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Farewell -- Back!

  • Night is Day

    Votes: 2 18.2%
  • Farewell

    Votes: 9 81.8%

  • Total voters
    11
Umm, okay?
Thanks for the reply. Though you probably could have been a bit more specific and constructive (it would have helped) I"m glad you like my game. Or do you? I'm not sure... What do you mean "the long part is good"?

Well, I'm using SAI Paint Tool for colouring now. It's turning out better than I thought~

For now,
-abreaction
 
My last day around here for a while!

My project is still going - all the team is working still, including me. I just won't be on the board for a while.

heres my update:

nightisdayexpoad2.png

Ooowah - pretty, I know. It's what's going to be in the game, with special effect (each and every frame)
Just wait until the next Alpha, with all the new graphics!!! Yep, I'm hoping to have an Alpha out as soon as we are finished with the new resources, before the actual Demo of Fall 2010.

I'm still working on the coloring for the new art, so don't expect anything too soon. Sorry.

That's it for now! I won't be checking in on my topics for a while, but don't be hesitant to post!
As well, all help is welcome. Got a skill? Email me here kakiro.tree@yahoo.com

See yah!
-abreaction
 
And I'm posting - got bored so I checked the topic~

It's not finished. The poem's going to change, and I have, like you said, some things to finish. It's basically a - yes, you guessed it - concept. (A word I use way too much)
But thanks for the reply.

I suppose I'll be checking in once in a while, posting every so often.
 

moxie

Sponsor

Stabs himself and brings forth the angel's spirit

Have we played Persona 3 recently? :T

It's great that you want to do all original graphics, but I think your art would benefit greatly from some indepth critique. You might try registering at a couple of pixel forms like Pixel Joint and Pixelation to try and get some help.
 
Back to check up on my topic!

@Spook: Thanks - glad you like it

@acrox999: Thanks to you too - this game can use as much support as it can get (have you checked out the userbar yet?)

@opium: Heh heh, yea... I didn't have Persona 3 in mind while coming up with the idea, but seeing as how close it is to the idea of shooting yourself in the head to release a persona, I get that quite often~ Still only considering it...
I have put up the sprite ex on the PixelJoint for critique - just got something about "less colors could be used" - not that helpful....

Well, I'll be back fulltime January! Currently working on Asea's sprite~
-abreaction
 
Huzzah! More concept art:
saika2small.jpg

This is Saika, Asea's first and only friend ( as said earlier, and found in the main post)
No real progress - some minor stuff with the art and concept
The real production of the game will begin Febuary....

But we need your help :O whenever you can help, no matter what you do!
A pixel artist or scripter would be nice~ For christmas :D

Merry kwanzaaaaaa
-abreaction

EDIT: I am debating removing the whole 'floating island' thing
 
It's cool. Don't really understand what's with her right arm though, that mark and... tag or whatever; it's either a muscle, which makes her right arm abornally large/strong, or something else.

Gun is drawn just alittle bit too sideways, and I think the thumb(?) is way too small.

Other than that, it's all cool. goodjob.
 
Thanks~
The thing on the arm was a cut at one point ^^;
The thumb is somewhat hidden behind her, but it still does need to be fixed...
 
Screenies!!! :D
All maps by BlackMask, thanks!

scrreny1.jpg

screeny2.jpg

screeny3.jpg

As I have mentioned in the blog, I will start posting screenies of the maps, with the old RTP. I'm not far enough on the tilesets and sprites to apply it to the maps. As well, sorry for the .jpg format - in a rush here.

Till the next screenies!
-abreaction
 

Nolund

Sponsor

Now, I'm by no means an expert mapper, but the tone of that second screenshot is making my eyes bleed. Does it really need to be THAT bright?
 
Ah, no, It's actually just a fog. I can set it down a few notches for ya.
I agree, it is pretty bright (best not to use it unless there's a especially bright day needed for the game - which I am doubtful of :P it was, after all, originally called Night is Day)

EDIT: Yea, it actually was partly tone.
Here you go:
screeny4.jpg
 
So, for the PCP project, here are my initial reactions. Since I couldn't find any story triggers, right now I can only give some Words on things that aren't related to your characters or story.

