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Community => Versus => Topic started by: Aik on January 18, 2011, 05:19:02 AM



Title: Witch Battles
Post by: Aik on January 18, 2011, 05:19:02 AM
(very much a working title)

Accidental Rebel and I are collaborating. I'm handling code and he's doing the art.

The concept is, basically, magical girl battles inside a magic school, using speech recognition to cast spells.

So yeah, if we succeed I expect to see some videos of you yelling stupidly into your microphones at whatever event it is that Derek's getting us to make this for.

Here's our current plan:

Milestone 1 - stationary duels:
Voice recognition
Basic spells
Mouse aim
Character art/basic background art

Milestone 2 - running battles:
Character movement
More spells
Character movement on different planes (like Legend of Mana or Double Dragon)
Level design - nonlinear levels
Environment art
Minimap (maybe)

Milestone 3 - tactics and learning:
Versatile spells (effecting environment)
Experimentation to find new spells
Randomised spell words
Spellbook (to write down new spells discovered)


We discussed further possibilities, but there's no way we'll get that far. Getting to any of these milestones in time will be sufficient anyway.


Title: Re: Witch Battles
Post by: TobiasW on January 18, 2011, 05:23:00 AM
That sounds awesome! How far do you want to make the speech recognition aspect? Are there small speech commands, or do I actually have to chant a whole spell? Do you already have an idea which library you will use?

(Hmm, minus the speech recognition that reminds me of an old idea of mine. I'm wondering if I should dust it off for this compo.)


Title: Re: Witch Battles
Post by: Aik on January 18, 2011, 05:28:04 AM
Honestly, haven't thought through the technical details yet, but chanting whole spells would be pretty great. I'm imagining that the basic spells would be simple commands though. If anyone has advice on speech recognition libraries I'm all ears. Pyspeech looks incredibly simple though, but I'm not married to any language even at this point.


Title: Re: Witch Battles
Post by: namre on January 18, 2011, 05:37:46 AM
That sounds awesome! How far do you want to make the speech recognition aspect? Are there small speech commands, or do I actually have to chant a whole spell?
We will require players to chant the whole spell to cast it. The stronger the spell, the harder it will be to cast.

I am also excited on Milestone 3, where players need to look for and memorize the spells. Spells will be randomly generated so players are required to learn how to say them. By doing it this way, every match is a fresh start for everyone, nobody knows how to cast spells unless they learn it.


Title: Re: Witch Battles
Post by: TobiasW on January 18, 2011, 06:09:14 AM
We will require players to chant the whole spell to cast it. The stronger the spell, the harder it will be to cast.
I love it!

What kind of camera view will it have? Topdown, plattformer side view?

Damn, this game sounds so awesome, I would make it if you weren't already :crazy:


Title: Re: Witch Battles
Post by: namre on January 18, 2011, 06:34:35 AM
Quote
What kind of camera view will it have? Topdown, plattformer side view?
We'll have it in platformer side view.

Quote
Damn, this game sounds so awesome, I make it if you weren't already
Lol. It's a product of two hours of brainstorming. This idea wouldn't have emerged if it were not for our mutual sentiments on the state of magic in video games.

Will be posting a mock up tomorrow :D


Title: Re: Witch Battles
Post by: TobiasW on January 18, 2011, 06:36:20 AM
I'm looking forward to it!


Title: Re: Witch Battles
Post by: Sos on January 18, 2011, 08:00:33 AM
Man your deadlines are worse than at my work, hope you make it tho. ;)


Title: Re: Witch Battles
Post by: namre on January 18, 2011, 09:14:26 AM
Our approach is that each milestone would represent a finished version of the game. Our primary target is milestone 1. If we still have time before the deadline, we'll push on to do Milestone 2 and so on.

:D


Title: Re: Witch Battles
Post by: namre on January 18, 2011, 11:20:31 AM
Hi guys,

On my first try on creating a character, I ended up with a nice sexy anime chick, similar to the girl found in Muramasa: Demon Blade pictured below:
(http://i25.photobucket.com/albums/c62/markusrosse/other/muramasa.jpg)

I would have continued with that character but I figured it would be a pain in the ass to animate her especially with the limited time that we have, so I went back to the drawing board and tried again.

To come up with some character concepts, I looked around the net for inspiration. Surely, the first thing that would come to your mind when it comes to witches are those evil-looking, dark, ugly witches. But to me, my first thought were those from anime shows. You know, the cutesy and sometimes sexy witches that battle each other with magic.

So I decided to go with that, and after a number of mockups this is what I came up with:
(http://www.accidentalrebel.com/arblog/wp-content/uploads/2011/01/mock-witchblue.jpg) (http://www.accidentalrebel.com/arblog/wp-content/uploads/2011/01/mock-witchgreen.jpg) (http://www.accidentalrebel.com/arblog/wp-content/uploads/2011/01/mock-witchpurple.jpg) (http://www.accidentalrebel.com/arblog/wp-content/uploads/2011/01/mock-witchred.jpg)
Instead of creating lots of characters that the player can choose from, I decided to go with just one but with different colored costumes. This is so that we could save time and concentrate on other stuff. Furthermore, our game doesn't have any individual stats that define the character (like in RPGs), our main focus is on the spell casting.

