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TIGSource ForumsCommunityDevLogsStone Story RPG - NOW AVAILABLE
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Author Topic: Stone Story RPG - NOW AVAILABLE  (Read 219824 times)
gimymblert
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« Reply #560 on: July 22, 2016, 10:31:35 PM »

The three quarter view anything is way more dynamic, that's a win ... try double mouth + 3 quarters + split lips? Who, Me?
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« Reply #561 on: July 23, 2016, 04:24:22 AM »

I LOVE the second and last one.  I am only one man, but one man that is in love with an ASCII worm beast.
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standardcombo
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« Reply #562 on: July 23, 2016, 03:56:31 PM »

Still needs more work but I'm going back to coding. Next step for the boss is to fit it against that level's background to see if the size is right, decide colors and stuff like that. Once I settle on a design it's on to detailing and texture, followed by keyframe poses.
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standardcombo
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« Reply #563 on: July 24, 2016, 10:31:47 AM »

Couldn't resist, made a few experiments

            ________
         .-´        `'--.     
       ,´_.----._        `.
      /,´   )   _`.        \
      \   .´ ( ´*)|       U .
        ,´,.---.  /      U U|
       / (_     `/    /   U |
       `--´   _.´  _,´      |
           \-´__.-´         '
            ¯¯,´           /
            ,´            / 
           /            ,´   
          /        U   /     
         .        U U /     
         |         U  |     


        _.------.___
       / _,.._      `'--.     
      /,´   ) `-.        `.
     |´  ,-´   __`.        \
       .´   ,'´  )|         .
      /,-´,' ,.'´ /         |
      ` ,´ .´   `/    /     |
       / ,´   _.´  _,´      |
      / /  \-´__.-´         '
     . /    ¯¯,´           /
     ' \    ,´            / 
      `,|  /            ,´   
   (__//  /            /     
   `--´  .            /     
         |            |     


          _____
          `Vv-,`-.
             \ ', `-.
              )  \   `'-.     
             /  _ \      `.
            /  ´*) \       \
          .´   `   |        .
        ,´,.---._  |        |
       / (_      `.'  |     |
       `--´ ,   _.´  ,'     |
            \--´ _.-´       '
             ¯¯¯´          /
            ,´            / 
           /            ,´   
          /            /     
         .            /     
         |            |     


                          _____
                          `Vv-,`-.
                             \ ', `-.
                              )  \   `'-.     
                   - .       /  _ \      `.
                   .  -  ` ,´  .-) \       \
                 ,  -   ,-´ ,-´    |        .
                      ,´ ,-´---._  |        |
               ,     (,-´_       `.'  |     |
                   ,-´/--´  ,   _.´  ,'     |
                ,-´/ !      \--´ _.-´       '
             ,-´: !,´|       ¯¯¯´          /
          ,-´  / \/ /       ,´            / 
       ,-´|   ;   : :      /            ,´   
    ,-´  ,!  / \   \|     /            /     
 ,-´    / | ;   \   !    .            /     
                     `   |            |     

I'm thinking of giving this guy a debuff attack where it sprays you with a web, decreasing your attack speed.

                   
           .´¯`.     
          /  _  \   
          \ | )  ` __'--.     
           \(´ _  /-. `. `.
          , ` ´*)   )  |   \
         / ,--.    ´   '    .
        / (_   `.     /     |
        `--´     `._.´      |
                 |          |
                /           '
              ,´           /
            ,´            / 
           /            ,´   
          /            /     
         .            /     
         |            |     

              ______
         _,-'´      `'--.     
        (o)¯`--._        `.
         ¯  )   _`.        \
          .´ ( ´*)|         .
        ,´,.---.  /         |
       / (_     `/    /     |
       `--´   _.´  _,´      |
           \-´__.-´         '
            ¯¯,´           /
            ,´            / 

              ______
       .-.,-'´      `'--.     
      (<O>)¯`--._        `.
       `-´  )   _`.        \
          .´ ( ´*)|         .
        ,´,.---.  /         |
       / (_     `/    /     |
       `--´   _.´  _,´      |
           \-´__.-´         '
            ¯¯,´           /
            ,´            / 

Some failed ideas
« Last Edit: July 24, 2016, 10:53:36 AM by standardcombo » Logged

JobLeonard
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« Reply #564 on: July 24, 2016, 10:58:36 AM »





AWW YISS, GRABOIDS!
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PetterBergmar
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« Reply #565 on: July 24, 2016, 02:21:23 PM »

I never thought ASCII art could actually scare me. I was wrong...
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standardcombo
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« Reply #566 on: July 24, 2016, 08:26:45 PM »

Redoing the Bronze Gate art



Tempted to color it. There are colored elements that appear in the game later and become ever more frequent. The Bronze Gate appears somewhat early in the story and may be a good place to introduce this, as to not be so alien later.

