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Blubber Bloat
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 PostTue Jun 26, 2012 6:40 pm
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^^^
mmm, yes, quite.

But in other news, Meowskivich approves of that creature and it's overworld sprite.

dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Slime Knight
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 PostTue Jun 26, 2012 6:58 pm
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that turtle really is adorable tho.
—- So anyway, how are you?
Liquid Metal Slime
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 PostWed Jun 27, 2012 3:20 am
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Update 005


(MUSIC) Second midi draft of "44"
I created the melody (the accordion channel) last year. I do this a lot - I'll come up with a catchy melody, but get stumped trying to add to it, so I save it as one of my numeric WIP tracks. There are about 50 of them at the moment - some have been polished and renamed, some are ignored due to bad quality or musical plagiarism (once, I re-wrote the melody to "The Loco-Motion" by accident,) but there are some rough gems in there that just need polishing.
I think this track is one of them! It's a swinging tune that was written in 3/4 time, but frequently feels more like 4/4 with lots of triplets. I imagined a sort of sea shanty when composing this, but if I want to use it in Viridia: Expedition, I'll need to think of a different context for it. I'd like to put it in an Inn scene, but I'd like a second opinion on this. Does this tune sound Inn-ish, or does it belong somewhere else?
I'm also considering leaving this track as-is for the HotOHR release, it sounds good enough for the moment.

=====

@BMR
The top part of the shell is mostly compact, dried earth. This seemed too hard to adapt to the walkabout, so I took the easy route and made it more like a symmetrical tortoise shell, which means I only have to draw 50% of the walkabouts and then mirror them. And yes, enemies will be wandering around on the map.
@Mogri
Your ghost post is pretty scary. To help me sleep at night, I'm assuming you accidentally posted in the wrong thread and erased the message.
Metal King Slime
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 PostWed Jun 27, 2012 3:24 am
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No quite inn-ish, but definitely for an establishment similar to an inn. It starts out sea-shanty-ish, but develops into something that evokes an atmosphere slightly swankier than an inn, but not quite posh enough to be fine-dining. Somewhere in between the two.
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
Slime Knight
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 PostWed Jun 27, 2012 3:26 am
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Excellent music there, Bacon. It actually had a sort of desert feel to me, easily fitting into a caravan or gypsy setting.
—- So anyway, how are you?
Liquid Metal Slime
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 PostWed Jun 27, 2012 3:27 am
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I agree that this tune is more appropriate for a sea shanty adventure. It could pass as decent tavern music, but for an inn as we know them in RPGs, I would probably come up with something else.
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Slime Knight
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 PostWed Jun 27, 2012 3:28 am
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Boom, three entirely different opinions within three minutes.
—- So anyway, how are you?
Metal King Slime
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 PostWed Jun 27, 2012 3:37 am
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Solution: Use as a sea-shanty for posh, upper-class gypsies as they make their way across a deserted stretch of ocean.
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
Liquid Metal Slime
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 PostWed Jun 27, 2012 3:48 am
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I love you guys! Seriously, these responses are both useful and encouraging, and I want you all to know I really appreciate them.
Stewie wrote:
It actually had a sort of desert feel to me, easily fitting into a caravan or gypsy setting.
That's convenient, because the country Viridia takes place in is very dry and full of deserts, flats, cliffs, and bluffs. I do have some port towns in mind, but the player won't be visiting any of them during this chapter. But! A character from one of those port towns will be visiting the inn, and he's got a lengthy, optional story to share, so I could probably play this tune while he's boasting about his adventures.
Slime Knight
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 PostWed Jun 27, 2012 3:48 am
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BMR wrote:
Solution: Use as a sea-shanty for posh, upper-class gypsies as they make their way across a deserted stretch of ocean.


BRILLIANT! *clink!*
—- So anyway, how are you?
Metal King Slime
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 PostWed Jun 27, 2012 3:52 am
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Ah, I found it, this is what it reminds me of. Though yours does have a different feel to it, yours is less happy and more adventure-y. I don't know if I'm making any sense V
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
Super Slime
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 PostWed Jun 27, 2012 9:55 pm
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what I meant (parser does not like special characters)
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
Liquid Metal Slime
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 PostThu Jun 28, 2012 5:06 am
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Update 006
(STORY) Inn Scene 1
[Scene: Diamond Star Inn - Jerry talks to Evan]
"Hey there, beautiful! Can I buy ya something?"
"Piss off, pretty boy. I ain't in a talkin' mood."
"Aw, come on, don't turn me down like that! Let me brighten up your evening! I can wash your worries away; I'll shoot a request to the stringer on stage, listen to your woes, whatever you want!"
"Actually, hold on, I just got an idea!"
[Jerry walks to the bartender and orders something. The bartender mixes some ingredients and slides a glass over to Evan. Ed. Note: This "purchase" does not detract from the player's funds.]
"What's this? Scorpion brew?"
"Not quite, it's Phoenix brew! It has something special added to it that feels like liquid fire in your gut! I came up with the idea myself, and I always special-order it when I'm in need of a pick-me-up."
"... Eh, whatever. I can think of worse ways to die."
"What, you think this'll kill you? You looked like a woman who could handle--"
"Oh, shut up, I've never had a beverage I couldn't stomach before! ..."
[Evan downs the entire glass]
"Whoa! You're just going to down it all at once?!"
"Ugh! Vile! It singed my throat!"
"Argh, I'm such an idiot... I should have warned you sooner!"
[Evan pulls Jerry close]
"You... Hh... This..."
"Aah! Don't burn my face off!"
[Beat. Evan releases Jerry and sits back down]
"... Never mind. It wore off. I could get used to that sensation..."