This limitation can also be used as a part of the story. Like for example, After using a forbidden spell, 3 doppelgangers of the protagonist was created. Afraid that she might get scolded by her professors, she took it upon herself to fight her clones and destroy them before bedtime. This would serve as the backstory for the game. (Hey Aik, let's use this!)

I shall be posting a mock-up of how the whole game would look soon. Maybe tomorrow morning. For now, I have to sleep.  :yawn:

Cheers!


Title: Re: Witch Battles
Post by: ink.inc on January 18, 2011, 12:58:39 PM
Good luck guys!


Title: Re: Witch Battles
Post by: SophieH on January 18, 2011, 01:33:12 PM
So I read 'witch battles' and I'm already in love, then you say voice recognition and chanting to cast spells?

W A N T  S O  B A D !  :o


Title: Re: Witch Battles
Post by: Reiss on January 18, 2011, 03:38:22 PM
Couple of friends + couple of beers + this = PROBABLY FUCKING RAD


Title: Re: Witch Battles
Post by: Inanimate on January 18, 2011, 04:49:29 PM
This is going to be insane. Too bad I don't have mics...


Title: Re: Witch Battles
Post by: Aik on January 18, 2011, 05:59:45 PM
I think this will be infinitely amusing to test.

(http://i875.photobucket.com/albums/ab314/Aikynaro/expelliarmus.jpg)


So yeah - I'm thinking Panda3D+Pyspeech. I'm not 100% sure on the Panda3D yet - the inbuilt networking stuff looks nice and there's a lot of pretty graphical effects potential here. I'm not sure if that stuff overcomes the problems with using a 3D engine for a 2D game, but, well - how hard can it be? Orthographic cameras and textured planes everywhere ... right?

Mmm, yeah. I'm not sure, but if it turns out too difficult I don't think jumping to Pygame would take too long.

Not sure how distributing this is going to work, seeing it requires Microsoft's speech stuff installed (it comes with Office but isn't installed by default - plus takes about 15 minutes to train it to recognise your voice. Also, XP and Vista only, as far as I can tell) ... but I guess that isn't really our problem.
Uh, hopefully Accidental Rebel is using XP or Vista...?


Title: Re: Witch Battles
Post by: namre on January 18, 2011, 08:28:39 PM
Uh, hopefully Accidental Rebel is using XP or Vista...?
Lol. I don't have one at the moment but I will have one soon (was already planning to downgrade one of my laptops). Don't we have other options? Just asking. It's always a good idea to target a lot of audience as much as possible. :D

Anyways, here's my update. A design mockup of how the game would look like:
(http://www.accidentalrebel.com/arblog/wp-content/uploads/2011/01/mockwitchbattle.jpg)

The background and icons are the only ones I didn't make and are used for demonstration purposes only. This is how I want the game to look and feel. I want the game to be lighthearted and not too serious looking.

My main inspiration would be Maple Story. That game has great art backgrounds with cutesy characters but still manages to be flashy and awesome.

I haven't really put too much thought on the menu system as of now. But if you are wondering why there are spell icons on the top right when the fact that spell casting is voice activated, that is because these are used for checking your spell book. Again, it bears to mention that if you forgot how to chant a particular spell, you could check your spellbook. However, this will make you vulnerable to attack!

Hope you guys like how it looks! Feel free to leave a comment!

(Aik, please update the first post with our new updates? :D Thanks )


Title: Re: Witch Battles
Post by: Paint by Numbers on January 18, 2011, 08:40:41 PM
This is looking very good. Can't wait to see how this turns out! ;D


Title: Re: Witch Battles
Post by: Riley Adams on January 18, 2011, 08:53:26 PM
Holy crap that's pretty. :o


Title: Re: Witch Battles
Post by: ness io kain on January 18, 2011, 09:03:23 PM
This looks and sounds both fun and adorable.
Best wishes to you on your endeavor, sirs!


Title: Re: Witch Battles
Post by: Will Vale on January 18, 2011, 09:23:11 PM
This is a really fun idea! I just wanted to chime in and say if you're inspired by Muramasa, you should check out the art in Grim Grimoire, an earlier Vanillaware game set in a magical academy with witches etc:

http://www.giantbomb.com/lillet-blan/94-9436/ (http://www.giantbomb.com/lillet-blan/94-9436/)

Cheers,

Will


Title: Re: Witch Battles
Post by: namre on January 18, 2011, 09:26:20 PM
This is a really fun idea! I just wanted to chime in and say if you're inspired by Muramasa, you should check out the art in Grim Grimoire, an earlier Vanillaware game set in a magical academy with witches
Ah yes! I remember this game! The art here is awesome as well! Might get inspiration from their game, especially on the art! Thanks!


