RMMV Yomi No Kuni

LittlePIGGY

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Looks great! Old samurai movies style.
 

Finnuval

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Been a while since I last checked in on this game but it's Still looking amazing guys!
Keep doing what you're doing xD
 

samkfj

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My bad--I thought I liked this already, I had been following a while and I guess I hadn't yet ^_^

Keep it up, bro. Love it.
 

Kwerty

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Here's a cutscene still for you guys. I know we've been quiet, but working hard on developing enough content to drop the demo. We're making good progress!



And here's a short in-game cutscene vid we've just completed for Beta, which i hope you enjoy.

Cheers!

 

Marquise*

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Woah, forgot it was voiced. Pacing is really good BTW ^^
 

Eric_SD-RPG-Studio

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Amazing graphics, love the 3D-based interior, love the Oriental, Asian, traditional, ancient Japanese settings.
 

potatopoofer

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This project is too beautiful for my eyes!
 

Marquise*

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*let my eyes loose, unplug my analytical brain part, hold my jaw so I don't search it later.*
:eek:
 

Finnuval

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Just a little gif showing what we've been working on this week.
looks awesome! only thing I can gripe about is the birds move a bit to fast in my opinion...like they're on hyper speeds lol Then again I'm being overly perfectionistic so yeah xD
 

Finnuval

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haha no problem xD
Can't wait for the next thing you guys share on this project as it has been growing to be one of my favorites to follow on here. Quality is really up there and only improves with each posting :)
 

Kwerty

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It never seems like the right time but I guess now is as good a time as any to drop some content with some meat and bones on it.. an idea of the direction we're heading with the battle system & cutscenes.

Since we're still very much in Beta, you may notice some of the following in the vid;~

- frame rate drops (which we're going to be working on next by way of polishing this thing & smoothing it out.)

- some dips & peaks in sound levels (we're aware of and will be coming around to this type of thing towards release of the demo.)

Cheers!

 

Finnuval

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okay that opening screen got me drooling (not a fan of the SE though).
Battle looks awesome so do the cut-scenes and art.

Now for some real nitpicking (but as I think you are aiming for very high quality it's worth noting) :

The cut-scene audio falls a tiny bit short. The quality seems a little below the rest. Not that it's bad but because the rest is such high quality it does stick out as a little lacking. My biggest problem with it is that the timing in some lines doesn't fully line-up with the scene and situation presented to the viewer/player.

Ofcourse this is just my opinion and should be taken with a considerable amount of salt XD

other then that i can only say : wow :)
 

Kwerty

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Hey man, thanks for the reply and comments.

For clarity, do you mean that the VO doesn’t synch with the facial animations? Or do you mean that the cutscenes don’t seem to follow what is happening within the battle itself? Or both?

At the end of cutscene 2, I intend to show the antagonist in a “new form”, but it means some more animation works and illustration for a new iteration of the character. Unless you mean something else, let me know!

About synchrony of voice with facial movement, it’s a tough thing indeed, we have worked so hard to get the cutscene voice and facial movement to the standard it is currently, unless we uncover another way or method of making it even closer synch, this is probably the best it’s going to get
 

Finnuval

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the sync-work is good and I can see there is a lot of effort put in there. That's not what I mean.
Lemme see if I can explain it :

in the beginning when you hear the line "you and your kind are already dead" and you give the visual of the sword being drawn there is a certain emotion you try to invoke however the timing between the spoken word and the visual is just a tiny bit off to get that full cinematic effect you are going for. Same when he responds after the battle "not yet"... there the line is spoken faster then the visual plays out (if that makes sense). This happens a few times ; where the visual and the spoken lines do not seem to match in speed (I guess).

Now like I said it's really nit-picky and I doubt many more ppl will even notice these things so take it with a huge helping of salt XD
I wouldn't even mention it if I you weren't already aiming for the stars here :D

EDIT: also I think the overall scene when he cuts the sword in half would benefit from having a breaking SE there as it feels a little 'empty' to me as it is now. but that's personal preference again xD
 
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Kwerty

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Ah, so you mean for example when he says “not yet” that he should first position his sword behind himself before he speaks the words?
 

Marquise*

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OH Sh... I forgot I was looking at a GAME!

Well, despite limitations, cinematography was good and the in-combat insert animations were great too.
I was always hoping inserting .ogv s cinematic sequences in combat rounds but was scared there would be loading screens or lags. ^^
 

Kwerty

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dropping this shop design here for Izumo beach and I am updating the OP.

We're coming up to the final stretch for the demo drop. Looking forward to getting all the bugs ironed out..

Mapping wise, we're pretty much done. I got some more stuff I need to do with battle system + cinematic scenes, but i'm quite excited to say, making good progress here!

cheers!



 

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