Doodle Quest

Started by WhiteRose, January 30, 2010, 05:44:12 pm

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Aqua

Those two pieces of tape are waaaay too similar if not the same.
Try changing them up for a little bit more "realism"

Calintz

This is really cool, actually.

legacyblade

February 01, 2010, 12:06:06 am #22 Last Edit: February 01, 2010, 12:08:46 am by legacyblade
Oh hey, just noticed you're using my script :D That makes me that much more excited to see the game :D

-edit

when I was looking through your screenshots, I got an idea about how to make your windowskin a bit better. The solid black boreder looks a little out of place, with the style of the rest of the game. So, following the motif of the cut out enemies, you could eliminate the border and make the body of the windowskin (the crumpled paper part) have torn edges. That might look better.

Just a suggestion though, this game looks freaking AWESOME!

Lore

I think the main aspect that attracts everyone, including me, to this game is just the creativity. It's a concept never done before, so it looks fresh and new compared to the hundreds of other projects.

And your drawing ability isn't that bad either :P
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legacyblade

Yes. We're all also jealous that we didn't come up with the idea ourselves and make it before you did :P

WhiteRose

Quote from: legacyblade on February 01, 2010, 12:06:06 am
when I was looking through your screenshots, I got an idea about how to make your windowskin a bit better. The solid black boreder looks a little out of place, with the style of the rest of the game. So, following the motif of the cut out enemies, you could eliminate the border and make the body of the windowskin (the crumpled paper part) have torn edges. That might look better.


I noticed the same thing when designing the windowskin, actually. The only problem is coming up with borders that don't look too perfect, if you know what I mean. I'm sure it's possible, though. If you'd like, I could send you a copy of the windowskin file if you'd like to take a crack at it.

legacyblade

Sure! I don't know how well I'll do, but it'd be cool to help out on such an awesome project. Send her over scottie! I shall tear her pages with my pixie sticks (sugar highs make me better graphic artist, but worse scripter)

WhiteRose

Alright, I've been working with Lore on the battlers, and we've come up with two options: either place the paper lines on the battlers directly, and then align those with the battleback, or use my previous ripped paper idea, which I've updated as per Aqua's advice, changing the tape on one side and making the torn edges a little more visible. The only problem with the first option is that due to a restriction in RMXP, it is impossible to get the lines to line up perfectly, though they can get fairly close. Here are some screen shots of each option:

Option 1 (Lines on Battlers):
Spoiler: ShowHide


Option 2 (Ripped Paper with Tape):
Spoiler: ShowHide


Which do you think looks better?

legacyblade

The tape looks cooler. Though I think what aqua was saying was to make the enemies not both be taped in the exact same spot (make different battler graphics). Though it's awesome how you were able to improve the tape, it looks really good.

Lore

Quote from: WhiteRose on February 01, 2010, 09:55:28 pm
Alright, I've been working with Lore on the battlers, and we've come up with two options: either place the paper lines on the battlers directly, and then align those with the battleback, or use my previous ripped paper idea, which I've updated as per Aqua's advice, changing the tape on one side and making the torn edges a little more visible. The only problem with the first option is that due to a restriction in RMXP, it is impossible to get the lines to line up perfectly, though they can get fairly close. Here are some screen shots of each option:

Option 1 (Lines on Battlers):
Spoiler: ShowHide


Option 2 (Ripped Paper with Tape):
Spoiler: ShowHide


Which do you think looks better?


I'm not sure...the taped version gives the same kind of "misaligned" illusion that bugs me for some reason.
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WhiteRose

Quote from: Lore on February 01, 2010, 10:22:44 pm

I'm not sure...the taped version gives the same kind of "misaligned" illusion that bugs me for some reason.



Maybe if I got rid of the bottom piece of tape and added a drop-shadow, so that it would seem the taped on enemy is "floating" off the paper a little, it would get rid of the "misaligned" feeling. I'll give it a try when I get some free time and upload a screenshot.

Zare

looks really cool :D and btw the UMS was made by Ccoa^^

WhiteRose

Quote from: Zare on February 02, 2010, 10:09:52 am
looks really cool :D and btw the UMS was made by Ccoa^^

Ah, thanks. I knew it was something like that. I'll update the description right away.

impulszero

omg it so ql!
it's brilliantly, original and funny. :clap:
i mean, i laugh even now.
and about battle sprites, option 1 is better, or at least i think so.
cant wait for the demo.
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WhiteRose

Quote from: impulszero on February 05, 2010, 10:16:12 am
and about battle sprites, option 1 is better, or at least i think so.

Duly noted. I've been working on the demo all week, so hopefully I'll upload it soon. Keep a weather eye on the horizon!

G_G

Just to throw in my opinion I like how the battlers are setup in this.

Spoiler: ShowHide

(Hexamin)

WOW.  Awesome.

In regards to your map, I LOVE the top view of the sprites, I think it fits the game well.  I've made some stick figures usin the y-axis, and you're right, it's rather difficult tryin' to make it "realistic" movement.

Someone had mentioned drop shadows on the enemy battlers.  I think that'd help.

What's the back story on the enemies though?  Is there any consistent "evil" in them or somethin?  Maybe a dark aura around them with transparency so you can still see the magnificient battlebackground?

Just a thought.  Anyway, yeaah, get that demo up, I'd love to test the game out.
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WhiteRose

June 10, 2010, 03:03:30 pm #37 Last Edit: June 13, 2010, 08:51:37 pm by WhiteRose
Alright, I have once again gotten back to work on this. I've revamped my current demo and made it much better. The main thing I have to do now is finish up the first dungeon (which actually is complete, though it at the moment is much too large, so I'm shrinking it a bit to make it more player-friendly,) and then I'll upload a demo for you to try out. For the time being, I've just gone with my original battler design for the enemies.

Also, I never answered your question, Hex; the enemies' back story is that they are drawn by Pablo to fight again guy and his allies, mainly to keep Pablo himself entertained. (He probably won't see this reply for a month or two, but I figured I'd answer since he asked.)

EDIT: Question for everyone. Right now, I have it so you can only class change at save points. Should I change it so you can class change anywhere via the menu?

EDIT 2: Actually, I just fixed a typo in this edit. Stupid typos. -_-

lonely_cubone

Personally, I like the taped battlers better. Also, I'd say changing class would be better from the menu, since that way you can actually change your class to adapt to the situation at hand.

legacyblade

I personally like it better when class changing is done from a specific location. I mean when you're walking along, do you think "I'm sick of being a computer nerd, I'm a football player now!" since that'd help get the girl you want? Even if you do, does it suddenly change your skill set and what you're better at? Didn't think so. That's why I think class changing should be reserved for specific places (and there should be some justification as to why you can change it there)

That being said, it's still fine if you can do it from the menu.