Wednesday, October 10, 2012

IMAGINE: That I was good with my schedule.

Sorry. I almost forgot about this project in the midst of discovering several new hobbies. Which I've relimited myself on. If this were a real job, I'd be fired for this. But I do reccomend Shin Megami Tensei: Imagine for PC, it's free to play.

Also, what's important. I discovered how to fix an enduring glitch of too many bullets or no bullets (the latter with indestructible enemies...) which should speed up progress through this week, and finish up the little left in the alpha.

Also I got some different screen recording software this time, so you'll be able to watch videos of my progress at this point.

Friday, September 14, 2012

Polarize me, Sensitize me...

Cudos for those who got the title reference. Not as much done as hoped, and not as flashy as I wanted, because I failed pretty hard on an attempt to screen-record my new animations for the first player character, Meat. Sorry about that. I DO, however, still have something to show, determined not to leave you for the weekend with absolutely nothing to look over. So, here you go. Four pictures of the robot in different positions. Incredibly boring by itself, with no shots coming out of it or enemies attacking it. Nonetheless, there was far more complexity in it's creation than it's simplistic appearance reveals (though probably far less then that of more experienced game designers using even the same engine, me still learning and all...).

See you next week, and the first thing I'll do is throw up a criticism page. SS out!

Thursday, September 13, 2012

Plans

Okeday, I'm almost done with the alpha. Technically only a third done, yes, or half done, I don't know, but I'm pretty sure I know how to add music effectively, and it's more of a writing thing there. I absolutely know how to do the animations, and the system is in place, so it's only a matter of drawing alot.

I'll be on a vacation this weekend for a few days, sorry for taking so many, XD. But the work is getting done slowly and surely. I'll have another update friday, hopefully a demonstration of animations. Even with Metal Gear Solid 2: Sons of Liberty taking my time.

Incidentally, I'm not ZUN, and I'm not sure about the writing music. So if someone else is willing and able to do so, please email me at selfsyd@gmail.com.

It's not necissary, but if someone offers, I'd be willing to negotiate music from them.

Also, those who are checking up more than once, feel free to follow my blog! It doesn't hurt, and it raises my self-esteem! Thanks, arigato, SS out!

Monday, September 10, 2012

Woots, Caught UP!!!

Okay, I have the visual novel system working. now I'll be working on the player mechanics and the mooks. And finally, I'll work on the stages! screenshot:


I'm rather proud of my work for someone who has had no prior practice. Sorry for the ego there.

And, as promised, tonight will be topped off with a page from Criticism!

Friday, September 7, 2012

And This is Why One Shouldn't Rush

Sorry. No screenshot. My bad. I have to quit these mistakes. Mostly working well, I got the entire intro working. Mechanically. My apologies here, though, for I made a horrible mistake in my effort to regain lost time. And misaligned all the text in the second part of the intro sequence, causing the buttons to cover the bottom lines up. While this is reparable, I didn't catch it until the end of the workday, and it reflects far more negatively on my work than I wish to expose visually.

But only two more novel sequences, outside the standard ingame dialogue. Which will be done in less of a VN and more of a standard RPG style. Though with the same mechanics, you'll have a view of the level. Then the level design itself. Coming along nicely.

Thursday, September 6, 2012

Day Late, Dollar Short

My graphics card overheated yesterday, dang ATI, and I lost a work day. On the other hand the EXTREMELY CLUNKY novel system is now working!!!! I'm happy for that. The downside, though, is it'll take up my memory budget, leaving less room for higher detail sprites. Go easy on me, I'm still learning how to use GM8. .1. In the future installments, however, I intend to optimize the system, and allow more room for my goal graphics over the life of the series, showing unnecessary detail on every animation. Not yet. Not yet. No screenshot today, as it would be uninteresting, I haven't got the entire sequence finished as of posting (In addition, my internet is acting weird, if you want the real reason), but it'll be done tomorrow, and hopefully speaking for itself.

Wednesday, August 29, 2012

A novel idea?

Okay, it's been a long time without posts, and there is a valid reason for that. And it's not vacation this time. What it is is a lack of progress. Because the way I was trying to make the Visual Novel system was a backwards and counterproductive method. I'm about to try a new method, and in the meantime have done new artwork for the new system. I made this change because the novel system as it stood forced you to reread everything every single time. Not being a fan of forcing that on people, I needed a skip button, and for those who click too fast, but actually are paying attention, a rewind button. I have a concept image up to show off the goal, though this is not rendered ingame, just assembled in gimp.


The button artwork is showing off what the buttons will look like in clicked, neutral, and highlighted states, respectively. Normally they'll all be in neutral, with the mouse highlighted, and you're all smarter than I'm behaving like, so lets talk about something else.

 The new system will be more bloated and inefficient from a technical perspective, and will therefore take more work, but it will be more player friendly. In fact, as player-friendly as I can do without ripping some Renpy code and sticking it in the game. Which I don't want to do. Eventually, as in, later installments, I intend my system to be as versatile as renpy, but I'm still learning as I go.

Anyway, I'll be working more on the new system, and as I get it fixed, you'll have more art.