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Junk Art (Demo 0.7 added)

This kind of reminds me of Ar Tonelico for absolutely no reason at all. Seriously though, it's apparent that you've put a lot of thought into this, and the characters all seem well fleshed out. It just seems like the game would have a really cool atmosphere going on, and I'm excited to see how you're going to spin your story. Good luck!
 
Gearpunk: Thanks dude!

JakeyZombie: Ar Tonelico eh? Maybe it is because there's a similar relationship like how AT is with Hymns, as to this game is with Arts. Hmm...

=============

Well, I will be away for the next four days for a job-attachment, and may therefore be too busy to even pop by. I will probably still work a little on the project in the meantime.

Nothing much, but here's a sample of the in-game portraits I am currently working on... Weiss & Almond.
http://junkart.wikidot.com/local--files/weiss/Weiss1.png[/IMG]http://junkart.wikidot.com/local--files/weiss/Almond1.png[/IMG]<- now you can see what Almond looks like :s

That's it, so...
"See ya next week"!
 
In my opinion this is one of the most UN-cliche projects here, it sounds pretty cool, and pretty funny. Your mapping is just a little bit bare, but it's not bad. I like the characters to. Good luck on this!
 
JakeyZombie;326495 said:
This kind of reminds me of Ar Tonelico for absolutely no reason at all.

Was there something in this thread about endless sexual innuendo, that I missed? :D

@Koji
I really like those portraits, they're very well done. I'm jealous. :'(

You're going to be using them in the message boxes, right? If so, will you be making multiple versions for different emotions? Of course, that might be too much work.
 
Luminier;326809 said:
Was there something in this thread about endless sexual innuendo, that I missed? :D

@Koji
I really like those portraits, they're very well done. I'm jealous. :'(

You're going to be using them in the message boxes, right? If so, will you be making multiple versions for different emotions? Of course, that might be too much work.
Static edits aren't too much work, actually. He seems like a relatively good artist too, so I'm sure that given enough free time he could make enough faces to meet the needs of this project. Yeah, but, I think the only reason it reminds me of Ar Tonelico is probably the story's relation to the arts, and the cutesy characters. I really like your art style, too, by the way.
 
Yoz, I am back! :nya:

@Luminier
Yea, I will be using those portraits for dialog. As JakeyZombie mentioned, it isn't too difficult for me to create several expressions for each character, and I will be doing just that. But I will leave that for later, as mapping etc. has higher priority.

@nick5674398, Crystalgate
Thanks for the comments. I will be working hard on this project.

==========

I updated the character section with the basic portraits for all characters, except Lesae (no love for him =P).

Added a dialog sample and menu screenies in the screenshot section. I am rather unsatisfied with the menu interface - something just feel amiss (and looking weird)...

Basic Game Menu

http://i3.photobucket.com/albums/y66/Dark_Koji/sampleMap3.png[/IMG]
Comments appreciated, as usual!
 
I love those faces! Great work.

I like the menu. It looks interesting. If you're unsatisfied by it, though, perhaps I could make a suggestion?

The palette gave me an idea: The menu could be like, say, Weiss actually holding a palette, and the different menu options, like items, arts, etc., could be represented by splotches of paint.

It's just an idea, and I am by no means expecting you to use it. I just thought it sounded neat. :D

Keep it up. :thumb:
 
Luminier":1o1nz8gy said:
The palette gave me an idea: The menu could be like, say, Weiss actually holding a palette, and the different menu options, like items, arts, etc., could be represented by splotches of paint.
Thanks for the suggestion. I get what you mean by the paint splotches, but ain't really sure about the palette holding part. Do you mean, showing Weiss' sprite actually holding a palette, then display menu interface?

==========

Onto my update! This week is mapping week for me, and so I will be showing a portion of Juno School that has been completed.

http://junkart.wikidot.com/local--files/school/schoolmap.png[/img]

The above shown is the (unfinished) main building; which is perhaps just a quarter of the actual school grounds. Although you can't see them clearly, there are quite a bit of work still not taken care of: e.g. lack of shadows, which Atemu had mentioned to me.