I've opted to mix some elements of the portrait-dialogue and the box-quotes, inserting movement and action cues in brackets when appropriate. My portrait graphics are few in number right now, though. From now on I'm going to combine working on dialogue and working on portraits into the same days. Otherwise, I might end up using placeholder portraits with bland grey figures or walkabout sprites, and that wouldn't be very good showmanship. I feel bad enough for uploading this conversation without the appropriate "concerned" emote for Jerry and a "disgust" emote for Evan. They both need general re-doing, since Jerry is a bit out of proportion with everyone else and Evan is severely lacking an outline. The dialogue itself is completely new as of today, and I'm honestly a little uncomfortable with it. Expect some revision and additions in the future, especially if anyone helps me figure out exactly what's wrong with it.

The Diamond Star Inn (which is completely blank right now - tile artists, help me out!) is a place where Jerry and Wade can break off of their adventure to meet NPCs, make friends, and learn more about the world of Viridia. Everything that happens in here is entirely optional. If the player wants to keep the adventure rolling, the inn can be skipped partially or entirely - no important items or battles will be missed out on. In addition, a major branch in the story opens up at night when the player decides to either spend the night at the inn, or continue onto the mountain at midnight.
There's a variety of characters to talk with, including Evan, who briefly appeared in the previous chapter, and Puzon, who will have a major influence on some future chapters. (In other words, inns are chock-full of cameos.) Some of the inn's patrons are gruff or reserved, but Jerry can usually coax a story or two out of them.

=====

@BMR - I totally understand what you mean, and I can feel the similarity. Almost everything I've ever composed has a serious, dramatic, or downright creepy tone, which is actually something I want to avoid for roughly half of this chapter's music. Making a bright, cheerful song will definitely be a challenge for me.
Liquid Metal King Slime
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 PostThu Jun 28, 2012 2:24 pm
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I want to see a Belch-Of-Flame emote for Evan ;)
Liquid Metal Slime
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 PostFri Jun 29, 2012 3:22 am
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Update 007

(ART) Mole Sprites
I absolutely love mole enemies in RPG games. The only moles I've ever fought were in, like, the MOTHER series, but whatever! They're adorable, they're easy to place, and they're just annoying enough to where players don't mind knocking them around a bit. It's pretty easy to see where I got my inspiration from. These moles have had their designs played with a bit, enough to where their original names, "Hexa Mole" and "Star Mole," don't make sense anymore. I briefly considered calling the smaller one a "Bread Mole" since I imagined it to be the size of a loaf of bread, but looking at the actual hero-to-enemy scale, I discovered it's about half as tall as a human!
While typing this, I came up with the new tentative names "Digabore" and "Digadive." If anyone thinks they can come up with better names, let me know, I'll give it serious consideration!
The Bestiary wrote:
Though the Digabore and Digadive appear similar, they actually belong to entirely different species. Nonetheless, they seem to share a love of harassing people and animals that tread on their turf.
The smaller, more agile Digadive is quite aware of its frailty and prefers hit-and-run attacks on its enemies. Should they feel sufficiently threatened, they will cease attacking and retreat underground. It has recently been discovered that their pink nose, previously thought to be a drill of some kind, is actually very soft and is extremely sensitive to even the faintest of scents.
The bulky, burst-potato-shaped Digabore does not usually reveal itself in open areas, preferring to rest in the safety of cliff shadows and caves. In turn, they are much more vicious when defending their territory, using their powerful claws to slash at close threats and dig up earthy projectiles for far-away foes. The leathery "petals" surrounding its head are believed to have several nerve endings, used underground to detect vibrations in the earth from up to 100 meters away.

That's about all I plan on doing for enemies from this sketchbook entry, because most of their sprites were finished a long time ago. Here's most of the ones you haven't seen yet:

From left to right; "Tetaché," an extremely dangerous giant scorpion known and feared in many cultures; "Knave," a common cutpurse; "Dry Carniyave," one of the many birds found on Mt. Garra; and "Dry Wolf," one of the most common nuisances in the desert.
I'll revisit the Knave's design in a future update with some more of the human enemies that will be fought on Mt. Garra.
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