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.
Wednesday, October 10, 2012
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!
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!
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!
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.
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.
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.
Saturday, August 25, 2012
Finally back to work again!
I'm back! Don't have much to show, I apologize most profusely. .||, Gomen Nasai!! I blame it on the release of Dark Souls for the PC. And a hard drive format. However. I did spend time working on the visual novel system today. It has some bugs in both resolutions, but it's finally going where I want it, and behaving properly. I temporarily switched to Super Deformed art, but I'll re-impliment correct proportions once I finish the system. I have ideas of where to put it too. Only one Screen right now, possibly more tonight. Next week will be a good work week.
Friday, August 17, 2012
Night Art...
My schedule was unintentionally switched to days. Against my will, I doth protest! However, unlike certain drawers of humanoid cats, I still want something to show rather than lampshading it indefinitely without actually adding anything... so I add these arts of Aki... the word just looked like what she was saying, wasn't drawn with that in mind, but others confirmed it's verbation, so I added it to the picture.
Anyway, hope to be on schedule soon.
Still here, been working on a new character, as well as working on my webcomic, Criticism. New character, Aki, here, not as friendly as Meat, but much more jovial. Confusing way of wording it. I know. She was inspired by Langley Soryu Asuka from Shin Seiki Evangelion, so before anyone starts criticising me as expying her, yeah, I did, but with the intention of deconstructing the same character in a different way. And her past isn't nearly as troubled. At this point in the story, most of the characters are fairly stable. This will be no NGE. But I hope it'll be good anyway.
Sunday, August 12, 2012
Novel System nearing done!
Just a few functions left in the VN system, I have to get the sprites to change properly, and add a skip function. Maybe a rollback or auto function as well. I think I will before I call it good. Anyway, Windowed and Fullscreen versions (images respectively) of the intro sequence are finally behaving after monkying with script for awhile. Yeah, I coulda probably looked that up somewhere, but I wanted to figure it out on my own.
Friday, August 10, 2012
Comparison
Previous shot, old style.
Current shot, new style.
Quick checkup, which would you rather I do, or would you rather I take the time to add the option for both?
Current shot, new style.
Quick checkup, which would you rather I do, or would you rather I take the time to add the option for both?
Thursday, August 9, 2012
At last, the Alpha is rudimentary playable. I'll call the alpha finished when I finish the suit's animations and the menu, then I'll start work on the beta. I'm hoping to send the beta to a few distribution sites for playtesting.
So current plan:
Alpha: Menu, Animations, Novel System, music system.
Beta: Mission and 2, Standalone Executable, Difficulties, and upgrades. Some music.
Final: All missions and remaining enemies, character select. Remaining music.
Incidentally, comments and critique are welcome.
So current plan:
Alpha: Menu, Animations, Novel System, music system.
Beta: Mission and 2, Standalone Executable, Difficulties, and upgrades. Some music.
Final: All missions and remaining enemies, character select. Remaining music.
Incidentally, comments and critique are welcome.
Wednesday, August 8, 2012
Visually Novellizing
As per the original concept, I've been working on the visual novel aspect today, learning scripting in GM8 as I go. Currently, I have a rudimentary intro. Have a bit of work on sprite polishing to do, but here,
A scene from the intro conceptualized in GIMP 2.0:
The Same scene rendered ingame. As you can see, I have some touchups to do, but I know where to go:
Anyway, I'll keep ya posted.
A scene from the intro conceptualized in GIMP 2.0:
The Same scene rendered ingame. As you can see, I have some touchups to do, but I know where to go:
Anyway, I'll keep ya posted.
Tuesday, August 7, 2012
Sunday, August 5, 2012
TITLEPIC
Started work on the alpha build, comprising of the most basic functionality. In the meantime I also made a titlescreen which is the current temporary background for the blog. I'll make it availible over on deviantART, so please don't steal it yet. (Or anything else for that matter...) I'll release all the resources free eventually, please treat them like my property until then. I don't exactly have a company to compensate my losses at this point.
http://the-drake-raider.deviantart.com/ There be my account.
http://the-drake-raider.deviantart.com/ There be my account.
Saturday, August 4, 2012
Friday, August 3, 2012
For those that missed...
From the original devblog of this game:
"First! Cookie!
But seriously, this is mostly to remind me of the official online starting date of the Skyborn/ Strafe Suit Project. I will aim for a long series, possibly 16-18 main games. The main installments will be story-based shoot 'em ups. The prices of the games hopefully will remain cheap and stable throughout. If I get carried away, you can point to this post to whip me into shape. Thank you.
In the event someone stumbles across this blog before I start sharing the links and/or posting artwork, I am currently sketching sprites. The first installment will developed on Game Maker for a $2.00 price range, around five stages, three main characters, a boss for every stage, and numerous other features. Probably will not have multiplayer support at this point, though it is a goal for later installments. Any gaiden games, in particular, will be targeted competitively.
Let the addiction begin!"
It didn't get very far...
"First! Cookie!
But seriously, this is mostly to remind me of the official online starting date of the Skyborn/ Strafe Suit Project. I will aim for a long series, possibly 16-18 main games. The main installments will be story-based shoot 'em ups. The prices of the games hopefully will remain cheap and stable throughout. If I get carried away, you can point to this post to whip me into shape. Thank you.
In the event someone stumbles across this blog before I start sharing the links and/or posting artwork, I am currently sketching sprites. The first installment will developed on Game Maker for a $2.00 price range, around five stages, three main characters, a boss for every stage, and numerous other features. Probably will not have multiplayer support at this point, though it is a goal for later installments. Any gaiden games, in particular, will be targeted competitively.
Let the addiction begin!"
It didn't get very far...
Renew
'Kay.
My scanner finally here, which means full work underway. I have scans of the first character, and have been working on his sprites. Look MUCH better this time.
Samples so far...
My scanner finally here, which means full work underway. I have scans of the first character, and have been working on his sprites. Look MUCH better this time.
Samples so far...
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