Game Making Drive Feb 2014

● ARCHIVED · READ-ONLY
Started by Archeia 790 posts Page 7 of 40 View original ↗
  1. Day 1 I've done a number of bits and bobs today. Will edit this from my desktop with pics in the morning


    Music


    Finished and mastered 5 different commissions I've also improved a selection of the tracks I've written also among them slightly longer.


    Finished off and finalised a few bits relating to my mini resource pack that I'm releasing soon, just waiting on my artist now and then it'll be all ready. Also had a craving to write a full on ambience piece for a game I'm helping out with so I finished that one off as well :)


    Mapping


    Did some mapping related to a modern school building it was going well until I realized I was making a few silly mistakes, thankfully they are easily fixed so that was what I did, today :D


    I'll update this with images if needed, but I think writing was enough?!


    Red +1


    Sent from my iPhone using Tapatalk
  2. Today I worked on 4 battler designs and right now (still) working on a bust image. Man, got so into it I lost track of time xD

    Here's a WIP for those interested.

    Spoiler
    RalphEvil63WIP_zpsb9a8087f.png
    8P82rVo.png
  3. Day 1:

    Didn't do too much today. Since all my saves got corrupted, I had to a do a playtest of my entire game so far, so I can test future things out. So time was spent doing that. Also coming up with workarounds for characters walking across a looping map whilst there is dialog. No uni tomorrow so this is something I can sort out then!

    8P82rVo.png
  4. Day 1

    I spent the majority of my free time today working on a concept art piece for my game's protagonist. It took quite a long time to line and colour it, but I'm so glad it's finished. It's under the cut if anyone wants to take a peek at the design.

    Spoiler
    8P82rVo.png
  5. Day One


    Let's see...

    • Fixed all the wrong transfer events as a result of copy-pasting a large number of maps.
    • Evented the final four scenes for an upcoming closed demo.
    • Polished up a script and made a demo of it for Restaff.
    8P82rVo.png
  6. Outside of doing a playthrough and making my list for tomorrow, I'm probably done working on game dev stuff for the day and will be moving onto webstory work and commissions. So! Here's my report!


    8P82rVo.png


    DAY 1


    * Finished 16 new Busts for Winter Blossoms


    * Started two new maps. They are complete save for a few unique tiles for overlapping trees and a fancy garden entrance


    * Drew Racheal an awesome circle orb thing for a script demo


    * Did a resource request


    * Plotted World Domination


    busts_by_makio_kuta-d7555o7.png
  7. Day One

    I got a bit lazy and only did one map. For some reason just started feeling bad :( .

    Spoiler
    cksP08O.png
    Boo for lazyness!

    nqImgDg.png
  8. Bloodmorphed said:
    Day One

    I got a bit lazy and only did one map. For some reason just started feeling bad :( .
    I like the layout of your map a lot, but for your arched roofs it would look better if the top edges stuck out more, because as it is it looks like it was cut off from the top instead of showing the perspective of the arched roof like the bottom half. I'd cut some of the sides off of the top until it forms an arch in a similar shape to the bottom half.

    It's really rough cuz I just wanted to get what I meant across, but something like this:

    Spoiler
  9. from this view, you normally see the top edge of the midline of the roof at the upper part of the roof... yours was CUT-OFF... it really doesn't look nice that way... you could take a look at the arched roofs on Mack's tiles for reference


    or even just take a look at the RTP Tent... the roof would look a bit like that
  10. I know, I just don't know how to fix it. It is bugging the crap out of me though. To be honest. The cut off part. I know how to fix what Ark is talking about. I have to do some edits to align the roofs tomorrow cause some reason they are off about 3 pixels?
  11. Don't you have the upper parts of those tiles?

    cause some reason they are off about 3 pixels?
    really? I never seem to have that problem with those...
  12. Feb 5th Entry, in case I loose power for the storm tonight.

     

    Minor adjustments 


    Sprite editing.  I do not enjoy redoing old sprites but it had to be done to fix hair walk animation, and hat placement etc.

     

    To facilitate more action over talking I've started to implement that the player will first have to go through the slums in order to get further inside of town to the first quest scene.

     

    To show social divisions between the humans and the beastmen I've implemented a few npcs that the player will talk to along the way since the path into town.  This is how the player will

    be introduced into the mine being closed causing the town to go into an uproar.

     

    During this introduction to the town a merchant's shop will be attacked and burnt to the ground

    by one of the angry townsfolk who want the beastmen to return to work.  

     

    Emmet will be able to move onto the next area once he talks with Ivan.

    Ivan will be able to join you on your adventure where no other merchants will travel.

     

    My play tester was happy to hear this, and he thinks that the town has begun to take on it's own 

    distinctive feel with the custom flag and banner.  I'll have more map redos by week's end.  Right now I have a SS

    of the area closer to town but still in the slums.

     

    e4ZwLxG.jpg

     

    Thanks to Yanfly's gab constant window and dialogue heavy starts are gone.



     

    I'll be updating with portrait work when I get home if my power isn't out due to the storm.

    *Are mods putting those +1s in people's posts or do we do that ourselves?

     

    edit: Weather was good so got some portrait work in.


    jau9cVr.jpg
  13. Day-1_zpsa0e0bbcb.jpg

    Worked on the center area of Gamut for a little.  I've got an idea of the layout, just putting in tiles and experimenting.  

    nqImgDg.png
  14. Engr. Shana said:
    Don't you have the upper parts of those tiles?

    really? I never seem to have that problem with those...
    Upper parts?
  15. yeah the upper parts... take a look at the roof tiles in Tsukitsune's image above...
  16. I'd seen some previous topics on this and wondered when one might occur again. Perhaps this will get me to commit to dedicating a specific time so I don't let this initial attempt just die out.

    DAYS: Wednesdays

    TIMES: 6-10pm (somewhere in there, going to strive for an hour, depends on a little one cooperating)

    MY TIME ZONE (UTC/GMT +/- #): (UTC-06:00) Central Time (US & Canada)

              PREFERRED TEAM: (RED, BLUE, GREEN) ; Blue if possible
  17. Engr. Shana said:
    yeah the upper parts... take a look at the roof tiles in Tsukitsune's image above...
    Yeah I still have no clue what you are talking about. do you mean the autotiles, or the tiles close to the pointed top of the mack roofs? I'm so confuzzled.
  18. the mack roofs... just like what Ark posted
  19. Day 1
    Worked on pixels.

    Blocked out the basics of the tiles for my opening cutscene. Hard to believe this took me nearly 4 hours but it was mostly spent trying to make the building look the way I wanted it to. Architecture is not my forte.
    Tomorrow I will work on adding details to it. 

    Spoiler
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    Also started to rework a tree to fit my perspective better.
    Spoiler
    SaqMKBq.png
     8P82rVo.png
  20. Created some rough drafts of water levels for a gardening/farming system:

    Spoiler
    WaterCharge1.pngWaterCharge2.pngWaterCharge3.pngWaterCharge4.pngWaterCharge5.pngIn-game:

    in-game01.pngin-game02.png
    Did a whole bunch of scripting and eventing for growing the plants over time (will be posting the scripts once I get them all sorted out nicely, or PM me if you're interested XP).

    Go blue~!