ImaginaryVillain
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  • Closer and closer I get to my intro sequence being finished... I've got the initial fall, the impact, waking up in Omnia, the title comets, meeting your first inhabitant of Omnia. I just need the falling sequence now.

    After that I need scenes for sneaking out, watching the meteor shower, and the burning house. Then the first 30-40 minutes or so of game will be finished.


    Bouncy, bouncy, bouncy. All this because I needed the character to jump for a cutscene... But it was just so easy to add the other directions in... So I did. :LZSexcite:
    Effekseer 1.53c... vs my "Area 51" test...


    This brutal test includes 32 frames of character movement (in each direction)...
    1920x1080 resolution
    PIXI Bloom Filter
    24 continuous 3D Effekseer animations.
    36 portals which each cycle 3 Effekseer animations and a PIXI text.
    And of course a gross amount of PIXI particles.

    Today, I am impressed. :LZScool:
    ImaginaryVillain
    ImaginaryVillain
    The really funny thing is, I switched it to "public" with no categories set and got a downvote within 30 seconds. In fact almost everything I post there publicly gets more downvotes than upvotes. However when not posted publicly, I've got a handful of viral images. Guess it's "not public" from now on so I can get more public views. :LZSwink:
    The Stranger
    lol! It reminds me of how even the sweetest, most inoffensive video on YouTube will get downvoted. I just keep all my images on Imgur private.
    ImaginaryVillain
    ImaginaryVillain
    Heh... I guess going forward I will too. Though for the 200,000+ viewers who clearly view my profile posts which originally was the only place this was posted. I'll need to include a game advertisement. At least this one had the title at the top, since I couldn't get the FPS to show due to my main monitor being a widescreen. Maybe I'll rename the project to include a website, so they can see it at the top.

    :rheh:


    Oh YouTube... You feel like a lot of effort for less impressions than a Tweet ...worth it. :LZSexcite: Still I haven't updated it since I made any of these new maps. Guess I shouldn't totally ignore it. :kaoswt:
    Playing with my new movement system... So far working pretty good, does a weird thing with Effekseer animations though. :kaoswt:


    Guess I'll need to study how MZ implements Effekseer effects. Been meaning to do that anyway so I have better access to it's properties.
    ImaginaryVillain
    ImaginaryVillain
    Ah I see... Apparently for purposes of the tilemap, Effekseer animations appear at Z 3. Since my code is injected and largely ignoring MZ.... When my objects attempt to occupy the exact same point in 3 dimensions, it confuses the system. Easily fixed by adjusting the Z coordinate. Though as I have successfully injected this... Perhaps I can give it behavior patterns as well. RM Skynet here I come! :LZSexcite:
    ImaginaryVillain
    ImaginaryVillain
    and_remember_tomorrow_attack_on_miranda_titan.jpg
    Well... I guess if I ever make an Attack on Titan fan game, I'm good to go. :LZSwink:

    Oh, and for those curious, it's the same image for all of them. I'm just able to adjust their Height and Width and dynamically adjust that new amount to make them shrink as well as they get higher up the screen.


    Hello darkness my old friend. :LZSwink:
    • Like
    Reactions: RomVHS and BK-tdm
    ImaginaryVillain
    ImaginaryVillain
    I think the biggest hold up is actually... I want it to be great. So I routinely throw out stuff I deem just not good enough. That being said, Honestly the demo's not as far off as people might think. A lot of what's left is putting together story scenes, designing some assets for the "inbetween" areas, hitboxing, and creating enemies.
    Cythera
    Cythera
    But...he's an imaginary villain? So is he a fake AI here to deceive us, or is he a non-villain, a hero? Hmm XD
    And really? You have the power of sparkles; it's great already. When in doubt, throw sparkles. They'll dazzle the people into ignoring anything sub-par
    ImaginaryVillain
    ImaginaryVillain
    In the end, I'm really just looking to impress one person... myself. I just figure in doing so I'll drag everybody else kicking and screaming along the way. But if that fails, I will fall back on the bright shiny sparkles to distract them into thinking the game is good. :LZSwink:
    and_remember_tomorrow_negantia.jpg
    I don't normally share the first draft of a map.... But Negantia... the world of Depression is off to a good or I guess in this case a "depressing" start... Excellent. :LZSexcite:
    and_remember_tomorrow_working_great.jpg
    So I after futzing with shuffling particles I realized my own visual plugin could do the same to animate the player... Things are working great except two things... The red square is where the player actually is. And the image in the upper left well.. It's a duplicate whatever the player is doing. Yep, stuff's going great! :LZSexcite:
    • Like
    Reactions: Hyouryuu-Na
    ImaginaryVillain
    ImaginaryVillain
    Oh yeah, you might not have seen the animated version of it in my previous posts. Here's the bottom half. :LZSexcite:
    and_remember_tomorrow_insania_bottom.jpg