Title: Re: Witch Battles
Post by: Aik on January 18, 2011, 11:42:48 PM
Quote
Lol. I don't have one at the moment but I will have one soon (was already planning to downgrade one of my laptops). Don't we have other options? Just asking. It's always a good idea to target a lot of audience as much as possible. :D

There's other options, but this is the simplest, plus it's free. I'm not sure that the other options are all that much better as far as portability goes.
If there's time (which there won't be), we could swap in other programs that work with other setups - but I think this is best for getting something done for the compo.


Title: Re: Witch Battles
Post by: Chris Z on January 19, 2011, 12:38:31 AM
Pretty mockup, need moar non-pixel-art 2D!  Not to hate, just that some balance is always good.


Title: Re: Witch Battles
Post by: tzachs on January 19, 2011, 01:04:11 AM
Great idea + great execution (judging by one mockup screenshot, but still..) = great fun!


Title: Re: Witch Battles
Post by: namre on January 19, 2011, 02:00:07 AM
So I checked out Grim Grimoire and after a long time of thinking, I decided that I might make our game's art style similar to it. This means I would make the art less cutesy and a little more serious, but not too serious though. Something like the feel that Grim Grimoire has as pictured below:

(http://www.accidentalrebel.com/arblog/wp-content/uploads/2011/01/grimgrimoore.jpg)

Of course, I'll still try to inject my own style to the game. All I'm saying is that as far as  art direction groes, Grim Grimoire is one style we are leaning towards.

This of course, has got me excited. We've planned the game so that we would have a small asset requirement. This way I could concentrate on making each asset as detailed as possible. Or at least, as detailed to the best of my abilities.

I'll now go back to the drawing board to sketch some new character designs. Let's hope I could make something good.


Title: Re: Witch Battles
Post by: namre on January 19, 2011, 02:49:10 PM
Hi guys, here's another update:

So as I have mentioned yesterday, Aik and I have decided to change our game's art style and make it similar to Grim Grimoire and Muramasa. Which is why, I went back to the drawing board and cooked up a new character design. This time, instead of a chibi-style, I went for a full sized one.

(http://www.accidentalrebel.com/arblog/wp-content/uploads/2011/01/WitchNew1-Changes.jpg)

I was initially aiming for a traditional witch costume but who wears them these days? Witches these days are more hip and cool :P I tried to add in as much detail as possible but not so much that it would be very hard to animate it.

You see, my initial fear was that since it would be a very big character, it would be very hard to animate. So far, all I've done are moving chibi or pixel art sprites and never big ones, but I am up for the challenge.

To better have a grasp of how to animate such a character, I asked my friend Google for some examples.

(http://www.accidentalrebel.com/arblog/wp-content/uploads/2011/01/testg.gif)

The image above is a sprite rip by Freezeman from the MugenGuild Forums (http://mugenguild.com/forumx/index.php?topic=112129.0).

The movements are not that smooth (and are very fast) but I think I have a general idea. Still have to look for more though. looking for Muramasa sprite sheets but can't seem to find any. Maybe it's in 3d? I'm not sure yet.

Anyways, that's all for today. Please feel free to leave a comment on my character design. I'll be doing the coloring soon. ;D

Cheers!


Title: Re: Witch Battles
Post by: LiquidAsh on January 19, 2011, 05:06:16 PM
Cool idea! It kind of reminds me of Jon Blow's Galstaff <http://www.experimental-gameplay.org/2003/index.html> but based on voices rather than gestures.  I can imagine players trying to cast spells with higher pitch voices to increase range, spread, durration, damage, or some other spell attribute(s) to the detriment of others.  Good luck with this, I'm looking forward to giving it a try.


Title: Re: Witch Battles
Post by: namre on January 19, 2011, 05:13:05 PM
Very interesting...

For now, we're focusing more on just simple voice recognition for casting. But your suggestion seems like a really cool idea and might be considered in future versions if ever we want to improve upon it.

Again, thanks.


Title: Re: Witch Battles
Post by: Inanimate on January 19, 2011, 05:37:06 PM
Perhaps you could make it so Low / High pitch has corresponding checks and balances? Low = more damage/less speed, High = less damage/more speed?


Title: Re: Witch Battles
Post by: namre on January 19, 2011, 06:29:42 PM
Perhaps you could make it so Low / High pitch has corresponding checks and balances? Low = more damage/less speed, High = less damage/more speed?
That sounds a really cool idea. By doing this, you have more control over the spell. Not sure if it's easy to implement though. But still a great idea.

Aik, what do you think? We can add this on Milestone 3 if you want.


Title: Re: Witch Battles
Post by: Aik on January 19, 2011, 07:46:30 PM
These are pretty great ideas and they're probably quite do-able with a good audio library. When the basics are down I'll look into it more. I wonder if it'd be possible to enforce things like rhythm as well - rhythmic chants for certain things would be interesting - it's not enough to say the right words, you have to say them in the right way as well.