No fret, I will fix them in the coming week.  ;)
 
That's looks awesome! It was well-planned. I suggest you to make the rooms like General, Draw, Ceramic, etc. in a separate map because it you make it in one map, there will be a hell lot of lag. Like what you've done and what with the "???" room? Secret Chamber?
 
@Impreza
Haha. Actually, the rooms, as well as every future map work, are all on separate maps (20x15) each. I combined all of them together with photoshop, just to show you guys what I have been up to.

The ??? room is just an abandoned room; off-limits to students. I guess there will be a way to get inside, but I will leave that as a surprise.
 
This project looks very promising, the story has what it needs to be unique, the art is nice and the concept make this game outstand from the rest.... the only weak point I see are the game graphics.

The rtp has been used in so many ways that it demands some editing when working on it, you should have no problem comming up with ideas, with the concept of the game
 
Dark Koji":q91h67qf said:
Luminier":q91h67qf said:
The palette gave me an idea: The menu could be like, say, Weiss actually holding a palette, and the different menu options, like items, arts, etc., could be represented by splotches of paint.
Thanks for the suggestion. I get what you mean by the paint splotches, but ain't really sure about the palette holding part. Do you mean, showing Weiss' sprite actually holding a palette, then display menu interface?

Well, actually, I meant, like, having the palette, like it is in the screen you already have, but have Weiss' thumb in the picture. Like just a drawing, or something. Ugh. I'm so bad at explanations.

I'd like to see some close-ups of some of the more prominent maps that you compressed. I wanna see some details!

Oh, is there any chance that we might get some character designs up here? I'd love to see more than just their faces.
 
Luminier":qc7hyybs said:
Well, actually, I meant, like, having the palette, like it is in the screen you already have, but have Weiss' thumb in the picture. Like just a drawing, or something. Ugh. I'm so bad at explanations.

Good idea. I will probably add the thumb in, instead of just showing a hole in the palette.


I'd like to see some close-ups of some of the more prominent maps that you compressed. I wanna see some details!

Hmm. About close-ups maps, how about these?
http://i3.photobucket.com/albums/y66/Dark_Koji/sampleMap4.png[/img]
Central Area - second floor

http://i3.photobucket.com/albums/y66/Da ... leMap5.png[/img]
Sculpture (left), Photography room (right)

http://i3.photobucket.com/albums/y66/Da ... leMap6.png[/img]
Corridor, end of 2F - East


Oh, is there any chance that we might get some character designs up here? I'd love to see more than just their faces.

0% chance... at least for now.  :-X
To be honest, I didn't went about drawing full body pics of the characters, so I got none to show you. You will just have to make do with the battlers ("super-deformed form) instead.

============================


My update:
*edited out*

And onto something more concrete...

A sample picture of the Animated Battler script by SephirothSpawn in action:

http://i3.photobucket.com/albums/y66/Da ... Sample.png[/img]
Weiss changing to a more "dynamic" pose upon using skill, and then the "defending" pose
 
If you're going to make the tilesets blurred(or whatever the effect is called), I suggest that you do the same with the autotiles. But even that, I think the character sets does not go well with it. So I think it's probably better to leave it RTP style.
 
Thanks for advice, pathbinder. The character set definitely don't mix well with that effect, so I am just going to leave the RTP as it is. Kind of decided that a while ago, but your comment put the decision to rest.

*Edited my earlier post to remove the comparison picture >_<
 

Korin

Member

The fact that you had this much done from your starting point of November 1st is absolutely remarkable.  That isn't to take away from your art or the gameplay; maps looks smooth, your art is phenomenol, and your art idea seems to have a flair that most RPGs these days seem to be taking a direction in.  Your games seems to be shaping up well; can't wait til Part 1 is released!

I've got a question, though: how long will the first part be?
 
@Injury: thanks dude!

@Korin: I am expecting around 10 hrs of gameplay for Part 1. Actually, I am thinking of merging Part 2 with it, so that may end up totaling 15~20 hrs.

=====

Merry Christmas!!
Today's update is in a form of a youtube video. It include the game's prototype intro-scene, which is near 5min in length.

This however, does not fully reflect the actual intro, since some scenes are still missing + typos include (e.g. "slowcoach"). Also, my apologies on the bad recording quality.

Ah well, enjoy~

Link: http://youtube.com/watch?v=bmXcLs98PZM
 

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