1) Your title screen was nice in that it wasn't the garish stock screen. I personally wouldn't use Japanese characters, but A) someone already mentioned this and B) this is only my opinion after studying the thing for years upon years before realizing I preferred language mechanics and cultural shifts to vocabularies and writing systems.

2) I know it's an alpha demo, but it really kinda threw me into the middle of a city with no prompts at all which, unless you don't have any story triggers, contributed to why I couldn't find any of them.

3) Your maps are kind of prohibitively HUGE. I mean, scrolling maps give a sense of a vast world, but sometimes there's just too much to scroll through.

4) Speaking of maps, you should go into your Autotiles first thing and switch the game's Passing rules on them, because I got stuck 2 West 1 North of the starting screen because I couldn't go back to the screen I came from, and couldn't get off of the Autotile set I was standing on to go to the east.

5) Some of your background images aren't designed to be infinite loops, so they look weird when they run out of space and go back to the beginning. There was supposed to have been an attached image, but long story short, it's the island you warp to 3 West 1 North of the starting screen.

6) I did like how you made those little arrows to show that I could interact with them, either through a transition or by jumping or whatev'. A fun way to show important tiles, or that you can interact with the environment.

7) Not to slight your composer, but the song you have at both your title screen (and as your main city theme, apparently) started to kinda... y'know, after a while. You know, when a track loops over and over and it's like listening to a clock tick when you're trying to go to bed. It can drive a man insane.

I'll explore the world more later, but these are my initial impressions. tl;dr, I got no directions for navigating a map that is way too big and partially unnavigable, the music is kinda crazymaking, and you put nice little touches into it that can lend a fun sense to the game.
 
Yep, 'parrently we got eachother for the PCP. I'll critique you too as soon as I have time -
But thanks for beating the dead horse ^^;
I already know that the maps are horrible, there is nowhere to and no direction to the Alpha, that the backgrounds don't loop, and that there are passability issues. Really, it seems this is all people can say, or that my game is "awesome" or "so cool or "can't wait."
Guess there isn't much too look at, but still...

I'm glad you like the arrows! This is exactly what I was trying to pull off, and I'm hoping to use this system more often. The arrows are colour coded, if you have not yet noticed.

I no longer have the same composer as I once did (not going to use any of his music once I can compose on my computer)

"you put nice little touches into it that can lend a fun sense to the game." Oh, and thanks ^^

See ya,
-abreaction
 
CHAPTER 2: In Which We Continue to Analyze Things

1) Your story follows the classic 32-bit plot. " The Corrupt Empire rules the world. You're the leader of a small rebel band. Overthrow the Empire, but somehow religion is involved." (Fraundorf, 1999)

2) Now, there's no characterization to play through, so I can't judge character development. However, at a glance...
- Asea is the dark, brooding, Chosen One hero with a stained past. It's like a mishmash of archetypes that doesn't necessarily do anything to make itself unique. Keep in mind that first impressions mean a lot even if a character changes through the course of the game, so starting out with "dark, brooding, and generally unlikable" will end as a conclusive statement in the player's mind regardless of what he becomes.
- Yes, yes, everyone has heard of the Archangel Michael whether they had a theological upbringing or not. This character is like taking a stock-parts car to a street race, because he is basically an archetype in and of himself, and if he's afflicted with evil and demons, why would he be so pious? Anyway, have you ever seen the film "Michael"? It, too, featured the archangel of the same name, but his characterization couldn't have been farther from its traditional depiction.
- The Quintessential Mysterious Girl.
- Saika. Like the Japanese musketeer clan? So basically she is like the personality counterbalance and obvious love interest for Asea. Saika is, while technically a surname, a masculine sound in Japanese, by the way.

I guess what I'm trying to say is that, to make good characters, you have to step outside of the "archetype comfort zone" and create something that is all your own.

3) skyship :U

4) Terminal error: High Potion.png could not be found.
 

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