On the coding front, I've decided to ditch Panda3D, because that was a bad idea. Going with Pyglet at the moment and it seems quite capable of getting things up and running quickly. I'm thinking PodSixNet for networking. Hopefully there will be less time-wasting from here on.


Title: Re: Witch Battles
Post by: MrRoboman on January 20, 2011, 10:18:18 AM
This is such a great idea! Can't wait!


Title: Re: Witch Battles
Post by: Daniel Eddeland on January 20, 2011, 10:35:26 AM
This is a really interesting game, and you work awfully quick at that. I dig the updated sprite style (the old one was nice as well). The only bad thing is if you make it windows-exclusive... though I must admit, this is one game I wouldn't hesitate to boot windows for to run :P Would still be nice if there somehow turned out to be a linux version


Title: Re: Witch Battles
Post by: rivon on January 20, 2011, 10:54:46 AM
Look at these voice-recognition libs - the first ones which popped up in Google by searching open-source voice recognition:
http://cmusphinx.sourceforge.net/ (http://cmusphinx.sourceforge.net/)
http://www.voxforge.org/ (http://www.voxforge.org/)
They're FOSS and multiplatform ;)


Title: Re: Witch Battles
Post by: namre on January 20, 2011, 11:14:19 AM
Hi guys. Thanks for your comments. More concept art coming soon :D

I'm sorry to say but our game will be Windows only as we are using PySpeech which uses Windows' speech recognition software. Who knows, maybe in the future? :D


Title: Re: Witch Battles
Post by: Aik on January 21, 2011, 02:45:47 AM
I'm all for cross platformness in general, but I mistrust the ease of use of those you linked. Getting pyspeech to recognise and respond to a word is five lines of code. Right now I'd rather implement quickly than worry about it being cross platform.

That said, if this game goes on beyond the compo I'd certainly consider it. It's not like I'll be writing reams of pyspeech specific code so it's no great investment lost to swap to other things. I'm using enough arcane libraries at the moment that I don't need any more though - I'll take my simple things where I can.

In other news:
We've decided to prioritise the spellbook, randomised spell chants, and voice pitch control to a 'milestone 1.5'.

I spent today working on networking and GUI code. I expect to have computers talking to each other tomorrow.

Libraries I'm currently using: Pyspeech, Pyglet, Rabbyt, Kytten, and PodSixNet.
I can only conclude that python developers should not name libraries. Also, they should make more reasonable sprite animation systems. Hopefully I don't need many more - learning two new libraries a day is kind of exhausting.


Title: Re: Witch Battles
Post by: namre on January 23, 2011, 03:21:30 AM
UPDATE TIME!

I have already finished coloring the main character. Here is she now:

(http://www.accidentalrebel.com/arblog/wp-content/uploads/2011/01/witchNew-Colored.jpg)

A lot has changed since the last mockup. Thanks to all those who gave their comments and helped improved it!

I am also currently working on the actual stage/level for the game. It's not finished yet but here's a sneak peek:

(http://www.accidentalrebel.com/arblog/wp-content/uploads/2011/01/mock-witch-background.jpg)

Some of the elements found in this mockup (like the bookshelves, flooring, chandelier, tables and chairs) are taken from other games and are used only for demonstration purposes. The rest were made by me.

(Look at those stairs! Making them was so tiring!)

The colors may look flat right now but I'm planning to rectify that in the future. Next thing I'm going to work on is the big-ass statue on the background.

Stay tuned for more updates!



Title: Re: Witch Battles
Post by: Widget on January 23, 2011, 05:05:14 AM
I'm really loving the latest art-style. I'm also really excited about the voice-driven gameplay, though that's tempered by the fact I don't have a mic. Hopefully someone'll a video of their games that people in my situation can use to get an impression.


Title: Re: Witch Battles
Post by: Daniel Eddeland on January 23, 2011, 07:21:51 AM
The witch sprite is really nice, and the level layout and sketch is stunning as well! It'll be very interesting to see it in color when you're done with it.  ;D

I do like the style of the sprite and the shading, but still you should be cautious. For your own sake consider not using soft gradients for sprites. Though I'm sure it can be done, it could be hard for you to make it look natural when using such soft gradients in sprite animation. From my own experience, it has been easier to use cell-shading (using 2-3 shades per color) rather than soft gradients, when animating.

I'm not saying you should change the art style: I'm suggesting you do some animation tests soon to see whether the soft colors work in motion.

Also, did you do the doors?


Title: Re: Witch Battles
Post by: namre on January 23, 2011, 07:28:41 AM
Quote
I'm also really excited about the voice-driven gameplay, though that's tempered by the fact I don't have a mic.
Maybe it's time to consider buying one? *wink wink*

Quote
The witch sprite is really nice, and the level layout and sketch is stunning as well! It'll be very interesting to see it in color when you're done with it.
Thanks! I'm eager to see how it will turn out myself.

