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878005 Posts in 32898 Topics- by 24324 Members - Latest Member: Fi_designer

May 21, 2013, 01:45:51 AM
TIGSource ForumsDeveloperFeedbackDevLogsArcMagi (now with a video)
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Author Topic: ArcMagi (now with a video)  (Read 32865 times)
TeeGee
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tomek_grochowiak@op.pl
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« Reply #15 on: September 21, 2008, 02:58:15 PM »

Quote from: Melly
Airship 2600 infused Lurk with its graphical prowess directly.
True, so the urban legend says.

Quote from: Melly
But good god man you'd probably have suffered less trying to make Magi in plain C than slaving over KnP.
Man, I was a 11 years old kid interested in creating games with whatever means possible, not programming. Actually, it still applies and that's why I'm happy that stuff like Game Maker exists and works well.
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Tom Grochowiak
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moi
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« Reply #16 on: September 21, 2008, 03:10:04 PM »

So what about the success of the first Magi?
Without sharing secrets or breaking NDAs, was it worth the work.
Could you make a living on the money earned or was it just pocket money?
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lelebęcülo
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tomek_grochowiak@op.pl
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« Reply #17 on: September 21, 2008, 03:30:04 PM »

The sales were in hundreds volume. Not much, but enough to fund the new game. Living in Poland, I could probably live a poor life out of it, but wouldn't be able to make more games then.

I think the true value comes from the fact that the game got me some money/recognition/fans that allowed me to work on ArcMagi, that will most likely get me more money/recognition/fans that will allow me to make more games and so on. MAGI was also my portal into the realm of professional game development, allowing me to find a good job, move on my own, live on a pretty good standard and make more games without the fear of starving.
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Tom Grochowiak
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moi
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« Reply #18 on: September 21, 2008, 04:19:23 PM »

Okay do you intend to port it to a console or sthg like that?
Also is everything done in Game maker?
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lelebęcülo
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« Reply #19 on: September 22, 2008, 10:13:14 AM »

Nah, it's a PC game to its core. The only console I could think it could work on is DS, but being Nintendo accepted developer is far beyond my reach. I also enjoy my private stuff being completely independent and not touched by the "serious business" that makes everything less fun.

Yes, it's made with Game Maker.

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Tom Grochowiak
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Powergloved Andy
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kidwell@live.com Spiffy5ver
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« Reply #20 on: September 22, 2008, 11:23:51 AM »

looks great! Also, ditto on the hellboy remark! =O Good job
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PANDA COOKIE NATION!
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« Reply #21 on: September 22, 2008, 11:38:41 AM »

Fortune seemed tp smile on me though...
Oh noes!

Anyways, I actually found it very interesting reading about your epic 12 year saga, and I actually ended up downloading that program you used for the first versions of the game so I could see if it really sucked as much as you said it did.

Congrats! I look forward to the sequel!  Beer!
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Lurk
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« Reply #22 on: September 23, 2008, 05:53:26 PM »

Rinkuhero:
It's really easier to do using modern programs like photoshop or gimp(though probably not faster than pixel art by a pro).

First, I quickly, sketchily try to get the concept in, rescaling if necessary to adjust with the other characters. Then, I put black around, because it's easier to see the color brightness on black. I apply a soft gray shade to remove most pure white areas because they generally don't react well to color modification layers such as curves or overlays. Then I apply a generic color base that I use for all characters, to unify them somewhat, before applying a first color overlay using picks from the concept. Then it's just a rendering process, adding detail and balancing the character. I might change some minor things in the posture but I usually try to avoid that, because it can lead to mistakes that will eat up your time away.
 
I try to work on a lot of things at the same time, bringing everything forward at a pace, like a printer, to avoid slaving like crazy on a single character then finding out I have to do the rest. Also, I often discover new techniques along the way, that I can apply to the older work since it's not necessarily to far gone ahead.

The golem was a bit harder than it seemed at first, because there was an added challenge in getting a dry clay look, and making him seem as detailed as the others meant small cracks, things like that.

Once I have the first frame of the idle though, I use it as a reference for the other frames of the set. Here I use it as the first frame of the walk cycle to help in looping.

Copy pasting the various parts, I set up a first cleanup draft. It will make it easier to polish the rest, though I want to have proper rotating arms and legs, and not the cutout look such a technique would bring if left at this stage. You can compare with the final walk set...once it is done     Beer! ...
One last tip. When I am doing crazy detail in repetition, my mind starts to wander , but I want to keep it doing, well drone work. I use half of my screen to watch bad horror movies(or whatever works for you, anything that does'nt require heavy brainwork or attention), so it occupies the part of me which want to play and entertain itself. It shocked a few people when they saw me doing this on my day job, but they can't argue with the results at the end of the day, so they leave it alone.
 
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increpare
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« Reply #23 on: September 23, 2008, 06:02:13 PM »

The golem is certainly really impressive dude Smiley
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moi
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« Reply #24 on: September 23, 2008, 06:24:01 PM »

This is crazy awesome.
Also just reading that was like a complete drawing course for me  Beer!
Your colours are splendid.
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lelebęcülo
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minty_tim_666@hotmail.com
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« Reply #25 on: September 25, 2008, 01:52:44 PM »

Hmm I love the artwork in ArcMAGI. It's a bit of a challenge keeping up the quality with the music end now!
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Alec
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« Reply #26 on: September 25, 2008, 02:27:49 PM »

That is looking hawt!  Beer!
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Paul Eres
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Also known as RinkuHero.

RinkuHero
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« Reply #27 on: September 25, 2008, 04:49:25 PM »

Thanks for the description. I still need to learn one of those modern paint programs like the gimp or photoshop, I'm still using paint shop pro 2.0.  Smiley
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TeeGee
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tomek_grochowiak@op.pl
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« Reply #28 on: October 08, 2008, 12:40:05 AM »

Here's some new stuff:

Djinnie concept art by Kate:


And the Lurk's first attempt on the in-game sprite of it:



Also, guys, nobody have commented the music yet. I'm curious to hear your opinions, as it's an important asset of the game and we did some experimentation there too. I know the art is the thing that's immediatelly visible, but I don't want Rob to cry from the lack of love and manly hugs (and criticism).
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Tom Grochowiak
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« Reply #29 on: October 08, 2008, 12:56:44 AM »

 Shocked Beer!

(What else can I say?!)
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