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Post by UNIT 0918 on Dec 1, 2008 1:47:26 GMT -5
Total genius I tell you! Never seen anyone draw DASH characters in Steamboat Willie style! Really accurate too! Love Rock's pissed face!
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Post by Blues on Dec 1, 2008 18:05:26 GMT -5
Are you kidding? Man, that's awesome! ;D Hilarious. Show that mechanical monkey who's boss Trigger! Is that going to have classic cartoon SFX?
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Post by in·clover on Dec 1, 2008 21:23:47 GMT -5
Dude, i love you. First honest laugh in MONTHS. Seriously, every update you make makes me more anxious to play this game. EDIT: I also forgot to mention that Roll's top has a design very similar to one of my T-Shirts. =O Ahaha, thanks man. This is the image: img220.imageshack.us/img220/2968/guttermouthliveathobcovtu4.jpgIs that going to have classic cartoon SFX? Probably, if I can find some. It'll at least be set to some old timey gypsy jazz, like Django Reinhardt or (most likely) Buggley Eyes by NOFX. Total genius I tell you! Never seen anyone draw DASH characters in Steamboat Willie style! Really accurate too! Love Rock's pissed face! Yeah, I was trying to get it as accurate as possible. I had to use the in-game flutter for reference, and basically just Google'd Steamboat Willie. Gave me a nice screencap. But it was awkward going back and forth from my laptop to my television to make sure I got the interior of the Flutter right. Some elemental Horokko 'bots. Most likely going to be dungeon enemies, but I thought I'd screencap' this anyway for the sake of showing off the current backgrounds and enemies. The classic MML1 Zakobons will most likely be the only Reaverbots you encounter outside. One that spins and tramples and another that fires bombs from it's underside.
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Post by Aim on Dec 2, 2008 3:03:23 GMT -5
This project was epic the last time I checked in. Those flaming sons of rustbuckets and a fight with Data have only made it more epic.
Your art for it is all amazing. No skimping at all, anywhere. Those flaming Horokko reaverbots are just the best though, really. That's made my night.
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Post by in·clover on Dec 3, 2008 1:12:18 GMT -5
No skimping at all, anywhere. ;D I've dreamed of making games with graphics made entirely out of my art since I was but a wee boy, so I'm pretty passionate about it. It's exhausting, but man is it fun. Very rewarding. This entire project is practice for a bigger game I want to make later. I'm starting to realize just how much work goes into graphics, and it's not as intimidating as I thought it was.
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Frankenpetey
Gorubeshu
Official MMLS Genre Sage
"It's for the family!"
Posts: 220
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Post by Frankenpetey on Dec 3, 2008 13:19:31 GMT -5
That Steamboat Willie scene is fantastic! Oh, Data~ <3
And once I got over Roll's D: face (so distractingly cute), the elemental Horokkos look mighty fine. Looks like you're making steady progress.
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Post by Musashi on Dec 3, 2008 18:46:07 GMT -5
Everything is great visually as I've said, I just hope you pay attention to the actual gameplay--no offense, it's just I've played a lot of games that were the most awesome things to look out but I was turned off by the actual game.
Things to consider: -Make sure the battles(since I assume you're doing this turn based, considering the screenshots)aren't just clicking attack over and over and healing when you need to. I'd like to see some challenge in it. I want to think about what I have to do, not just press a button mindlessly(while, you know, staring at the pretty graphics).
-Balance everything, and don't make grinding take much of the gameplay up(which, considering the concept of this, will be hard...unless there is more than one dungeon and then the Bonnes to fight, at least).
-Make the NPCs interesting. I don't think you'll have many more, if any, besides Roll and Data, but it should be fun to just talk to them, instead of them being broken records and only good for saving/healing/weapons.
-Use beta testers! I'm thinking at least let Mir@k play it, which I'm sure you would allow. It's hard to get GOOD criticism for a game if no one has played it.
-I can't think of any more!
Not demanding anything, ya' know. I'd just like this game to be as perfect as it should be!
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Post by mirak on Dec 4, 2008 4:24:02 GMT -5
I believe the combat system is already good as it is. Just because one or two people are RPG savvy and doesn't like/are tired of classic tactical RPGXP battle system doesn't mean you have to screw up the code and risk the integrity of your game just to please a few, the sprite size you use leaves very little opening to battle mode customization, since most of the codes in the rpg vx storage ward in the internet relies on the small default sprites for it to work correctly which sounds easy as cake if you got the right tools for making a bazillion spritesheets, but for yours... Like for instance the Realistic ABS battle system from the RPG palace, you would have to do an entire spritesheet for every single enemy you'd want to fight, not only this would get the filesize even bigger but it would be extremely stressing and time consuming to make all the graphics needed for it. Alas, is your choice. If i were you though, i'd stay with the current battle system for this game, if you later want to make a sequel then maybe make something different. As for me, start by walking then gain speed until i run.
