Game Making Drive Feb 2014

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Started by Archeia 790 posts Page 16 of 40 View original ↗
  1. Day 4

    -I spent the whole time positioning and making a hud for my battle scene (still not complete).  Credits Mon Dez for the graphics

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    GO GREEEEEEEEEEEEEEEEEN!
  2. Day 6:

    Did some more work on the track I started yesterday, and also took a look over the new set of tracks I just recieved some commissions for :D Water Based Horror tracks, why don't mind if I do :D

    IN addition to that, I played through Spirit Timer again, and started doing some of the mundane tasks such as, checking the text didn't cut off, making sure the cut scenes ran smoothly, and other bits and bobs!

    Also learnt a few things that I can implement to start creating more interesting video's for the music I've created, namely how to operate After Effects (after buying it wayy to long ago and being to scared to touch it :x) I then learned how to make a music video with a fully operational music spectrum, which I must say, (although nothing like the beautiful work that Archeia put into the ReStaff) It's functional and looks better than a logo and text :D ^_^

    Finalized a few little bits and bobs, and made a final test on the Character Pack I've been working on for a few weeks, and then I'll be able to send it over in the morning ^_^

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  3. Day 2:

    I actually got a lot of work done. I added two more dialogue scenes, something I was avoiding for a while. I even rebalanced the drop rates of the monsters on the later parts of the current game. Also rebalanced some of the gold drops and prices of the items to keep the players pockets a little strained. Added another map in the 3rd dungeon, and started eventing the puzzle aspect to it, still not finished yet, but I got the general gist of the puzzle worked out.

    Also did a couple playthroughs of the game so far as well! Rebalanced parts here and there, and I started to rework the skills for the characters again as well. Fixed some spelling mistakes, some bad grammar, that sort of thing! Still not perfect yet, but pretty close now!

    All in all, I got a good chunk completed this sunday, Even with unexpectedly sleeping in and waking up without a voice, today was a pretty good day.

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  4. Day Six
    • Finished eventing the next scene.
    • Yet more various event/script fixes of what's done.
    • Fixed a few map errors/overlaps we hadn't bothered with yet.
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  5. Day 6

    *Continued to recolour and edit tiles

    *Sprited some sprites

    *Did some quick sketches

    Spoiler
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  6. Day 6
    Lots more pixeling.
    Figured a lot more out for the game, have a pretty clear idea of exactly what we need to do
    Started some database work

    Finished this up, started walking animation for Ulrika.

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    Blocked out the base for another map and did sprites for 19 rtp characters, 12 more to go!

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  7. This will be my update for today, which is scheduled back to back with my other.  

    My remapping of the world map met with disaster:

    Spoiler
    "Farewell to box land" world map tile sets weren't what someone recommended they would be.  There are a lot of graphical errors.  Here are two attempts to show you how bad things can turn out.  I do not have time to redesign and fix an entire tile set.  I have to go back to the original RTP tile sets now.  It was worth a try at least.  I do like what the artist was doing with the idea, but in execution it blemishes the tile set, and none of the overlay tiles work with the auto tiles they designed.    From a distance they look good, but in game I can see the overlaps and the shifts from auto tiles joining together.  

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    I wanted some walls to match the beige castle.  I deserved to do a resource cause I worked hard today >>

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  8. 8P82rVo.png


    Day 6


    Ended up being out and about longer than expected after work. Only got time for an hour or so of game dev.


    * Some battle face graphics for party members that I can't show because they are ~ S P O I L E R S ~
  9. IDK if this is needed but, just wanna heads up that I probably cannot post tomorrow due to my interview
  10. GMD Day 6

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    Added some decorations to the buildings and added railings for the canals.

    Tomorrow I shall work on either shadows, finish the buildings decorations or the floor decorations.

    Perhaps a few more days and I'll be done with this map.

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  11. Day lalaLand (I lost count, so it's gonna be lalaLand)

    For other people game:

    - Worked some scripts requests.

    For personal project:

    - I fixed up my 8D movement script (posted on script masterlist, waiting for approval), it works darn fine and final version is hecka short.

    - I added more custom sprite animation configuration for 2 more characters, 16 to go.

    Spoiler
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    Current to do list:

    - Pixel Movement Script

    - finish up custom sprite animation configuration.

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  12. This post is a little late, but my excuse is that I got caught up in the RPG-making momentum :3.