Quote
I do like the style of the sprite and the shading, but still you should be cautious. For your own sake consider not using soft gradients for sprites.

Thanks for the tip. It's my first time animating a sprite like this so I welcome your suggestion. After I'm done with the statue, I'll go ahead and work on the animations for the character. We will see if I can pull it off or not.

Quote
Also, did you do the doors?
Yes, I did. :D Why'd you ask?


Title: Re: Witch Battles
Post by: Rob Lach on January 23, 2011, 07:56:54 AM
I hope you guys can pull it off.


Title: Re: Witch Battles
Post by: Daniel Eddeland on January 23, 2011, 08:04:56 AM
Quote
Also, did you do the doors?
Yes, I did. :D Why'd you ask?

The reason I asked is because it fits so well with the stuff you borrowed from other games, I thought you might have accidentally left it out of the list. It looks really nice, and I have no doubt the background will look great when you are done. Keep it up!


Title: Re: Witch Battles
Post by: FinalSin on January 23, 2011, 09:14:13 AM
Voice-based gameplay sounds great. You should add in rhyme-detection and get people to freestyle incantations. :P


Title: Re: Witch Battles
Post by: yokomeshi on January 23, 2011, 09:37:01 AM
See G I'm in this magic battle and I'm conj'rin up some fire
And da bitches all go crazy for my damage multiplier


Title: Re: Witch Battles
Post by: FinalSin on January 23, 2011, 09:51:55 AM
Next stop, IGF.


Title: Re: Witch Battles
Post by: Nugsy on January 23, 2011, 09:53:55 AM
Ohh you'd better watch yo back,
My chantin' skills are whack.
Bitch your head will start to tick-le,
Before you know it, your face is a pick-le.

 :o

(That was terrible but i lost interest halfway through  :lol: )


Title: Re: Witch Battles
Post by: namre on January 23, 2011, 08:38:40 PM
Quote
I hope you guys can pull it off.
Haha. We hope so too.

Quote
The reason I asked is because it fits so well with the stuff you borrowed from other games, I thought you might have accidentally left it out of the list. It looks really nice, and I have no doubt the background will look great when you are done. Keep it up!
Thanks. Yeah, that door was fun to make as well. :D

Quote
Voice-based gameplay sounds great. You should add in rhyme-detection and get people to freestyle incantations.
Lol. That would be cool. But for now, we are focusing more on having it streamlined.

Wait is streamlined the opposite of freestyle? o.o



Title: Re: Witch Battles
Post by: Aik on January 24, 2011, 02:36:23 AM
Update from the codeside.

There is good news and bad news.
The good news is that we have particle effects:

(http://i875.photobucket.com/albums/ab314/Aikynaro/particles.jpg)

The bad news is that OpenGL and win32COM don't play nicely together.
At least, I think that's the problem. The particle effects work when triggered by a mouse click but exceptions are raised when they're triggered by voice. After much looking at the code and extensive (fruitless) googling that's the only conclusion I can come to. I have no idea as to the specifics, but it triggers on any OpenGL code called after a pyspeech callback function is called.

The error checking code in Pyglet that's been triggered is this:

Code:
   from pyglet import gl
    context = gl.current_context
    if not context:
        raise GLException('No GL context; create a Window first')
    if not context._gl_begin:
        error = gl.glGetError()
        if error:
            msg = ctypes.cast(gl.gluErrorString(error), ctypes.c_char_p).value
            raise GLException(msg)

and the error it spits out is GLException: invalid operation. It's fairly unhelpful. The OpenGL context isn't lost and its state isn't lost according to the event functions set up to check for those. So ... um, I have no idea. It's triggered by a normal OpenGL call that happens just fine if not done after using pyspeech.

Soooo - Linuxfags rejoice, I'm going to give CMUSphinx a shot. This has upsides and (many) downsides. It's a hell of a lot more powerful and I think will have much better accuracy than the Windows one, but it's several orders of magnitude more complex. There's no simple Python interface, though it's possible through some craziness. I'll also be compiling the C++ stuff from source, which I'm bad at. Oh, and language models and stuff need to be made, which yeah - comes with accuracy advantages, but will require quite some work. I think the simplest part of the project just became the most complex.

So I'd rather not go there if I can avoid it, but the errors I'm getting are completely mystifying and clearly involve some OpenGL/win32 bizarrities that I don't know what to do about.

Oh well. Guess I'll see how it goes. I guess I don't mind going the more hardcore way because ultimately it will be better done like this, but I think this is already an ambitious project and making it harder isn't helping. Hopefully I can manage to stay unemployed for the rest of the competition...

And hey - particle effects! The examples from the library (py-lepton) have me all excited about the funky things they can do for our spells.


Edit2: Disregard that. I found a workaround. I have no idea why it's doing that still, but oh well. Guess you'll have to keep waiting for that Linux version. :P
Workaround is to not call the spellcasting stuff directly from the callback function, but just set a flag instead and let that be picked up by Pyglet's loop.
Blurgh. What an annoying waste of time. Would be okay if the solution made sense, but nope.

