Somehow, I have the impression that it would be easier to draw each pose free-hand. And then translate them one by one into pixels; instead of making those colored silhouettes thing. - But I guess that would only end up being more work. :<

Anyway. I think you're doing more than fine for less than a year of development. But keep it up! =P
Craze
RMN's supervillain, and enjoying it
7439
I agree entirely with Darken on the sprite. Great sprite, but the animation was indeed odd.
author=alterego
Somehow, I have the impression that it would be easier to draw each pose free-hand. And then translate them one by one into pixels; instead of making those colored silhouettes thing. - But I guess that would only end up being more work. :<
Some use color silhouettes, other outlines, other "handmade references" (? dunno if is the right concept ahah). What's important is to do it the way one feels comfortable.

Edit:
author=Ashley_Lacure
The worlds gonna end
The world isn't going to end by now. I don't want it to, so it will not. Rest assured.
The worlds gonna end so you better get to working! But love the progress on this game, really pushes me a little to get some shit done. Anyways great work keep it up and release something soon.
NewBlack
☽ TRASH THAT IS A WASTE OF TIME
4830
This stuff is awesome. Just subbed to this (finally. for some reason I've been on this game page a lot of times but never subbed) and have been glancing over previous blog posts - Way to have a ridiculously high work output Penta.

Oh yeah and I was meaning to ask (but maybe I should have read this somewhere already) but is this a single-party-member game?
I think a better sense of weight would be made in the chop animation if there was anticipation to the action, like where he tilted the bardiche instead of just pushing it up. Like DE said, if the blade frames weren't on the points where it was straight, it'd probably look more powerful because the arc of motion is a curve. So if it rotated to a sort of axis, it'll look better, less choppy, idk. Also, maybe instead of punching or swinging blades, the demons can just dance. I guess you're obligated to make the MC punch demons.

i really dont know what im saying
@Darken: Duly noted! Okay this blurb says @Darken but I guess mostly directed about general animation feedback? It is quite appreciated! Feel free to nitpick whatever; in the case of stuff that looks done, I probably won't mess with it for a while, but feedback on obvious WIPs cuts down on later edits.

@alterego: You're drooling on your keyboard for the blog post? From what I gather the drool party is over at the undies pic.

I've tried that before with paper animations! It... didn't go well at all, but idk, I might try again sometime. Blobby color shapes have been working so far, though!

@Ashley: That makes little warm fuzzy tendrils grow in my heart! If I can emanate some form of inspiration for people to lap up from me, then that is cool and makes things like blog posts and whatnot feel less like cranking the terrible hype machine.

@NewBlack: Y'know, hearing someone say I have a high work output makes me FEEL THINGS. I am not sure how I feel about that, but thank you very much! It's very flattering. I think one of the few things I fret over is feeling like I'm moving too slowly, but it gets tiring to be in WORK WORK WORK mode 24/7 when I have other things going on. However I also tend to work in a bubble, so it's hard for me to gauge much of anything about my own competence/speed! Anyways rambling aside, for whatever reason that one casual comment means a lot.

As for your question, yup single party member game. The MC has the social skills of a rotten goat cheese wedge, so I imagine any attempt at getting party members would only end in tears. Her tears or the other person's? WHO KNOWS

@thernz: At one point in time I was writing rap battles between the MC and each of the bosses for Demon Jammer.
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