What are you working on?

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Kes

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@Neverward

Definitely a good choice for colour scheme and style.  

@numfanklewhat

Wonderful.  I think the style is such a nice choice, and I hope you'll post a shot of this when you've finished it.

@Makio-Kuta

I always enjoy looking at your artwork, and this is no exception.  It's all too easy to imagine what sort of conversation those 2 are having!

Nearly finished my test-to-destruction of several hours' worth of game play (probably for the average player, if they do everything, about 15-16 hrs) to make sure that late script bug is fully resolved.  Finally got the mouse script sorted so that the player can choose to enable/disable the mouse from the menu.  The problem was getting the game to remember the data so that it didn't have to be re-chosen every time the game was loaded.  Huge relief; I had started to think it just wasn't going to be possible.
 

Neverward

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@Neverward: Ah that shading style looks so good with your art~ I love the look of them. Especially the first girl there; she's a mega cutie. I think you'll probably come to thank yourself for going with a simpler style when you start to do all those busts you had previewed before. Keeping things simple is really the best when you have something you're going to be doing a lot of. Especially if it is quick for you and still looks nice for the player; which is totally the case here.

@numfanklewhat: Every time I see screenshots for your game I can't help but smile. The art style is so charming! and that little hub with the sun on it~ I don't know. I just really love seeing it a lot. Best of luck with this underwater endeavour. It looks really neat so far! It'll be cool to see how it looks when you're done. :)

I've just been hacking away at various little art assets. Icons, mouse icons, cutscene artwork, sprites, etc, etc, etc.



Got some of Hansel and Gretel's skill icons finished.



And whateves, just because it is super cute. and super WIP. <3

Awesome I'm glad you like that style! And Cyclops is a cutie xD She's a complete man though lol, manliest main character in the game. I totally agree as to the simplicity helping the speed. I had taken SOOOOO many days into weeks to finish coloring just 1 of 8 girls 3 outfit variations and I was ready to die, this change has saved my bacon. I did the same amount of work in one night.

Also I LOVE the little icons and the general look/feel of that UI there, the icons are pretty adorable. And speaking of adorable, I love that WIP xD I always notice that your art has a ton of attitude. The Blonde girl is adorable and she looks so shy in this scene~
 
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artoni

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Got some preliminary artwork from my cohort, and I've started making basic sprites for the main 8...



Only about half are near-final; the rest are placeholders based on my written concepts, but still very much in the air designwise other than basics. Ari - the upper left - is the only one who's had heavy editing, otherwise most of these are adjustments from Mack's looseleaf sprite thingamabobber.
 

B.Ultimus

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@artoni:  Nice start...the colors seem very washed out though.  Are characters #7 suppose to be super black, and characters #8 suppose to be super white?  And the moment I saw #3, I just had a choir scream in my head "SEPHIROTH!"
 

artoni

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@B.Ultimus

7's supposed to be a 'dark ebony' skin, with 8 being literally white; s/he's taken a human form, but isn't human by any stretch- think a star given shape! 3's sprite does need a bit of work; he's more supposed to be more Grumpy Old Man than Sephiroth by any means. XD
 

nio kasgami

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I am working on a bunch of script I decided to put my regulars scripts in a really big engine who named....Haha secret for the moment >w<! I prefer to keep it secret for the moment ;w;

I also working on dark fantasia battle system who give me a pain in the head and the ass! I don't calculated the hour I just lost Spent on this dammit WONDERFULL script U_U.....

I also working on my manga so I hope I will able to finish the first chapter before the end of my scholar years ;/.....
 

numfanklewhat

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@makio

Thanks! I always think the hud is too simple, seeing so many graphically complex and beautiful hud in this thread and game and map ss thread, glad you like it. I liked your art assets too, you have a distinct art style, it's really showing! Now that I think about it, I should've spent times trying some of your completed games and other interesting games here, but funny thing is, I actually liked creating game more than playing the RM game itself. So, looking at so many completed games done by people here really motivates me to finish my own game project.

@ksjp17

Sure, I'll post some of the screens here when I'm done. Good luck with your works too! :thumbsup-left:

@neverward

Yeah, simplicity is the way to go! especially when you are working with so many characters to draw. Your shading style looks really good too, something I never got right, since my shading is very inconsistent, I just pick any color at the palette that looks fine without following any shading/color grading rule.

@artoni

Looking good, are you trying to use XP style? good luck on you! :thumbsup-left:

@nio

Ah, making a manga, something that I want to tackle, but doesn't seems to have time and chance to do ;_; Hopefully, you'll be able to finish it and your other works too!
 