    Also... I've resolved those two problems. I now realize because she's an image displayed by my own plugin. I no longer need to worry about pesky things like existing on the tilemap. I can now be in the parallax or in the picture layer as well. :LZScool:
    ImaginaryVillain
    ImaginaryVillain
    //kicks QSprite off a cliff.
    Imagine using some plebeian plugin like that.

    Now because my plugin can adjust the size of the image on the fly too... If I write a check for the player's Y coordinate and adjust the height/width (shrinking if the Y is lower, increasing if the Y is higher)... It will fake depth allowing me to run into the image. :LZSexcite:
    ImaginaryVillain
    ImaginaryVillain


    32 frames of movement in each direction, and the character changes size based on the height of the screen. It also uses single frames instead of spritesheets for added memory improvement.

    :rtea:
    @SigmaSuccour Thanks for showing me that Betweener program. :LZSexcite:


    I think the giant skull with a hand through it really brings the place together. Gives it a homey feel. Lord Cthulhu would approve. :LZSexcite:
    BK-tdm
    BK-tdm
    So you dropped the colorful trees and went full diablo hell, as expected from your villany!
    Soul_Narrative_Games
    Soul_Narrative_Games
    Your environments look as nice as ever. My limited experience with parallax mapping I realized I don't like drawing environments. I just meet in the middle and customize the tileset to make it my own. (Besides I like drawing character way more :D )
    ImaginaryVillain
    ImaginaryVillain
    People seem to think you have to draw literally everything to parallax map. Assets exist outside of tiles you know. :popcorn:

    @BK-tdm The second world has to represent "Anger" since that's the second stage of dealing with grief. So it was always destined to be a violent hell world.

    The bright colorful world represents "Denial", that's why it's perfect, except when it isn't. :LZSwink:
    and_remember_tomorrow_all_fall_down.jpg
    An early version of the next map in the sequence. Yes... yes I actually built a mini version of the house on fire from the previous map in the distance. :LZSexcite:
    ImaginaryVillain
    ImaginaryVillain
    But what she saw at that house before being chased makes her not want to live. She is after all now all alone, and thrown into a cold world where at least one group of people want her dead.

