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Metal Slime
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 PostTue Apr 10, 2012 11:44 pm
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I can thank you for not being able to sleep tonight
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Red Slime
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 PostWed Apr 11, 2012 4:13 am
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I can thank you for not being able to sleep tonight


I don't understand what you mean by that, Guo. ^^
Metal Slime
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 PostWed Apr 11, 2012 5:17 am
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What guo means by that, and what I feel too, is that this is so amazing I can't go to sleep after seeing it! I can't tell you how much I am looking forward to this game. I had my doubts, but no more.

The hero sprite technique makes a lot of sense, but the walkabouts are so tiny as it is that they will look a bit underwhelming in practice.

I wouldn't worry too much about the vangore thing. But I understand what you're going through. Just call it... vengore or something.
Metal Slime
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 PostWed Apr 11, 2012 12:16 pm
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The concept is original, awesome, ridiculous, erotic, disturbing.
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Red Slime
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 PostSun May 27, 2012 5:19 am
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@Charbile: Thanks for translating and for the compliment! Grin
The walkabout sizes does make me worry abit, but doubling your window's size is a fix to it. I'm hoping it won't hurt the game too much. As for the 'vangore' thing, thanks for the temporary sugestion, but I couldn't bring myself to even use anything close to that name anymore.
The goal is to totally discredit the person, which means I can't be using alterations of the same name to do that. Smile


@Guo: Oh Grin
Admittingly though I kind of messed up on the left one's girth(too much).
Thanks! Grin

-----

[Part 5 Planing, Re-Characteriztions, and other Troubles]

I can safely say that over the past month, I had bogged down and made little progress.

[PLANNING]

I had started writing a walkthrough of the game to help myself figure out the rest of the story and other goodies such as a list of all of the attacks and playable characters. I only managed to write out the first two boss fights, like a third of act 1 of the main storyline, and wrote in just Erik and Ash on the character list with all of their starting stats. Then I got side tracked with making the audio and finding out first hand I need to read up on how to make a plotscript work and the part about how to make the proper files.

After porting the walkabouts to the battle sprites, I needed to change the proportion of the battle background, enemies, and attacks. For the background, it came to me instantly about how I'm going to deal with the unwanted space, but I got to make the backqround to know for sure. Basicly the top where the time and HP bars are will have a special graphic underneath them or just be simply blacked/whited out. The far distance behind the enemy sprites will gradually fade out into in white/black since the back of the stage isn't the center of attention plus it fits a certain theme. Although in theory it may work out depending on how I manage it, but still gotta try it.

[TROUBLE A]
[RE-CHARACTERIZATIONS]

I developed a certain issue over my characters. Every now and then I make changes to my characters. Whenever I make a change, I either haven't done it as well as I wanted, left out bits and pieces to later address, or my favorite, make a change based on new concept after losing sight of older concepts as I proceed with the overall canon. Such as my largely obese black dragon, Ebon: originally a sheltered shut in who is a techno geek that crafts anything technology is (blades and firearms included), was taught how to control fire by his brother, can't heal himself, still has optical powers (lasers and lights), loves martial arts and ninjas, is loud and obnoxious, loves making a scene and can fight melee. The changes I made after that were something I kind of liked at the time, but then I later disliked it. I just couldn't figure out why it all felt so clustered in a bad, dead end, and uninteresting way. Now I'm retrospecting for him, and to some extend his big bro(Sol) too. Pretty much his skill set and equipment is now a quite different and the cast decription above will be edited soon (i hope).

As for the 'vangore' thing, I've cooled down on the search for a better name and am going with 'orisentients' for now. Pretty much because of the prefix ori- means any, which suit shapeshifter, and they are sentients. So it kind of goes together well, but I might cut it short and use orisent or something.