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Post by Musashi on Dec 5, 2008 20:28:17 GMT -5
That's good, the only reason I was worried was because we didn't hear much about anything else besides the game's graphics. Also, I didn't say change the battle system, I just meant push it's limits, keep things balanced, and add strategy. How you do that is up to you, though.
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Post by in·clover on Dec 6, 2008 6:35:50 GMT -5
The real meat of the gameplay is going to revolve around dungeon crawling and puzzle solving akin to The Legends of Zelda. Battles will be strategic, though. It's hard not to make challenging or at least interesting fights when you've got reaverbots that replicate, or enemies that need to be flipped on their back, etc, etc... This looks unimpressive now, but it should look pretty good colored. It's the dungeon sprite. It's a WIP, obviously. I'll wait to color it after I've made the first underground map. I need a break from this thing for now, though. In comparison to the HUB/lobby/house/town sprite:
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Post by Musashi on Dec 7, 2008 14:31:45 GMT -5
Looks nice--but what's with the front row standing legs? One's higher than the other.
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Heat Sonata
Gorubeshu
*takes the art escalator*
Posts: 269
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Post by Heat Sonata on Dec 7, 2008 14:45:05 GMT -5
I think it's like walking: as in, after he puts a leg forward in the gait, that leg temporarily appears longer because it's closer despite the fact that it's being withdrawn. I've seen a lot of RPGs use a frame of the walking for the standing pose. After all, it would be more odd if the person was to just revert to a stiff standing pose when they come to a stop.
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Post by in·clover on Dec 7, 2008 15:34:50 GMT -5
Looks nice--but what's with the front row standing legs? One's higher than the other. I've seen a lot of RPGs use a frame of the walking for the standing pose. After all, it would be more odd if the person was to just revert to a stiff standing pose when they come to a stop. That's it exactly. RMXP only allows 4 frames for movement in any direction, and the standing frame has to be one of them. There's no separate frame just for standing, it goes 1,2,3,4,1,2,3,4, in that order, and standing still is frame 1. Why RPG Maker did this, I dunno. It's a very unnatural way to animate something. My legs don't revert back to a standing position with every step when I run, but uh... apparently it does for whoever made this program. The unevenness will seem much less obvious when you see the map, which is an overhead view. There's a lot of obstacles, and I thought it would look much better if he were in a "ready" position with one foot behind the other.
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Post by fAB on Dec 7, 2008 21:06:30 GMT -5
My sincerest apologies for failing to make an appearance in this thread sooner. I'm not even sure where to begin commenting...
Well, to start with the negativity bit, I don't care much for (and I'm sure I'm not alone in this) the whole "punkish" thing. That title screen? @__@;;; That said, who am I to question anybody's artistic inspirations, especially when they lead to the production of something this grand?
And it is indeed grand. Silent though I may have been all this time, through my routine checking of the forums' 15 most recent posts I have watched the progression of this game and have been slightly amazed over and over again as each new screenshot has been revealed.
By the laws of simple mathematics, all those slightly amazed moments have added up to a lot of amazement. Truly, your work on this project, the artwork in terms of both quality and volume are nothing short of extraordinary and the ongoing dedication you've shown so far should be an inspiration to us all.
The "treasure box" concept of the game also sounds promising if you can pull it off well. Great gameplay is, well, great, but even if you can't pull that aspect off, Punkman DASH will surely stand strong enough on visuals and exploration alone. Please keep up the good work and pace!
BTW, the initial post mentions tying up a few loose ends for a demo release. Any comments as to when that might be at this point? Just curious, I don't think it's been mentioned anywhere since in this thread.
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Post by Musashi on Dec 8, 2008 20:57:52 GMT -5
Looks nice--but what's with the front row standing legs? One's higher than the other. I've seen a lot of RPGs use a frame of the walking for the standing pose. After all, it would be more odd if the person was to just revert to a stiff standing pose when they come to a stop. That's it exactly. RMXP only allows 4 frames for movement in any direction, and the standing frame has to be one of them. There's no separate frame just for standing, it goes 1,2,3,4,1,2,3,4, in that order, and standing still is frame 1. Why RPG Maker did this, I dunno. It's a very unnatural way to animate something. My legs don't revert back to a standing position with every step when I run, but uh... apparently it does for whoever made this program. The unevenness will seem much less obvious when you see the map, which is an overhead view. There's a lot of obstacles, and I thought it would look much better if he were in a "ready" position with one foot behind the other. Scripts, my friend. Scripts. Lot's of 'em that allow one frame to be used as an "Idle" frame.
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