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TIGSource ForumsCommunityDevLogsStone Story RPG - NOW AVAILABLE
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Author Topic: Stone Story RPG - NOW AVAILABLE  (Read 220057 times)
standardcombo
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« Reply #440 on: December 21, 2015, 12:02:03 AM »

I've continued to iterate on this piece. Can't decide between the more or less illuminated versions. Opinions welcome:



« Last Edit: June 30, 2018, 11:55:04 PM by standardcombo » Logged

standardcombo
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« Reply #441 on: December 21, 2015, 12:20:42 AM »

And.. new pillar design

« Last Edit: June 30, 2018, 11:55:13 PM by standardcombo » Logged

JobLeonard
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« Reply #442 on: December 21, 2015, 04:59:48 AM »

The main issue is that the flame doesn't grow and shrink in intensity with the illumination. If you fix that it will look mindblowing, I'm sure.
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« Reply #443 on: December 21, 2015, 07:16:56 AM »

Or try making the lighting change at the same speed as the flame. Maybe randomly too.
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standardcombo
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« Reply #444 on: December 21, 2015, 08:27:39 AM »

The main issue is that the flame doesn't grow and shrink in intensity with the illumination. If you fix that it will look mindblowing, I'm sure.

I like this idea and started doing it but... Can't afford another 4 hours on fire animations. Perhaps I'll come back to it later.
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JWK5
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« Reply #445 on: December 21, 2015, 09:32:01 AM »

You're trying to light too much for how abstract everything is so the lighting is getting lost in all the visual noise and muddying up everything. Light up only what's important: the immediate "lines" closest to the fire neccessary to suggest it glows, the faces, etc. Being realistic doesn't matter here much at all, what matters most is creating a readable scene and having your player be able to make out everything properly.

Anyways, overall I love the look of this game and it is nice to see someone trying something so unconventional. Keep up the good work!
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gimymblert
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« Reply #446 on: December 21, 2015, 10:37:15 AM »

You definitely want to at least match the rate of lighting with the flame, that look so distracting right now!
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standardcombo
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« Reply #447 on: December 23, 2015, 06:01:45 PM »

I'm super happy how the icon turned out  Wizard

p.s.: Feedback about the scene has been evaluated and implemented. Thanks!

_
« Last Edit: June 30, 2018, 11:55:25 PM by standardcombo » Logged

standardcombo
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« Reply #448 on: January 10, 2016, 09:53:13 PM »

It's been some time, so dropping a line.

Not much to update, except that work is going well. No art changes to show. Lots of bugs fixed. The game is really stable now. Some balance improvements. Lots of boring coding...
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« Reply #449 on: January 11, 2016, 10:37:11 AM »

Ah, the kind of stuff people don't appreciate, because they don't notice because the game doesn't crash. Good on you
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standardcombo
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« Reply #450 on: January 16, 2016, 11:11:41 PM »

Crafting Mockups

These still need some work, but I'm done for the day. For example, the means of navigating back is not consistent.

Anvil

The Anvil allows you to merge two items together to make a stronger item. Not all combinations work. An invalid combination has no effect and you don't lose the input items. When a weapon has a 'o' slot it can be combined with a Runestone, as seen below. The Anvil icon appears in the bottom left of the grid but it won't be there normally, I was just making both art pieces at the same time.




Triskelion Stone

Similar to the Anvil, the Triskelion Stone is used specifically to merge Runestones together. I may allow disassembling, not sure.

« Last Edit: June 30, 2018, 11:56:01 PM by standardcombo » Logged

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« Reply #451 on: January 18, 2016, 05:45:47 PM »

You are clearly a master at minimalist art.  This game looks amazing.  

I started out not expecting much but ripping through the devlog, I have been amazed by some of the animations and the scenes you have conjured up.

Looking forward to this one.
« Last Edit: January 18, 2016, 06:25:27 PM by _matt_ » Logged
standardcombo
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« Reply #452 on: February 06, 2016, 08:08:57 PM »

I just did a review of all early concepts for the game (dug up some useful things). I figured it would be fun to post screenshots of the first prototype. It was called Yolo Trigger.











« Last Edit: June 30, 2018, 11:56:27 PM by standardcombo » Logged

standardcombo
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« Reply #453 on: February 07, 2016, 01:14:33 AM »

I've done a thorough revision of the font, improving about a third of the symbols. There are 16 free slots (with 'o') which should be plenty for future symbols.

« Last Edit: June 30, 2018, 11:56:36 PM by standardcombo » Logged

chriswearly
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« Reply #454 on: February 07, 2016, 01:52:22 AM »

I've done a thorough revision of the font, improving about a third of the symbols. There are 16 free slots (with 'o') which should be plenty for future symbols.

-snip-
ooooh, I'm a font fanatic, and this is lovely :D Definitely gonna study this so hard. Thank you for sharing Smiley
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standardcombo
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« Reply #455 on: February 07, 2016, 02:35:25 AM »

ooooh, I'm a font fanatic, and this is lovely :D Definitely gonna study this so hard. Thank you for sharing Smiley

In this case I'll provide some more info. It's a modified Courier Sans. The symbol layout is derived from Microsoft's DOS table. Symbols which I determined would never be used have made room for other UTF8 symbols (e.g. overscore, ellipsis, snowflake). Notably the $ has been replaced with a strange K, I will be changing that back.

Still needs work so expect changes in the future, as well as resolution variants.
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« Reply #456 on: February 07, 2016, 04:34:54 PM »

« Last Edit: June 30, 2018, 11:56:43 PM by standardcombo » Logged

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« Reply #457 on: February 07, 2016, 04:37:31 PM »

I use to like sweetrolls, but then I took an arrow in the tongue
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standardcombo
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« Reply #458 on: February 07, 2016, 04:50:30 PM »

In my dig of early concepts I found 2 enemies that were intended for the Copper Mine. I look forward to animating these, but there's a pile of work until I get there:

           ( __ )
            ¯\/¯
           ,-`'-.
          //\. ¯`)
       ,==" /-'\"  
      /    ( `\ \
_____/      )/ )/'
            "  "
SLAVE OVERLORD / ENFORCER

   __
  /  \  
 (¯()_)¯\
 /,  /_/¯¯\
 V ¯¯  \/¯¯\        
        \/¯/¯¯/¯¯v/`
         \_\__\__/

CLOCKWORK WORM


For completeness, these are the currently implemented enemies for that level:

           └O┘    
          _/|\    
    _____/ / \    

SLAVE MASTER

         └O┘
 ¯\-,_  ./|¯.
 _/-' \_|/ \|_  
       \`¯¯¯'/
       /`-|-'\
      O   O   O
       )  |  (

MINE WALKER


This guy was part of the concept, but didn't make it. Perhaps will use elsewhere

     (_(
    (**)
  _  "\ )>,_     .->
  _>--w/((_ >,_.'
         ///
         "`"
JUMPING DEVIL
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Geoff Moore
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« Reply #459 on: February 07, 2016, 06:01:18 PM »

Holy wow! I just showed this to a friend who hates ASCII graphics. By the end of the OP he was desperate to play! Looks amazing  Coffee
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Composer for multiple Steam and Itch-released indie games. Listen/contact: https://geoffmoore.co.uk

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