    As for a timeline... er... um... The programming is largely done. I plan an episodic release so that it actually happens. The first episode is largely planned out. Many of the assets are already made too....
    ImaginaryVillain
    ImaginaryVillain
    But I also work 50-60 hours a week and work alone on this, so my concept of a timeline is pretty er... um.. long? The good news is future episodes won't take anywhere near as long as the programming is the same. And I can pretty much crank out maps. Though I do need to refine the writing, it was originally a book I was working on. Not a script like a game needs.
    ImaginaryVillain
    ImaginaryVillain
    Also I need to make some quick assets for the combat areas as I've changed their design a bit. and_remember_tomorrow_real_world_forest.jpg
    ..to reflect nearby areas. Especially the real world stuff. I'm hoping sometime this summer... Though people keep shoveling money at me to do other stuff instead so er.. Listen. I'm greedy, lots of money always wins. :LZSgrin:
    Last update I posted, I had two different people on two different platforms ask me about the engine I used. Both seemed excited when I mentioned RM... And here I thought I'd have to dodge rocks. Perhaps when I do finally release my game, I can dispel at least a little stigma the engine has. :LZSexcite: ...Or they are just waiting for my back to be turned to start throwing. That's possible too. :kaoswt:
    Half way to making the scene I want. :LZSwink:
    Riazey
    Riazey
    In the back of my head that one meme with the little girl and the burning house comes to mind... xDD
    ImaginaryVillain
    ImaginaryVillain
    Haha pretty much. I thought the same as I was doing the video. Unfortunately I had to stand there to get, most of the house into view. Though I guess I could have setup a camera event at the front door. I'll probably need to do that for the sequence anyway come to think of it.
    Every time I switch to a cooler dev map it's like moving into a new home, super exciting and it makes me want to work even more on the game. :LZSexcite:
    ImaginaryVillain
    ImaginaryVillain
    Sometimes I think I'm the only person here who doesn't need motivation to work on their game. I just enjoy it and dream of working on it all the time... It's just too bad I'm so insanely busy with my actual business, else I would. :LZSgrin:
    Riazey
    Riazey
    I'm incredibly lucky for my husband for offering me the opportunity to go full-time now on gamedev <3 I don't know what I'd do without him!
    ImaginaryVillain
    ImaginaryVillain
    I work 7 days a week, usually 50-60 hours, then I come home and do this. Thankfully due to Corona-chan I don't have much of a social life these days, so I've got a lot of extra time. :LZSwink:
    Finally finished the home map.


    Going to start the game on this map, send them through the forest to see the meteor shower on the hill, then return them home for a nasty surprise. I'll see if I can animate her climbing out the window by Frankensteining animation frames together from PVG's stuff. Won't be AAA but hey, might still be cool? :kaoswt:
    ImaginaryVillain
    ImaginaryVillain
    Indeed it is, this track is actually something of a crowd favorite it seems... It's gotten compliments on every platform I've posted a clip with it. :LZSexcite:

    As for animations, yeah... I've been experimenting a bit with inbetweening to get extra frames... But it just looks weird. So instead, I've just been grabbing single frames to make longer animations. I have one with her falling down the pit already.
    ImaginaryVillain
    ImaginaryVillain
    I could marionette her I guess, just make a doll out of the character and create joints... Then repose her as necessary. Super time consuming though... I'd probably be better not doing that in the interest of every actually finishing. :kaoswt:
    Riazey
    Riazey
    Marionettes are super creepy, now you've got em stuck in my head!
    and_remember_tomorrow_real_world_forest.jpg
    and_remember_tomorrow_real_world_forest2.jpg
    The randomized areas are starting to look pretty cool. This is for the early areas of my game to match the maps from the three previous posts. :LZSexcite:
    ScorchedGround
    ScorchedGround
    I think leaving the "real world" with more realistic colors would be a nice touch to add some contrast.
    It might also help with communicating to the player that a transfer from "real" to "dream" happened.
    ImaginaryVillain
    ImaginaryVillain
    Eh... you know what? Nah.. I don't really like the whole cold light of day feel. I like the storybook/childish innocence of the multicolor better. Though maybe I'll use a Sepia filter for something for the "cold light of day" scenes. Just so I can showcase that innocence breaking a bit, which should fit the whole "denial" thing of chapter 1. :LZSexcite:
    ImaginaryVillain
    ImaginaryVillain
    Haha you posted that just as I did. There is an argument for making it a real world versus a fantasy world all the time. I'll experiment and see what works out best. Goodness knows I love playing around with special effects.
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Anybody else do this thing where you go like, "Oooh, so-and-so wud be such a good name for a game!" And then you write it down. And then yo games-to-be-made folder has like, 89 entries wid nothin' but a name?

Just me? :kaoswt:
We've been tricked, we've been backstabbed and we've been, quite possibly, bamboozled.

1695643923498.png

Finally figured out the source of my problems - WindowBase's contentsWidth() doesn't actually return the width of its contents :kaoswt2:
Lies of P. 5/10. It's like Dark Souls if you removed everything great about Dark Souls. It makes me want to replay Dark Souls.
poor Edward has some kind of affliction

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Keeping on my crowdfunding page rigging, making gifs to make the wall of text look more sparkly glowy.
Made this one and it made me laugh.

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