« Last Edit: July 01, 2018, 12:01:34 AM by standardcombo » Logged

JobLeonard
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« Reply #567 on: July 24, 2016, 11:45:07 PM »

 Kiss
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standardcombo
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« Reply #568 on: July 25, 2016, 01:04:09 AM »



The light was a pain to do. Dunno why quicktime screwed up the color.

There's also this ugly guy here. I like where the texturing is going but the stinger didn't work for many reasons:

                 _____
                /     `.
               / )--'_, \
              / /   /   |
              \ )  ,\_  /
               )  /    /
                 ,\_  (
               ,´     ´\
              )       _/\     
             )   _  `    `.
            )   ´*) )    _/\
          .´    `  /        .
        ,´,.---._  |   |   ´|
       / (_      `.'   '  _/|
       `--´ ,   _.´  ,'     |
            \--´ _.-´      ´'
             ¯¯¯´_ ´      _/
             ,´_          / 
            /    `     _,´   
           /` - ´      /     
          .  __      _/     
          |´    `     |     
« Last Edit: July 01, 2018, 12:01:43 AM by standardcombo » Logged

nathy after dark
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« Reply #569 on: July 25, 2016, 08:36:35 AM »

I can tell that the gate opening is going to be sick. As for the pit boss, I agree the texturing is looking good in that last one. And I actually kinda like the first one in the list of "failed ideas" with the three spiral-hooking mandibles.

@chriswearly @standardcombo: I found out this morning that I can't secure rights to use the font I was using in my own ASCII game, and I immediately thought of the pixel font work you two are doing for Stone Story. Could I chat with either of you about some font work for The Whisperer in Darkness?
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standardcombo
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« Reply #570 on: July 25, 2016, 09:12:12 AM »

I'm sorry to hear that. Get in touch with Chris, he's the font master. Can't you use something like DOS or Amiga font?
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gimymblert
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« Reply #571 on: July 25, 2016, 06:16:13 PM »




 Epileptic
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rj
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« Reply #572 on: July 25, 2016, 06:25:16 PM »

god this game is just so on-point aesthetically
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standardcombo
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« Reply #573 on: July 25, 2016, 09:32:51 PM »

Still not able to figure out how to fix the color from screen cap. Oh well.

Latest iteration: http://www.stonestory.co/gifs/new_bronze_gate_open3.gif
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chriswearly
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« Reply #574 on: July 25, 2016, 10:15:53 PM »

It looks weird how the ceiling brightness transition is overlapping the doors as they open. It's breaking the illusion for me. Everything else though is fantastic.
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standardcombo
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« Reply #575 on: July 25, 2016, 10:48:35 PM »

I see your point.
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wurthers
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« Reply #576 on: July 26, 2016, 10:29:59 PM »

Whoa, that static bronze gate image creates such a good atmosphere for the game. I really feel like I'm down in some dank dark dungeon, and it actually makes the design of the gate more readable than the white on black. The animation is definitely jarring though, with how bright it gets so quickly.

Also just wanna say this project looks amazing, and I can't WAIT to play it! Smiley Reminds me of Progress Quest with the most luscious ASCII art I've seen, and actual player interaction.
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standardcombo
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« Reply #577 on: August 07, 2016, 06:18:16 PM »

I've re-written the "ascii sizer" algorithm and am making it available at this location: http://stonestoryrpg.com/StandardcombosAsciiSizer.cs

This concludes an important step in the porting. The game now automatically switches to the best font and rebuilds the grid at runtime if it detects a change in screen size.

The new version is faster and reduces padding and clipping margins. I've also tightened the row constraint from 24-28 to 25-27 rows, for a more consistent result across devices.

