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TIGSource ForumsCommunityDevLogsStone Story RPG - Beta Test Ongoing
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« Reply #900 on: November 26, 2017, 03:27:45 pm »



The animations are looking good. Smiley



                    .--.
    {\             / o {\
    { `\           \ (-(~`
   { '.{`\          \ \ )
   {'-{ ' \  .-""'-. \ \
   {._{'.' \/       `.) \        |_| _, _  _
   {_.{.   {`            .       | |(_||_)|_)\_|
   {._{ ' {   ;`-=-.     |  ___        |  |  ._|
    {-.{.' {  ';-=-.`    '   | |_  _ ,_ |/ ,  _ .  .,_  _
     {._.{.;    '-=-   .´    | | |(_|| ||\/_)(_|||/|| |(_|
      {_.-´ `'.__  _,-´                      ._|       ._|
         jgs   |||`
              .='==,

When I first saw the *BEAST*, I thought it was a Boss. Cheesy
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« Reply #901 on: November 27, 2017, 01:18:36 am »

Hah yea Smiley it almost does look like a boss, in the correct size range. By the way, that piece is from Joan Stark (jgs). Her drawings heavily inspired aspects of Stone Story, such as grid size, font proportion, line art style and texturing.
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« Reply #902 on: November 27, 2017, 01:26:52 pm »

Hah yea Smiley it almost does look like a boss, in the correct size range. By the way, that piece is from Joan Stark (jgs). Her drawings heavily inspired aspects of Stone Story, such as grid size, font proportion, line art style and texturing.
Hmm... I did wonder about "jgs", but forgot to ask.  Thanks for mentioning her!  More things to add to my *Inspirations* folder. Smiley
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« Reply #903 on: December 09, 2017, 01:40:04 pm »



Repeating Crossbow is savage. Will do a balance pass once all items are added.

Fixing a bunch of bugs today.
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« Reply #904 on: December 09, 2017, 02:07:35 pm »

Looking great!
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« Reply #905 on: December 10, 2017, 04:34:09 pm »

Stickman played by Arnold Scharzenegger in the last gif?
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« Reply #906 on: December 12, 2017, 12:59:21 pm »

Stickman played by Arnold Scharzenegger in the last gif?
Yeah, pretty much this scene came to mind when when I saw the gif. Grin


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« Reply #907 on: December 17, 2017, 03:30:31 pm »

That's such a great movie!



This week I explored several new approaches to projectile art. The poison projectile is the first one I've settled on. In total there will be seven or so.
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« Reply #908 on: December 18, 2017, 05:21:16 am »

I love how the projectile "vibrates"
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« Reply #909 on: December 18, 2017, 12:40:10 pm »

When I find a new combination of symbols that give a cool effect when alternated at 30 fps, it reminds me there is still a lot to discover with ASCII art.
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« Reply #910 on: December 18, 2017, 08:02:36 pm »



Some ideas for the Air wand.
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« Reply #911 on: December 19, 2017, 10:28:33 am »



Some ideas for the Air wand.
The top one looks really good. However, the bottom one is confusing.  The front part seems similar to the top, but I'm not sure what the back part is supposed to be.

Not sure if it'd work, but have you tried "fade-out sparks"at the end?
e.g.:  . * x +
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« Reply #912 on: December 19, 2017, 11:23:41 am »

It's probably supposed to pulsate, but I agree that it's a bit confusing. Probably hitting the limits of the low "resolution" (both in terms of time and "characters")
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« Reply #913 on: December 19, 2017, 09:52:12 pm »


Thanks for the feedback. I guess I'll go with the top one to avoid spending a lot of time iterating.

I'm happy with the ice wand.

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« Reply #914 on: December 20, 2017, 02:50:43 am »

Something new. I like. Do you think it will be difficult for the eyes to look at the graphics?
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« Reply #915 on: December 20, 2017, 08:02:09 am »

Perhaps for some people. However, I've tested with hundreds of users and that has never come up.
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« Reply #916 on: December 20, 2017, 08:17:11 am »

The new star one looks very nice!

EDIT: I just had a silly thought: if this game takes off, instead of the HD remakes one typically sees, you could do a "60FPS graphics update" in a few years Durr...?
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« Reply #917 on: December 20, 2017, 09:51:25 am »

Very intrigued by this.
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« Reply #918 on: December 20, 2017, 01:04:08 pm »

The new star one looks very nice!

EDIT: I just had a silly thought: if this game takes off, instead of the HD remakes one typically sees, you could do a "60FPS graphics update" in a few years Durr...?
Agreed, the ice wand is looking good.

Technically speaking though, to stay true to ASCII characters and grid-like character locations, would it even be possible to update the current animations to 60FPS?  It wouldn't be as simple as moving current characters due to location constraints.
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« Reply #919 on: December 20, 2017, 03:47:39 pm »

I plan to make Order of the Crystal Keyboard 60fps, from the start!

The increased frame rate means animations need more frames. It's most impactful with procedural elements.

In Stone Story I am mixing some things at 10fps, others at 20 and some at 30. Looks fine, so I think having some things at 60 will work, but at that point the things at 10 probably won't work.

Example 30 fps animation:

« Last Edit: December 20, 2017, 03:59:29 pm by standardcombo » Logged

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