    Lots more work done on the RM Venture game!

    Screenies~



    Dammit Terence, you've got to start pulling your weight in this party.



    WIP puzzle-thing. 

    Decided on fonts for the project:

    Spoiler
    ...The title is a work in progress, though.

    I may have gone a bit overboard with this retile...

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    Also lots of storyline and dialogue writing/eventing work, as well as initial work on the databases.

    I choose you! Blue Team!

  13. Laid off my main project temporarily to focus on the Encounters of the Boss Kind Contest.

    Finished making the skills of all the characters(32 skills overall), though I'm still making their animation.

    Also finished creating their respective weapons.

    I'm just waiting for the story written by my good friend.

    That's all!

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    didn't do heeeeaaaps tonight, but I set up two more sidequests! to be honest, I kinda forgot this was a thing I was supposed to be doing, haha. thanks for nothing, weekend!
  15. So yesterday, needless to say, was an incredibly busy day. Which is very ironic in regards to my usual Sundays. So when I got in just before 8 to start my Guilds Raid, I figured I'd just update my scrap paper work I did while out. Turns out I passed out at the end of the raid, which isn't the best example of a GM or Raid leader LOL.. But sorta my trademark if you will. Anyhow, figured I'd just post now. I started to jot some ideas down for the, 'Magic' involved in my game. Trying to steer clear of the standard progression FF type; i.e. Fire, Fira, Firaga. The key concept of magic in the universe I've made, is flexibillity. As in, your magic does whatever you can imagine it doing. The execution of that concept will no doubt be difficult, and far from perfect. It will technicaly have to be an illusion of being able to do that, while still feeling its succesfuly executed.

    Key Points:

    -Environmental Influence: Being able to effect the environment around you with your elements.

    -Inspirations: Being able to have your, 'imagination' influenced by seemingly normal objects throughout the world, giving you new ways to use your magic.

    -Everyone is a blue mage: If you see the spell cast, it's yours. Most likely involving a visual exp sort of bar. Requiring having seen  cerain number of casts per spell.

    -Channeling: This ones a bit iffy, but at the same time, pretty sure it will be included. Elemental self buffs. There will be support buffs as well, but channeling will be more personal, due to each Elemental Soul being able to resit their own element.

    And all this from a little 3 x 5 memo paper that says lmao:

    No FF magic

    influence

    inspiration

    blue mage

    channeling

    Really sorry for the late post, if it's disqualified I understand completely, though I did infact squeeze in some thinking time on the road. Wouldn't be my first post that didn't count LOL.. v.v

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  16. Day 4

    The Seven tower

    - Completed all the necessary maps for the introduction.

    - Still creating necessary sets for the video cut scene. 

    - Beta tester program Launched. (Info soon)

    - Got someone to do the game's grammar and language check.

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  17. February 10, 2014

    I wasn't that busy at the office, so I drew some character designs. i have, uhm, 4 or 5 more to go?

    My partner and I decided on how much content to publish on our devblog. So far everything's doing good! (right, Adrian?! haha) 





  18. Day 7

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    More mapping, more mapping, more database, more database.

    Have a map:

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    (still gotta add some lighting and adjust tint a bit more)

    Also did a bit of VA for a friend for... something. It totes counts. My voice is now a bit croaky.
  19. Day 5

    (at least for me since I only do workdays)

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    Go, Team Red!

    Today no graphics from me, because I started to sort out what buildings, mini games and events I want to do on my 4 exterior maps. Really pleased how the rivermap and millmap turned out. I just opened photoshop and painted the layout on top of the real maps. I still have to decide how to organize tentmap and treemap (sorry for the stupid names, I gave them those to distinguish between them real quick). Started an excel sheet to keep track of all the mini games and attractions. Started also to remap some cliffs on the map with the mill, because I needed more space for some of the buildings.

    So, essential work, but nothing visual exciting.
  20. Day 7

    Have to work even earlier than usual, so tried my hand at making a character base, but realized I'm going to need much more time and view things differently. I plan on making a whole bunch of poses creating the limbs separately so I can mix and match that way and create a bunch of character animations (useful for animated human enemies too), but that'll have to wait another day.

    I realized how much work it'd be for someone not well versed in human shaped things (like me) a little late, but I did get some wallage done, here's an example of a more futuristic one:

    Spoiler
    What I learned today: I wish humans were cube shaped.