Here is the updated list of fonts. #p denotes priority to be implemented. In parenthesis are easy ways to modify another font size to achieve it:

7x12 #p0
10x19
13x24 (14x25 - 1x0)
14x25 #p0 (7x12 * 2 + 0x1)
15x28
16x28 #p1 (16x29 - 0x1)
16x29 #p0
16x30 (16x29 + 0x1)
18x32
20x36 (10x19 * 2 - 0x2)
22x40 #p0
22x41
25x46
26x46
27x48
32x59 #p0 (16x29 * 2 + 0x1)
35x64
45x82 #p1 (22x40 * 2 + 1x2)


Screen sizes and their outcomes with the new algorithm:

Resolution, Aspect Ratio (Devices)
grid size | font size = used pixels (padding)

480x320, 3:2 (Android HVGA)
68x26 | 7x12 = 476x312 (+4, +8)

800x480, 5:3 (Android WVGA800)
80x25 | 10x19 = 800x475 (0, +5)

854x480, 16:9 (Android WVGA854)
85x25 | 10x19 = 850x475 (+4, +5)

1024x600, 1024:600 (Android)
78x25 | 13x24 = 1014x600 (+10, 0)

960x640, 3:2 (iPhone 4s, Android)
68x25 | 14x25 = 952x625 (+8, +15)

1136x640, 16:9 (iPhone 5)
81x25 | 14x25 = 1134x625 (+2, +15)

1280x720, 16:9 (Youtube)
80x25 | 16x29 = 1280x725 (0, -5)

1334x750, 16:9 (iPhone 6)
83x25 | 16x30 = 1328x750 (+6, 0)

1024x768, 4:3 (PC, iPad Mini, iPad2, Android)
64x27 | 16x28 = 1024x756 (0, +12)

1280x768, 5:3 (Android)
80x27 | 16x28 = 1280x756 (0, +12)

1366x768, 16:9 (PC)
91x27 | 15x28 = 1365x756 (+1, +12)

1280x800, 8:5 (PC, Android WXGA)
71x25 | 18x32 = 1278x800 (+2, 0)

1440x900, 8:5 (PC)
72x25 | 20x36 = 1440x900 (0, 0)

1600x900, 16:9 (PC)
80x25 | 20x36 = 1600x900 (0, 0)

1280x1024, 5:4 (PC)
58x25 | 22x41 = 1276x1025 (+4, -1)

1920x1080, 16:9 (PC, iPhone 6+)
87x27 | 22x40 = 1914x1080 (+6, 0)

1546x1152, 4:3 (Android)
62x25 | 25x46 = 1550x1150 (-4, +2)

1920x1152, 5:3 (Android)
74x25 | 26x46 = 1924x1150 (-4, +2)

1920x1200, 8:5 (Android)
71x25 | 27x48 = 1917x1200 (+3, 0)

2048x1536, 4:3 (iPad mini 2/3/4, iPad3, iPad Air/2, Android)
64x26 | 32x59 = 2048x1534 (0, +2)

2560x1536, 5:3 (Android)
80x26 | 32x59 = 2560x1534 (0, +2)

2560x1600, 8:5 (Android)
73x25 | 35x64 = 2555x1600 (+5, 0)

2732x2048, 4:3 (iPad Pro)
60x25 | 45x82 = 2700x2050 (+32, -2)
« Last Edit: August 07, 2016, 07:34:34 PM by standardcombo » Logged

standardcombo
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« Reply #578 on: August 09, 2016, 12:44:51 AM »

All game screens now automatically adjust to any changes in resolution!

Basically this is a rudimentary auto-layout system in ascii  Coffee

There's only one UX issue left to fix due to the layout and screen size changes, related to equipping items. That fix will conclude the screen size porting.

To test things working I added a bunch of placeholders for all the font sizes using a larger font scaled down (anti-aliased). It's functional and readable but doesn't have the same level of quality as the pixel-perfect fonts (only 7x12, 16x29 and 22x40 drawn so far).

It's fun to just resize the window and watch everything adjust automatically.
« Last Edit: August 09, 2016, 12:52:17 AM by standardcombo » Logged

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« Reply #579 on: August 11, 2016, 07:42:56 AM »

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