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Whatchu Workin' On? Tell us!
Thinking currently if I'll do my usual route for cutscenes or do some frame-by-frame animation when dealing with expressions rather than doing that thing where we pan/zoom/rotate fade shit and use tweening as an excuse for laziness, hum...
I'd certainly like to! I want to have a demonstration of P:A ready by 3/14 this year, so I do until the end of Act 2, that means three cutscenes, one of which will have to be at least a little over 40 seconds. Obviously, tweening would still be a thing, but I would like to give characters the expressive nature such a character-focused game demands. That said, if i do decide to go with frame-by-frame, it'll make me get good progressively quicker at drawing characters, some of them still give me trouble, like Sped and Nola (her head is a little weird. It'd also give me good practise at drawing environments.
It's just that I'm not very good at frame by frame yet, but I gather that alike art, that will change tremendously with practice.

This is what I can do currently. I'd want it a bit smoother, obviously.
I'd certainly like to! I want to have a demonstration of P:A ready by 3/14 this year, so I do until the end of Act 2, that means three cutscenes, one of which will have to be at least a little over 40 seconds. Obviously, tweening would still be a thing, but I would like to give characters the expressive nature such a character-focused game demands. That said, if i do decide to go with frame-by-frame, it'll make me get good progressively quicker at drawing characters, some of them still give me trouble, like Sped and Nola (her head is a little weird. It'd also give me good practise at drawing environments.
It's just that I'm not very good at frame by frame yet, but I gather that alike art, that will change tremendously with practice.

This is what I can do currently. I'd want it a bit smoother, obviously.
Screenshot Survival 20XX
I cannot hope to respond to all of this, but i will give a nod to some things i liked or was intrigued by...
@Pizza: That is a nice tileset, good luck making the next one even better, heh!
@Christamoose: It needs work, but I support making your own graphics, be they tilesets or other inventive solutions for a lack thereof.
SPEAKING OF WHICH! Guess what I've been working on the last four days where I had no internet?
Why, Perseverance: Adherence, obviously. Now I actually have some really cool shit to show.


Keep in mind some graphics will still be placeholders.
Now, here's the first bit of combat, serving as a self-reliant of tutorial. All your keys for combat are in the HUD, yo.
Did you guys want a boss battle, awesome that! because as it turns out here is a boss battle!
Oh... you didn't want that, oh... okay. WAIT! That's too bad! Because Bossfite is now, and to make it even sweeter, I'll drive this voracious candy-colored nuclear filth right down that cringe-inducing monster of a throat which is disturbingly loud.
The boss serves as an introduction to danger zones, if you get hit in the first phase it does 20 damage (a fifth of your HP, not a big deal.), phase 2 it ramps up, providing something closer to what awaits.
@Pizza: That is a nice tileset, good luck making the next one even better, heh!
@Christamoose: It needs work, but I support making your own graphics, be they tilesets or other inventive solutions for a lack thereof.
SPEAKING OF WHICH! Guess what I've been working on the last four days where I had no internet?
Why, Perseverance: Adherence, obviously. Now I actually have some really cool shit to show.


Keep in mind some graphics will still be placeholders.
Now, here's the first bit of combat, serving as a self-reliant of tutorial. All your keys for combat are in the HUD, yo.
Did you guys want a boss battle, awesome that! because as it turns out here is a boss battle!
Oh... you didn't want that, oh... okay. WAIT! That's too bad! Because Bossfite is now, and to make it even sweeter, I'll drive this voracious candy-colored nuclear filth right down that cringe-inducing monster of a throat which is disturbingly loud.
The boss serves as an introduction to danger zones, if you get hit in the first phase it does 20 damage (a fifth of your HP, not a big deal.), phase 2 it ramps up, providing something closer to what awaits.
Whatchu Workin' On? Tell us!
That's super cool Pepsi, I never used much of rm2k3 but you've made a LOT of people very happy little campers.
As for me, work has gone into overdrive for Perseverance: Adherence, these are some of the new mechanics implemented so far.
-Climbing
-Climbstrafing
-Picking up and Throwing Objects
-Pushing buttons and pulling levers (and looking very cool while doing it.)
-Charge-dashing
-Shadowdash (temporary invulnerability frames)
-Jumping (in an automated keypress sense, not true platforming.)
-Strafing (Holding the 'D' key locks your facing direction.)
All of that bar strafing is evented.
As for me, work has gone into overdrive for Perseverance: Adherence, these are some of the new mechanics implemented so far.
-Climbing
-Climbstrafing
-Picking up and Throwing Objects
-Pushing buttons and pulling levers (and looking very cool while doing it.)
-Charge-dashing
-Shadowdash (temporary invulnerability frames)
-Jumping (in an automated keypress sense, not true platforming.)
-Strafing (Holding the 'D' key locks your facing direction.)
All of that bar strafing is evented.
Screenshot Survival 20XX
author=DookieCan I just say that whatever you're doing looks super cool.
Thanks for the comments on black future. Its been fun going back and forth between that and Eagleland.
snip
author=DookieThose were warmups.
@bizarre. I like the more consistant look of these hand drawn parallax maps. The animation looks neat. I still think you could detail them a little better but I'm digging it.

