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*yawn* Just got up in the middle of the night, after tossing and turning for the past hour and sweat like crazy, and wrote down a couple of game ideas I had while dreaming. Nothing really note worthy, but it's always good to write down whatever comes to your mind and put it on a big massive list and tuck it away for a rainy day. :D
...Other than that, I'm still working on that music / story thingie. Not too much left to go before the bigshow begins. :D
...Other than that, I'm still working on that music / story thingie. Not too much left to go before the bigshow begins. :D
I find writing down dreams can be a source of inspiration. One's mind assembles different ideas while asleep that it never would while one is awake.
I'm currently trying to find a way to divide picture sprites in half using the Ruby scripting engine. I want to have the enemies, when defeated, slashed in half instead of just fading away. I think this would be much more satisfying for the player.
I'm currently trying to find a way to divide picture sprites in half using the Ruby scripting engine. I want to have the enemies, when defeated, slashed in half instead of just fading away. I think this would be much more satisfying for the player.




in short: lotsa stuff! sprites and art and gam mak and scripts and secret gam designing and discussion and formatting and stuff.
Makin' some sprite bases. B|

You'd think they'd feel awkward standing around all bald and naked like that.
All these heights means a lot more animating and hair pulling, but it's gonna be sooooo worth it. OTL
(Also, yes, guy in the middle is supposed to be more ripped than the other dudes.
HE DOES A LOT OF CRUNCHES OKAY)

