ELDER71'S PROFILE

Hi, I'm Stephen, lead designer of OMNIS - The Erias Line.

Aspiring game-dev, societal drop-out, coffee drinker, chain vaper. Pixel tweaker. Location maker. Character dreamer-upper.

Also a part-time Parallax Mapper available on commission.
(contact me re: commissions at elder71@hotmail.co.uk)

ALSO - I like reviewing games. If you're looking to get your game fairly reviewed with constructive criticism/feedback, PM me or email me or otherwise contact me telepathically. My messenger-pigeon service is out of order following an unfortunate incident that involved a jumbo-jet engine.


Cheers,

S.E
OMNIS - the Erias Line (...
A story and character driven RPG featuring a variety of game play and key decisions that influence how events unfold. (Smaller, "no rtp" version available.))

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#8. Here I am yet again...

author=NoBody13
Happy to hear this :)


I feel guilty for creating this game profile so long ago and having nothing to offer since. Really hope folks will stick with it :)

#7. A question for y'all about download sizes.

author=Dragnfly
Could any of the clashing ideas work in a future project instead?


Possibly, possibly. It's not so much a question of them being too good to sacrifice, it's more about working out which one works best for TAD.

I hereby tentatively announce that I have picked one. I'm going to try and flesh it out into a story over the coming days and see what takes shape.

#7. A question for y'all about download sizes.

author=Dragnfly
I can also recommend putting an "unused resources" folder near your project folder and move unused resources to it immediately when you decide you're not using it anymore. Similar to what you mentioned, I was on a project once and we quartered the game's size by pruning old unused resources.


Absolutely sound advice, but I know for a fact that I'm not an organised-enough person to keep up a system like that :)

I think using tilesets over parallax mapping has two concrete benefits in TAD's case. First, it keeps the file size down and second it condenses development time from years to months.

To be honest, I'm still in the script-writing phase.

The difficulty is that I have three or four ideas that I'm totally wedded to but they don't gel together and I can't quite decide which ones to change or cut. But work's ongoing, I continue to assure you all :)

#7. A question for y'all about download sizes.

author=Kalin
Also, custom tilesets and overlays shouldn't have much of an effect on your file size; it's the parallax, music, and video that will inflate your game. For comparison, the VX Ace RTP is 195MB when unzipped, and half of that is audio.


I didn't notice this until it was too late with my other project, Omnis. The first few versions were about 250-300mb and it was only a demo. I spent ages frantically trying to strip away every megabyte I could to get the download size down to something sensible. It was all parallax-mapped and a lot of the maps were huge.

Lesson learned, there. I think I'll stick to tilesets for TAD.

author=Liberty
About 500MB+ is when I start wondering if you've accidentally included a video that shouldn't be in there. Or have bad graphics/music weeding practices.
If the game is complete and the screenshots show images that are -heavy-, then I'm a bit more forgiving on that front, but if it's all RTP-based stuff then I'm left wondering what the hell happened. XD


Well I won't be including any videos and I don't plan to use any of the RTP (with the exception of sound effects, maybe) so hopefully I'll be safe on that front.

As things stand, the game folder I have for TAD are stuffed with old sprites and clogged with redundancies, but I'll absolutely be culling the excess fat before release :)

author=karins_soulkeeper
I won't be inclined to download a game worth more than 100mb unless I've been following it closely beforehand and know that it's worth it for sure. ~200mb is my upper limit in general.


I've been encouraged to see that some of the most-played and highest-rated games on here have download sizes of around 20-50mb. I guess that goes to prove what Kalin was saying about tilesets not having anywhere near as much 'weight' as parallaxed maps.

Cheers folks, this was useful.

#3. Chills for a Number of Reasons.

I'm digging around trying to find the real copy of this document now and can't seem to. I've got that many "Allison Door1" and "Allison Door2" named docs all over this computer that it's impossible to find anything.

#6. Long Absences + Ressurection part.3

author=Dragnfly
Sweet! Detail over size. I can think of some games that should've followed this philosophy.

Also, the left-most one looks like a monster of its own. Like if Matt Groening made a horror comic instead of The Simpsons.


That one on the left is the pixel-art equivalent of a stick man doodle ha. Something like him may feature as a little nod to your interest :)

#6. Long Absences + Ressurection part.3

author=Dragnfly
Holy crap that looks great! Like, old Lucasarts great! (yeah, I used to play loads of old point-n-click)

How are you managing screen real-estate now that the sprite is so much bigger?


The way it works out, the new sprite will actually appear smaller in-game.

With the first sprite, I was just going to make them all 'small' and then double their size so that they weren't tiny on screen, but the new ones don't need any up-sizing because they're bigger on their own.

Here are the sprites' as they would appear in-game. I've also included the original sprite (used in the current generation of screenshots) for comparison:



So it's actually the one on the right that would've posed the real estate problem.

#5 - Long Absences + Ressurection part.2

author=Dragnfly
I always tell people that RPG Maker is better for making puzzle adventure games than the adventure game makers LOL.

IMO for a non-contrasting horror like TAD the chibi sprites are out of the question. People manage to offset the chibi sprites with more serious character busts sometimes but the heavier the game, the less that covers it up. IMO it's also a liability to have everyone be one tile tall.


I agree. Even the word 'chibi' seems to undermine the seriousness of psychological horror. And I'm not using busts, so wouldn't even have had that option.

#5 - Long Absences + Ressurection part.2

author=Dragnfly
author=Elder71
Cheers! Still a WIP, though. There's a daunting amount of work and effort ahead with this new, reimagined TAD
I hear ya. My character busts are made by cobbling together parts from 3D models like some digital Mr. Potatohead, posing them and then tracing over the result. My sprites are made in voxels, each frame of an animation is copied to a sprite sheet, then drawn over because voxels in RM look like crap. After that they're broken up into parts and animated with Spriter (also 6 frames. Seems to be the magic number) so more complex animations can be achieved.

The suffering we go through just to make our games look a step above RTP, eh?


Oh yeah. I think, unless you're doing something specifically suitable (like some kind of twisted fairy-tale where cuteness is offset against darkness, etc) the RTP is especially unsuitable for horror RM games. That's from my perspective, anyway. I was originally gonna use the RTP to make The Allison Door just a quick, few days project. But the look of it was so mismatched with what I was picturing.

#5 - Long Absences + Ressurection part.2

author=Dragnfly
I like them. It reminds me of those really nice character sprites you'd get in some DOS adventure games back in the day.


Cheers! Still a WIP, though. There's a daunting amount of work and effort ahead with this new, reimagined TAD