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Makio-Kuta

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@numfanklewhat: I love simple, clean HUDs over super complicated ones personally. They are easy on the eyes and the information is quick to find. Plus, I think it matches the look of your game really great. :>


And thank you~! <3 It's hard to find time to play games while making games, I agree. But! It's certainly worth it to see what sorts of things other people do and get a grasp on what you should and shouldn't do yourself. You never know where inspiration may hit. I get cha though, I like the creation part of it way better as well. :)


--


What I'm working on today--gotta shade some images for the web story and then hopefully, HOPEFULLY I will have time to start tackling the visual look of the next dungeon. I've been excited about it for a while now. (fall coloursssss <3)
 

nio kasgami

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@numfanklewhat : Sankyouy I also hope I can finish it xD!
 

Creepy Pie

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I'm working on a game called Homeless Quest.

It's in really early stages of development, but I'll create a thread with all sorts of info once it's a bit more complete.

For now, here's some concept art: http://puu.sh/6vDy3.jpg
 

Kyuukon

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Working on the script (text, dialogue...) of my first RM project (Mystery, Horror, Gore interactive story).

English not being my native language is proving it a bit challenging but I'm not gonna give up till the end... 102 Word pages and counting xD!

I just wonder if there's a script out there that imports all the dialog from a '.txt' file into events; that'd be life saving. Anyone?

I'm the kind of guy that wants his creations to be the best as possible (even if I spend a year in the making) so I'm also tinkering with some advanced stuff like scripting, parallax, lighting... I'm so greedy!
 
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DustyCat Media

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Working on.... dialogue scripts for NPCs for our game, Crescent Dreams. 

I'm putting effort because I believe (or i want to believe) that "no npc is useless"
 

Caustic

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Working on dialogue too as I go along, and trying to make it funny (or at least entertaining) @_@

Lotta stuff in my head that I should really get down to paper before my brain thinks of anything else...

@DustyCat: So, are you working along the lines of a Falcom game (ie - short, but has well-developed areas/towns)? Because if you're not going to have "background" NPCs at all in a 40-hour game... well, be prepared for some very small town populations XD

I never really see any NPC as "useless" (unless, say, a small town has way too many for the size of its buildings or something like that) - even if their dialogue is pointless, they add to the illusion of an active small-town or the size and scope of a city. And if you don't want to write inane conversations... just make your "important" characters stand out with unique designs or something? Even if they end up looking a bit wacky, that gives the player something to talk about.
 

DustyCat Media

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@caustic: thanks for the advice!

how do you make a well-developed town?
 

That Bread

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Drawing up boss's for my game and coloring them in photoshop.
 

Alexander Amnell

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Yesterday night around 1 am I came to the realization that I needed a grassy clifftop for my game. (I actually knew I needed them long before this, but I resolved finally to attempt to do something about it.) I downloaded paint.net and decided to embrace tile edits for the first time ever randomly and found that it's not nearly as intimidating as I thought it would be(at least not the simple stuff). Playing around with tile edits right now and finding it pretty fun, it's useful for when you don't have something you need for your game like a carriage-prison but have individual tile pieces that can be rigged to work for that purpose, even if I'm not completely satisfied with how most of the edits look yet, I'm making pretty swift progress I think.

Edit: Damn, just realized the screenshot knocked the little prisoner girl out of the cage so it doesn't look right. In game she's actually in the cage with the little collar-looking thing that's hanging down looking like it's around her neck...
 
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midnight_lost01

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My current project is simply learning the program.

While I am making a game, and letting friends and family "beta test" it. It is more for me to just get a handle of what I can do with it and how far I can push it. Currently also writing up a full length story outline for my big project.
 

Kes

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@Alexander Amnell

Once you get into it, tile editing makes a huge difference to getting the map just the way you want it.  I've done a lot for my current project and my first attempts were pretty dire.  But you're right; with practice one can get quite quick and it's fun seeing what you can come up with.

I, at long last, have finished my emergency test-to-destruction playthrough and am confident that the bug has been completely squashed.  I can now move on to the next bit - finishing the eventing and cut scene for the latest side quest.
 

Ultimacj

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Destiny of a Wizard has been updated:  I'm putting finishing touches on map refinements

The game is 100% playable from start to finish (including the bonus content)

After some play testing from other people, the game will go fully live and commercial.  I've seen commercial sites such as Amaranthia & Aldorlea Games and will submit once the project is completed.  DoW WILL have a demo.  The planned demo plans to run the majority of the Prologue and about 50% Chapter One, which roughly will take 2-3 hours.

I maybe looking for additional beta testers as well.  If you're interested in beta testing the commercial version, let me know.  Applicants will get a full free copy of the game and will be credits in the games ending credits.  Please note this game is approx 25-35 hours long give or take.  This doesn't include the bonus content, I will update how long it will take via bonus content as well when I fully test the game myself to make sure no hic ups.

Map refinements and a few other adjustments are still being made but I'm hoping to have a finished game near the end of Feb or even earlier!
 
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