You'd think they'd feel awkward standing around all bald and naked like that.
All these heights means a lot more animating and hair pulling, but it's gonna be sooooo worth it. OTL
(Also, yes, guy in the middle is supposed to be more ripped than the other dudes.
HE DOES A LOT OF CRUNCHES OKAY)
Coding L- Cancel for SSB Crusade. i have to edit 5 script for the 30 characters that are on the game. Is soooo boring.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Only 30? I thought it was supposed to have all the Melee and Brawl characters plus a bunch of new ones.
Is that just what's done so far?
Is that just what's done so far?
Between today and yesterday, I'd say that I put a solid 20 hours into my boss contest entry.
Somewhere between 1/3rd and half of the way done. Too soon to say for sure.
Somewhere between 1/3rd and half of the way done. Too soon to say for sure.
I wasn't happy with the first iteration of my boss fight entry, so I scrapped it and started from scratch again. Up to 30 skills now, which may or may not be enough... next up, items.
I just finished a rather elaborate introduction for my current project. At the same time I'm working with a composer on a few tracks for the Soundtrack and if I get bored I try to finish the various pending character-profiles and the storyboards.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I swear I used to be able to write a simple 1 minute cut scene in less than ten drafts without it sounding like crap.
Maybe I just didn't realize it sounded like crap? Hmm. I'm going to blame the fact that this scene introduces the last of the game's three major characters. It is hard to make him sound like a good detective and an asshole without making him sound conceited. I wouldn't worry as much if it were later in the game.
Maybe I just didn't realize it sounded like crap? Hmm. I'm going to blame the fact that this scene introduces the last of the game's three major characters. It is hard to make him sound like a good detective and an asshole without making him sound conceited. I wouldn't worry as much if it were later in the game.
Tons and tons of little minor things before the big day:
Soundtracks: Yes. After acquiring music for the masses for months now (over 2500+ songs), I have now riddled it down to around 386 and just need a few more songs left before the OST is complete, along with Sugar's & The Aquatic Adventures Of Scuba Steve's. They have all been converted down to as little as 1 MB, and they are the best that I can do and afford. Yep. Awesome stuff.
Final Story Editing: Just thought I would take another week or two look at just proof reading the "Story Mode" before everything is a go! I changed a few things with a few scenes, just to tie in with the rest of the cutscenes from before (since most of the earlier scenes were typed in March and April), and also checking for grammer problems as well. The story is the best thing I have ever typed, and it should be a HUGE improvement from those Monopolo days of yore (which...had no story and sucked big time).
After almost 9 months of planning, preping, and all that jazz, it is finally ready for go time! And just in time: my birthday is on the 29th, and that looks like when the game is gonna go full circle. SCORE!!!
The Prowler is finally READY!!!
Back to work. Still tons more left to do. :D
Soundtracks: Yes. After acquiring music for the masses for months now (over 2500+ songs), I have now riddled it down to around 386 and just need a few more songs left before the OST is complete, along with Sugar's & The Aquatic Adventures Of Scuba Steve's. They have all been converted down to as little as 1 MB, and they are the best that I can do and afford. Yep. Awesome stuff.
Final Story Editing: Just thought I would take another week or two look at just proof reading the "Story Mode" before everything is a go! I changed a few things with a few scenes, just to tie in with the rest of the cutscenes from before (since most of the earlier scenes were typed in March and April), and also checking for grammer problems as well. The story is the best thing I have ever typed, and it should be a HUGE improvement from those Monopolo days of yore (which...had no story and sucked big time).
After almost 9 months of planning, preping, and all that jazz, it is finally ready for go time! And just in time: my birthday is on the 29th, and that looks like when the game is gonna go full circle. SCORE!!!
The Prowler is finally READY!!!
Back to work. Still tons more left to do. :D
I had this awesome dream and I can't forget about it so I had to write it down and plan it out just for the sake of sanity. But hot damn it's so hard to resist working on it D:
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
@Brent:
How the hell do you put 400 songs into a game? Does your game have 370 different dungeons? Seriously, like, even just a fifth that many songs is probably already way too many for most games. Once the game gets rolling, I'd say on average most games probably have about one new song per hour of gameplay. You have as many songs in your game as the first eight Final Fantasy games combined.
No, seriously, what the hell do you use that many songs for? That is not a rhetorical question, it is a question I really, really want to know the answer to. Because I cannot wrap my mind around it.
How the hell do you put 400 songs into a game? Does your game have 370 different dungeons? Seriously, like, even just a fifth that many songs is probably already way too many for most games. Once the game gets rolling, I'd say on average most games probably have about one new song per hour of gameplay. You have as many songs in your game as the first eight Final Fantasy games combined.
No, seriously, what the hell do you use that many songs for? That is not a rhetorical question, it is a question I really, really want to know the answer to. Because I cannot wrap my mind around it.
Making certain events in the game less stupid + extending certain very short areas so they're a bit longer, and adjusting timing in cutscenes so they feel less rushed.
In short, fixing the pacing! I hope this is satisfactory for everyone. 2/4 of my extensive testers complained about it, so I figured that's enough to justify this.
In short, fixing the pacing! I hope this is satisfactory for everyone. 2/4 of my extensive testers complained about it, so I figured that's enough to justify this.
Just need to change some sprites, then I'll be able to take my 3rd screenshot and finally put my game up for evaluation!
Yay, progress!
Yay, progress!
I've been editing YEZ Enemy Scan so that it can work with Melody. Also added some icons for the stat labels. Not being a scripter, I'm using trial-and-error and brute force (learning as I go), but it's working fine for the most part!
Now I need to figure how to get it to stop crashing the game if you check an enemy's dataand you haven't scanned it yet in the first turn of battle...
Now I need to figure how to get it to stop crashing the game if you check an enemy's data
I've just got over the part where I have 1000 ideas for my new project.
Now I'm at the part where I have to evaluate which ones I'll be reasonally able to implement alone. It's a sad part.
Meanwhile, I'm working on a sort of a teaser which introduces every major character; I hope it will help me get some feedback about them, which would be useful since they carry most of the narrative's weight.
Which brings me to characters sprites (good old days, when they were called charsets...), which are the thing I'm less skilled at doing but still want/have to do...
Now I'm at the part where I have to evaluate which ones I'll be reasonally able to implement alone. It's a sad part.
Meanwhile, I'm working on a sort of a teaser which introduces every major character; I hope it will help me get some feedback about them, which would be useful since they carry most of the narrative's weight.
Which brings me to characters sprites (good old days, when they were called charsets...), which are the thing I'm less skilled at doing but still want/have to do...
author=Archeia_Nessiah
Logo Design~
Oooooo...Cinder,eh? Looks very professionally done, Nessy. This be another one of your
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Welp. It's -- finally -- finished! After soooooooo many days and countless nights of trying to compress all these songs, adjust the volume, naming scheme, and fitting them under a certain size, the OST is finally complete for Stock Ticker! *phew*
400 songs...read them and weep, Super Smash Bros. Brawl! You ain't gonna nothing on this shit -- no-th-ing. :D
(...Until they release the next Smash sometime in the future, then I‘m screwed :p...)
*sigh* Oh well, there is still much more left to be done, but I'll take this as a small victory of achievement for tonight. Next up: final editing of the story / Sugar and The Aquatic Adventures Of Scuba Steve's upgraded music (which is only a slight upgrade of songs so I can leave it alone while I finish Stalk Ticker).
-- I'll be sure to post some of the OST up sometime by next week! :D
author=LockeZ
@Brent:
How the hell do you put 400 songs into a game? Does your game have 370 different dungeons? Seriously, like, even just a fifth that many songs is probably already way too many for most games. Once the game gets rolling, I'd say on average most games probably have about one new song per hour of gameplay. You have as many songs in your game as the first eight Final Fantasy games combined.
No, seriously, what the hell do you use that many songs for? That is not a rhetorical question, it is a question I really, really want to know the answer to. Because I cannot wrap my mind around it.
Since it's really late, I'll try my best to explain why this game has so many songs, and so forth:
When I originally was going to make this game, I really wasn't considering to have a massive OST for a game like this -- hell, I didn't even think there was going to be a "Story Mode," or span over hundreds of hours long; all I wanted was a simple remake to the classic board game that I remembered playing all those years ago. But something happened along the way (thanks to James at work and collecting all the massive amounts of different music for months on end): this game had a identity. A identity that has helped cultivated this game into the Visual Novel / Strategy RPG / Board Game that it is today (basically, a freak of nature)...
Huh? "Music?" Oh yeah, right... I guess the best answer to describe why this freakin' thing has so many tunes is that I wanted to have a game with an amazing soundtrack that would keep people listening to the tunes for hours and hours on end and not get tired of them because they would always constantly change based on the situation... Okay, maybe that's just me. But one of the main reasons I hated Monopolo (not really) is because the game lacked in extra features and content like extra music, boards, and options and such. I wanted this game to feature a lot more hidden content like that, so I ended up going for gusto, so much so that I think I overdid it a bit too much.
But that's okay, because since this is a comedy game and I find music very important in any game, regardless of what they may be, I wanted this game to have a very big OST for once compared to my other projects. Does that drive the memory up to ridiculous levels of epic proportions? Sure it does. Will it hurt the game in a big way come the big day? Hmmm...depends on what side of the coin you're on... Either way, I wanted to make something that would last forever and be something that I could play for years and years down the road; this, my friend, is the RPG I've always wanted to make.
So, yeah, the music is mainly there for unlockable content, battle & boss battle music, menus, story mode sequences, status conditions, and the such. :D Hopefully that answered your question, because it's 3:37 in the morning and I'm tired as hell.


