[TROUBLE B]
[MUSIC/AUDIO]

I have manage to refamiliarize myself with music, but right now I can only do sound effects, and I had trouble figuring out what music fits. Had as in just recently I figured it out what I want, only that I can't imagine the tune and my descriptive powers on music genres, especially chiptune themes suck. I'm thinking about getting help, but I'm nervous, so untill I get over myself I'm gonna keep trying again.

Something's bugging me about the menu SFX when you are scrolling across the menu items. When I import the sound I made as the selecting tune and scroll through the item as fast as I can (holding down the up/down key) it makes no sound until I stop. Any slower and it will always play the SFX. It's abit of a nitpick, but it's really bugging me to why I can't get it to play at the fastest. Maybe it could be the Famitracker, or maybe the file I'm comparing this to was a fluke and it is out of my control. Can anyone help me with that part?

[TROUBLE C]
[BIGGER PLANNING]

I end up with a number of ideas I want to try but keep to myself, like for the super major cutscenes, I'll just create a screenplay; however the limitations of the engine could make this a very unpleasant idea. Of course I ditched the idea quite fast.
Another idea is coversations with multiple possible interjections from the active party members, but my understading about the checking tags thing is quite poor, along with my understanding for tags in gerenal. Does it search for any of multiple tags that trigger something in that same instances or just for only one?

After I discovered what I can do with custom menu items, I had a thought about adding abit of a database with backgrounds and info, while using the tags to unlock some. Although the only thing that is worrying me isn't the limits, but more rather, if I mess up the illustrations and don't notice it untill after I have finished puting it all up, like usual. I'll worry about that later.

[TROUBLE D]
[MYSELF]

So pretty much thanks to my lack of experience and how much I gotta learn and do among the other things, such as having trouble finding the answers to my questions on the web in hopes someone else had the same problem as I. It gets pretty overwhelming, and it makes me too nervous that I shut down, making no progress at all, which as been the number one contributing factor to my lack of progress during this past month. I got stuck with everything else, but at least I regain some lost insight and gain some new as well. Been playing FFV to be further reminded of somethings in the world of old school I had somehow forgotten and another thing that will solve my problem about weapon attack animations pairing with sprite attack animation (the fix is that the sprite will remain in the neutral posture instead of swinging the arm while the weapon gets to jab, thrust, overhead swing, and underhanded swing upward).



There's a long list of things I wanted to write but couldn't, so this may not make any sense.
On an extra note, I was sleepy when I wrote this, so be aware of typos. ^^;

Next time I'll post some concepts :3
Metal King Slime
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 PostSun May 27, 2012 10:22 am
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When I import the sound I made as the selecting tune and scroll through the item as fast as I can (holding down the up/down key) it makes no sound until I stop. Any slower and it will always play the SFX


You probably have a brief silence at the beginning of the sound effect. Try to clip it off. Of course, even then only the first ~55ms of the sound effect will play for each menu item. If you want more than that (so that blips for different menu items overlap), you're currently out of luck.

Quote:
Another idea is coversations with multiple possible interjections from the active party members, but my understading about the checking tags thing is quite poor, along with my understanding for tags in gerenal. Does it search for any of multiple tags that trigger something in that same instances or just for only one?


Not totally sure I understand the question. How textbox conditionals work is that first the "INSTEAD" condition is checked, and if it's true then a different textbox is skipped to, and the process repeated. Otherwise, the textbox is shown and all other conditionals are checked.

So if you want multiple branches at the same point, you need to organise your tags a little counter-intuitively, probably creating tags with 'compound' meanings. For example:

Box 10: "Default response"
INSTEAD: If Tag 6 "A OR B" = On, jump to text box 11

Box 11: "Response if A but not B"
INSTEAD: If Tag 5 "B" = On, jump to text box 12

Box 12: "Reponse if just B"
Red Slime
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 PostMon May 28, 2012 1:42 pm
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You probably have a brief silence at the beginning of the sound effect. Try to clip it off. Of course, even then only the first ~55ms of the sound effect will play for each menu item. If you want more than that (so that blips for different menu items overlap), you're currently out of luck

Well I'm going to not work at that. It's a nitpick and the SFX is literally less than a second long. I cannot for the life of me hear a breif moment of silience because it's either a so, so little gap or there is no silience and I'm just out of luck. To top it off, I can't use the famitracker nor the software I have to cut any of the begining off with out silencing it, so I have to find new software only to do that. I can live with it bliping at everytime but holding down the up or down keys.