Edit: Oh, right, and we also have some networking going on. Don't think I've updated here since then. Nothing much happens with it now and won't until I have some spells working.


Title: Re: Witch Battles
Post by: Linus on January 24, 2011, 07:25:00 AM
Sounds like the callback and the OpenGL context runs on different threads, which would probably give you fairly illogical errors. Checked the thread ID for the callback and the OpenGL functions? Using some command interface to send things to the OpenGL thread is quite common in circumstances like that.

Good luck, I'll be awaiting more awesome screenshots. :beer:


Title: Re: Witch Battles
Post by: namre on January 24, 2011, 01:48:36 PM
Another art update:

I did some big changes to the character concept. The most notable one would be the change in hairstyle.

(http://www.accidentalrebel.com/arblog/wp-content/uploads/2011/01/witchNew-Colored-Repositioned.jpg)

The reason for this change is because when I tried doing the animations, it was the hair that was always a pain to work on. I checked out sprites of females from other games and most of them had straight hair or are clumped together which I think is done on purpose for easy animating.

I have also changed the stature of the character and made her look more aggressive as if she's really casting a powerful spell. Oh and no more elfy curly shoes.

Meanwhile, there's also an update on the background for the game. Here's a drawing of the statue that will be at the center of the stage.

(http://www.accidentalrebel.com/arblog/wp-content/uploads/2011/01/WitchStatue-Sketch.jpg)

Still need to clean up the artwork. Phew. Still have lots of stuff to do! :D


Title: Re: Witch Battles
Post by: ink.inc on January 24, 2011, 02:18:08 PM
Quote
it was the hair that was always a pain to work on

Yeah; this is why 99.99% of Hayao Miyazaki's characters have short hair (even the female ones). The main female character from Howl's Moving Castle doesn't count cuz it was in a ponytail.


Title: Re: Witch Battles
Post by: FK in the Coffee on January 24, 2011, 04:21:08 PM
Quote
it was the hair that was always a pain to work on

Yeah; this is why 99.99% of Hayao Miyazaki's characters have short hair (even the female ones). The main female character from Howl's Moving Castle doesn't count cuz it was in a ponytail.

But that mother chick in Ponyo had HUGE hair.

Anyways, loving the way this project's shaping up!  Can't wait to see more!


Title: Re: Witch Battles
Post by: ink.inc on January 24, 2011, 04:23:58 PM
Quote
it was the hair that was always a pain to work on

Yeah; this is why 99.99% of Hayao Miyazaki's characters have short hair (even the female ones). The main female character from Howl's Moving Castle doesn't count cuz it was in a ponytail.

But that mother chick in Ponyo had HUGE hair.

Anyways, loving the way this project's shaping up!  Can't wait to see more!

99.99%


Title: Re: Witch Battles
Post by: Will Vale on January 24, 2011, 08:18:38 PM
I meant to suggest changing the shoes - so I think they're a huge improvement :) I think the more "normal" shoes help ground the whole witch-in-school-uniform a lot better.

Statue sketch looks good as well.

Cheers,

Will


Title: Re: Witch Battles
Post by: namre on January 25, 2011, 02:43:06 AM
I meant to suggest changing the shoes - so I think they're a huge improvement :) I think the more "normal" shoes help ground the whole witch-in-school-uniform a lot better.
Yeah, it had to go as it didn't look too good on her. :D


Title: Re: Witch Battles
Post by: Aik on January 25, 2011, 03:09:20 AM
Sounds like the callback and the OpenGL context runs on different threads, which would probably give you fairly illogical errors. Checked the thread ID for the callback and the OpenGL functions? Using some command interface to send things to the OpenGL thread is quite common in circumstances like that.

Yep - that seems to be it - thanks. I think threads are causing the problems I couldn't be bothered with today as well. I'll have to read up on how Python handles them.


Title: Re: Witch Battles
Post by: namre on January 25, 2011, 12:14:16 PM
ART UPDATE! :eyebrows:

Since I have no prior experience in animating full-sized characters, I decided to look for animation sprites from various fighting games and studied how they do the animations. Feeling inspired, I decided to give it a try.

For my first attempt, I went with something simple: A casting animation.

(http://www.accidentalrebel.com/arblog/wp-content/uploads/2011/01/Witch-012611-0535AM-EditedHair.gif)

Now, it took me a number of attempts before I got to the version above. Honestly, I still think it needs improvement. So if you have some comments or suggestions feel free to voice them out.

While I wait for the comments to pour in, I think I'll go on ahead and work on other animation sets. I'm hoping that by doing so, I would gain experience little by little and be more better at animating. I'll just go back and fix the one above at a later time.

