A Pocketful of Poses
Melkino
- 01/05/2012 05:37 AM
- 1028 views
It's been a while since an update, huh? I've been spending most of that time working on content that isn't really fit for screenshots, such as putting together Melody action sequences, editing some scripts, and chipping away at the big pile of sprites. These hundreds of poses aren't going to do themselves!
I didn't expect that frankenspriting these VX RTP charsets would take so long, haha. With the many poses vibrato made, a lot of the work
looks like it's already done for you. But then you gotta recolor those things (made easy with palettes) and repixel many parts that don't seamlessly fit together. Wash, rinse, repeat hundreds of times. As someone with an extreme aversion to CG and sprites, I feel more comfortable with the latter, working faster, and becoming more confident with this. :) Almost enjoying it, even! These RTP pieces aren't too hard to finish in a timely manner.
The BEM spriteset for Altair (blonde dude) are finished. Moshi (~pink~) has a new sprite. For her and Leiko (black & white hair), their 8-directional walking poses are finished while their battle poses are mostly incomplete. So while I'm battle testing, their sprites will disappear since the pose is missing. It bugs the hell out of me, so it's like a motivation for me to finish the sheets. Fortunately, I can now continue with re-eventing most of the remaining Dejanor cutscenes. And then off to map the rest of the first dungeon, yay.
The battle HUD has also undergone a few changes. The "chain" bar has been shortened so that it doesn't go over the actors' box while attacking. The field effects (FE) have been brought back. There are a few FEs planned, but their database entries are incomplete and I don't know if they'll even work. I've finished up one, though: "Contamination", which reduces the Poison resistance of everyone in battle. Most field effects will probably be kinda like that, adjusting ailments and elements. The scan window doesn't reflect the % difference for some reason. boo. It's not a major issue to me, really.
That's about it for this update. Time to get back to work on some more databasing and gameplay shenanigans!
...I hope I don't fuck this up