Thanks for the advice though.

Quote:
Not totally sure I understand the question. How textbox conditionals work is that first the "INSTEAD" condition is checked, and if it's true then a different textbox is skipped to, and the process repeated. Otherwise, the textbox is shown and all other conditionals are checked.

So if you want multiple branches at the same point, you need to organise your tags a little counter-intuitively, probably creating tags with 'compound' meanings. For example:

Box 10: "Default response"
INSTEAD: If Tag 6 "A OR B" = On, jump to text box 11

Box 11: "Response if A but not B"
INSTEAD: If Tag 5 "B" = On, jump to text box 12

Box 12: "Reponse if just B"


Well I was hoping if there is an alternative to the "either or..." conditions. I want it to be that even if one character isn't in the active party, the rest can just say their special little thing on the subject without making a chain.

So instead of making a chain that goes:

A->B->C->D->A
(If either are missing, then....)
___|___|___|__\A
...as I originally thought.

I want to make:

A-------------->A
or
A->B---------->A
or
A------>D----->A
or
A->C------>E->A

Especially where more than 10 members are avalible.

I mean I can deal with the 'either or" since I can make an A>B>C>A>B>D>B>A conversation using it. Somehow I don't think I can do the same with the other way.
Is there a way to do it in plotscript or something?

If not then OK, the more wrote about it the more I realized exactly how I can use the either or method.

Like using a middle man:
A->B->Villian->D->Villian->J->V->A

Sorry I didn't exactly explain it well the first time. ^^;
Metal King Slime
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 PostMon May 28, 2012 3:05 pm
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I'm not sure if I'm understanding it correctly, but from what I gather, you would just make a normal chain. Use the "is in party now" bitset function for each hero, then use that to check with the text boxes. So it would go something like:


Text Box 01
Arnold: Man, that is a delicious looking burger!

Text Box 02
Conditional: IF hero:bernard is NOT in the party, show Text Box 03 instead
After: Go to Text Box 03
Bernard: I'll say! Just look at it, it's dripping meaty goodness!

Text Box 03
Conditional: IF hero:charles is NOT in the party, show Text Box 04 instead
After: Go to Text Box 04
Charles: And the pickles! Oh my giddy aunt, the pickles!

Text Box 04
Conditional: IF hero:dimitri is NOT in the party, show Text Box 05 instead
After: Go to Text Box 05
Dimitri: It would go excellently with a nice beer!

Text Box 05
Arnold: I'm going to go and get me that burger right now!


So with this, It will progress from 01 to 05, no matter who's in the party or not. From text box 01, it'll go to text box 02. If Bernard is not in the party, it'll skip that text box and just go to 03. If he's in, it'll show it normally, and then go to 03 anyway. If none of the heroes are in the party, then it'll just skip through all those text boxes and get to 05 without showing any of the ones in between.

So basically a normal chain, but each text box uses the "INSTEAD: If tag X = OFF" conditional of the text boxes. You would also make use of the "AFTER" conditional, to advance it.

Haven't tried it yet, but I'm pretty sure that would work. Cheers!
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Metal King Slime
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 PostTue May 29, 2012 7:28 am
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Err, yes, just listen to BMR and ignore me. I figured I would screw that up, because when was the last time I actually used text box chains? 2003?

Edit: What everyone seems to recommend for sound editing is Audacity. Or you could just use 'Sound Recorder' on Windows; that can clip bits off the end of a file.
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