Since that alone doesn't do it justice, here's a video of it all in action. (Some of these graphics are still placeholder, like the log and it's punt animation).
The map can actually be largely altered since all it takes is swapping out a paralax or removing/adding picture overlays. In the three maps you learn all the basic non-combat controls, next stage will be an introductory boss fight that'll quickly teach you the art of combat.
Whatchu Workin' On? Tell us!
Trying to get pick up and throw mechanics working in Perseverance: Adherance, sadly I don't think I'll be able to make the object move with the player smoothly without some sort of script, but-- I have a couple other things to try.
Currently what happens is that I check if the player is pressing an arrowkey then move the lift object by direction... however since it cant detect if the player event stops moving, this can lead to frustrating behaviour such as the orb moving in front of me and moving it off the edge of the map by holding an arrow key against a wall.
Everything else is implemented, dual actor support (Nola's HUD has a different skin), all eight weapons, platforming... etc.
Now, one thing I could certainly do is make throw-hold sprites which will be 32x64 and have an empty space below the object, which would allow me simply to snap the object to player, instead of doing what it is i do currently and mesh it 1 tile above the player.
By today's end I swear I'll have this running smoothly.
Edit: WOW, yeah it's a bit silly looking but basically I just made it follow the player closely and didn't use variables at all, that worked.
Currently what happens is that I check if the player is pressing an arrowkey then move the lift object by direction... however since it cant detect if the player event stops moving, this can lead to frustrating behaviour such as the orb moving in front of me and moving it off the edge of the map by holding an arrow key against a wall.
Everything else is implemented, dual actor support (Nola's HUD has a different skin), all eight weapons, platforming... etc.
Now, one thing I could certainly do is make throw-hold sprites which will be 32x64 and have an empty space below the object, which would allow me simply to snap the object to player, instead of doing what it is i do currently and mesh it 1 tile above the player.
By today's end I swear I'll have this running smoothly.
Edit: WOW, yeah it's a bit silly looking but basically I just made it follow the player closely and didn't use variables at all, that worked.
Screenshot Survival 20XX
Lol, nope! It's Pep's daddy. Pep isn't tall like that nor does he wear a jacket or blind fold.
Pep comes into the story a little later.
Here's a video of another map and also all the stuff in it's animated form.
I really like the atmosphere beginning to take shape, here.
Pep comes into the story a little later.
Here's a video of another map and also all the stuff in it's animated form.
I really like the atmosphere beginning to take shape, here.
Screenshot Survival 20XX
So I finally began doing actual maps for Perseverance: Adherance, this isn't yet completed, but it gives a good idea of what the game will look like.


Screenshot Survival 20XX
Holy shit, those are really nice Yuna, I do agree with you on the trees, looking forward to seeing more of all this!
As for me, I begun doing some intense mapping work on the Equation Unsolved, but really, I only did one map, and it's far from complete.
Just a link, it's 2wide44um.
Also I got menagerie: Remastered on Desura, obviously making a trailer to celebrate was the only logical progression.
As for desura, it'll be on there in about 23 mins.
As for me, I begun doing some intense mapping work on the Equation Unsolved, but really, I only did one map, and it's far from complete.
Just a link, it's 2wide44um.
Also I got menagerie: Remastered on Desura, obviously making a trailer to celebrate was the only logical progression.
As for desura, it'll be on there in about 23 mins.
Screenshot Survival 20XX
Bit of a retroactive screenshot today, while the game this screenshot represents has been published, failed, died and been trodden over, there was some veritable concepts it left that I'll exploit in the future. This was a really fuckin' pretty game.
Until my art shows up... of course, it was even less redeemable back then, truly wretched.
So obviously, a new super secret spooOOOooky project is in the works, and for the art side, I will be entirely uninvolved, I'm systems, writing and story, but all art will be by another far more talented man than I. The screenshot above was the impetus to give the world another go, without the shit characters, bad art direction and mediocre tankentai gameplay.

Until my art shows up... of course, it was even less redeemable back then, truly wretched.
So obviously, a new super secret spooOOOooky project is in the works, and for the art side, I will be entirely uninvolved, I'm systems, writing and story, but all art will be by another far more talented man than I. The screenshot above was the impetus to give the world another go, without the shit characters, bad art direction and mediocre tankentai gameplay.
Whatchu Workin' On? Tell us!
Some interesting news on my end. My and one of my colleagues have begun collaborating on a new project, so far it's very much just in the brainstorming stage, sorting out the villain currently, her motives etc. Drawn concepts began today, I drew these.
And my cohort drew these.
As an artist he's a lot more skilled than I, and it's likely he'll be doing the art and me the other things, eventing, writing etc.
I'll probably get Jake, Mitch or both to help with music.
Speaking of music, Jake made a couple pieces for the upcoming game, Perseverance Adherence which is a large scale update to Perseverance, here's two of the tracks.



And my cohort drew these.


As an artist he's a lot more skilled than I, and it's likely he'll be doing the art and me the other things, eventing, writing etc.
I'll probably get Jake, Mitch or both to help with music.
Speaking of music, Jake made a couple pieces for the upcoming game, Perseverance Adherence which is a large scale update to Perseverance, here's two of the tracks.