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

Here are some of the things I learned while creating this animation:
- Photoshop can actually be used for animating! Gasp! I never knew!
- The hair is probably the hardest thing to animate as it's hard to determine how it flows depending on the movement of the character (This is the reason why I changed the hairstyle to a simpler one).
- Animations look better when viewed from afar
- You can learn a lot by looking at the work of others
- Layers are your best friend
- 2d animation is very hard  :screamy:

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

Cheers


Title: Re: Witch Battles
Post by: Aik on January 26, 2011, 06:01:16 AM
So code output has slowed down considerably as I get past the shiny-newness part of the project and into the 'why the fucking fuck isn't this shit working?' part. Fortunately I realised that I was getting target-fixated on the various speech input problems today and switched back over to networking before wasting a lot of time. I'm sure the solution will come, but not today.

Mind you, networking isn't great either. I'd forgotten how tedious it is - not as bad as my experiences with Flash+Electroserver, but still. Tomorrow I'll head back to comfy single player mode and see about finishing the animation system (shamelessly ripped from Flixel, because neither Pyglet's nor Rabbyt's animation 'systems' seem to have much thought put into them)

I went on a tangent today and gave compiling CMUSphinx another shot. It seems that Visual C++ 2010 doesn't like their VC++2008 project files and won't convert half of them though. I don't have the bandwidth to download 2008 and don't think trying to compile it with something else is a very good way to waste my time.
Sooo - where I'm going with this: If anyone happens to be sitting on a copy of VC++2008 and has nothing better to do, if you feel like compiling these and uploading the binaries somewhere I would be awfully grateful. They look like they should be trivial to compile with the right software. I need sphinxbase, pocketsphinx, and probably SphinxTrain as well: http://cmusphinx.sourceforge.net/wiki/download/
All instructions in the readme.

But, uh - if no one feels like doing that, that's okay too. I won't necessarily use it anyway, but I wouldn't mind having a play and see if I can get better speech recognition out of it. It's not high priority - more of a sidetrack project for when the rest of the project is being annoying.

I spent too much of this post whining. Given my track record of ditching projects early and often this is going pretty well and I'm pretty confident of getting everything critical done by the end of the compo. Not that I've done any kind of analysis to see if that's true, but optimism counts for something, yeah?


Title: Re: Witch Battles
Post by: Fluff on January 26, 2011, 03:54:47 PM
Hi, I don't know much about animation but I can offer my impressions. Often times when casting you see a kind of "blowing in the wind" movement. In this case, the waving object (belt?) below the book looks good, but the rest seems to be "quivering." Like maybe it needs another frame? You could try adding a little "wave" to the hat? Of course in the fast-paced action of a game it might not matter. Also I know animation takes a long time so sometimes you have to just go with it!

Here  (http://www.youtube.com/watch?v=2F4XyfBzfog)is something I have bookmarked that has a similar wizard hat to what you're working on. It might give you some ideas? Great work so far, I'm looking forward to more!

Good luck!


Title: Re: Witch Battles
Post by: namre on January 27, 2011, 09:32:13 PM
Quote
Hi, I don't know much about animation but I can offer my impressions. Often times when casting you see a kind of "blowing in the wind" movement. In this case, the waving object (belt?) below the book looks good, but the rest seems to be "quivering." Like maybe it needs another frame? You could try adding a little "wave" to the hat? Of course in the fast-paced action of a game it might not matter. Also I know animation takes a long time so sometimes you have to just go with it!
Hi. Thanks for your comment. Yeah, I think that it needs one more frame in between to not make it look like it is quivering instead of being blown by the wind. But again, if I have time, I'll think about editing it.

Quote
Here is something I have bookmarked that has a similar wizard hat to what you're working on. It might give you some ideas? Great work so far, I'm looking forward to more!
Thanks for that one! Very helpful. I guess it really helps if you have a pen tablet of your own. I should buy one.


Title: Re: Witch Battles
Post by: namre on January 27, 2011, 10:00:08 PM
Art update!  :eyebrows:

Here's an update on the character animations:

(http://www.accidentalrebel.com/arblog/wp-content/uploads/2011/01/Witch-012811-0151AM-PreCastingAnimation.gif)

As you can see, I've added the movements before the actual casting animation. I've also shown how the spell materializes from the character's hand.

I'll be adding a few more edits to this set soon. Like the slight shifting of the body, and the posture as she extends her hands. Then again, I think it looks fine as it is. I think I'll leave it at that for now and just add it if ever I have some remaining time before the compo ends.

Right now, having the basic animations is priority. If it looks okay and it looks like she is doing what she is supposed to be doing then we'll settle for that.

Also, I will be gone from Today until Sunday because I'll be joining our local GlobalGameJam, so no updates until then. See yah soon, guys.  :beer:


Title: Re: Witch Battles
Post by: Sos on January 28, 2011, 03:55:18 AM
I liiked the Super-Deformed version better


Title: Re: Witch Battles
Post by: namre on February 05, 2011, 08:23:25 AM
Hi guys. Sorry for the late updates. After the Global Game Jam, my work piled up like crazy that I had to finish them.

Anyways, here's an update on the art side: I've updated the previous casting animation that I did and added a few more frames to make the movement believable as well as head movement. You can see the new and old one side by side below:

(http://www.accidentalrebel.com/arblog/wp-content/uploads/2011/01/Witch-012811-0151AM-PreCastingAnimation.gif) (http://www.accidentalrebel.com/arblog/wp-content/uploads/2011/02/witch-casting-ver2.gif)

Just a couple more frames and I'm finished with this animation. Still have a lot to go like the "spell reading", "getting hit", and "dying animations". And if I have time, maybe a victory animation as well.

22 more days to go until deadline :D


Title: Re: Witch Battles
Post by: Fluff on February 05, 2011, 08:47:16 AM
Looking good, the head turning adds a lot!


Title: Re: Witch Battles
Post by: namre on February 05, 2011, 12:32:14 PM
Looking good, the head turning adds a lot!
I agree! I was actually hesitant to add the head turning at first but it turned out great. Might shift her posture a bit too.


Title: Re: Witch Battles
Post by: namre on February 07, 2011, 10:41:25 AM
Art update!  :handthumbsupL: :eyebrows: :handthumbsupR:

I've finally finished the casting animation! Phew! Check out the before and after shots side by side below:

(http://www.accidentalrebel.com/arblog/wp-content/uploads/2011/02/witch-casting-ver2.gif) (http://www.accidentalrebel.com/arblog/wp-content/uploads/2011/02/Witch-020811-0223AM-PreCastingAnimation1.gif)

I might take a break from animations and work on the background again. I'm also planning on buying a new Wacom tablet in hopes that it would help me work faster.

20 more days til the deadline!

EDIT: Oops. I need to edit the animations for the dangling hair too.


Title: Re: Witch Battles
Post by: namre on February 13, 2011, 11:50:14 AM
Art update!  :handthumbsupL:  :eyebrows:  :handthumbsupR:

Hi guys. Been very busy last week, this week I'm a little free so I'm gonna use the time to finish all the important art and animations.

Background now has the statue:
(http://www.accidentalrebel.com/arblog/wp-content/gallery/witch-battles/background.jpg)

Fireball dissipate animation
(http://www.accidentalrebel.com/arblog/wp-content/uploads/2011/02/fireballdissipate.gif)

I still have a lot to do :D Stay tuned!


Title: Re: Witch Battles
Post by: Will Vale on February 13, 2011, 01:52:08 PM
Nice impact - I like the flat side where it's splashed against something/someone.


Title: Re: Witch Battles
Post by: Destral on February 13, 2011, 04:45:18 PM
Very nice impact. Makes me jealous of your mad art skillz :D


Title: Re: Witch Battles
Post by: namre on February 14, 2011, 04:32:12 AM
Very nice impact. Makes me jealous of your mad art skillz :D

Nice impact - I like the flat side where it's splashed against something/someone.

Thanks, guys. I actually wasn't confident with it at first, but I guess it's okay. :D

Now I'm excited to work on the other effects :D



Title: Re: Witch Battles
Post by: X3N on February 16, 2011, 09:25:53 AM
That sounds awesome! How far do you want to make the speech recognition aspect? Are there small speech commands, or do I actually have to chant a whole spell?
We will require players to chant the whole spell to cast it. The stronger the spell, the harder it will be to cast.

I am also excited on Milestone 3, where players need to look for and memorize the spells. Spells will be randomly generated so players are required to learn how to say them. By doing it this way, every match is a fresh start for everyone, nobody knows how to cast spells unless they learn it.


Or do the combine approach where a syllable = effect, combine effects eg A+E+I does something different, yet similar to O+E+I like.. "first syllable determines spell type, second determines strength/mana cost".. etc


Title: Re: Witch Battles
Post by: Aik on February 17, 2011, 04:12:50 AM
I'm still alive. Life has been superbusy though, so plans for how the game is going to be by the compo end date are getting dodgier.

Today we have speech back and fixed (with pyspeech - I can compile CMU Sphinx now but as much as I'd like to dick around with it, we must prioritise), chant generation, and spellbook display started. In general you can now throw fireballs and raise shields against them, and all that works reasonably.

I'm open to suggestions for interesting sounding public domain text to use for creating the chants. Currently I'm using some generated lorem ipsum, which naturally throws out some pseudo-latin.

The chant generation right now is dumb - harder spell == more characters. I don't imagine it getting more complex than that by the end of the competition, but I think it will work adequately for what it needs to do. I think the pitch based stuff is probably going to be jettisoned for now, as well as any other Grand Plans for any sort of magical language making.


Title: Re: Witch Battles
Post by: TobiasW on March 19, 2011, 04:34:29 AM
(http://www.gooeyblob.com/temp/smileyskull.gif)? I hope not.


Title: Re: Witch Battles
Post by: ANtY on March 19, 2011, 06:06:31 AM
I have to write something in this thread so it'll appear in my "Show new replies to your posts." and I won't miss any update  :lol: