Pixelation

General => General Discussion => Topic started by: yaomon17 on March 30, 2014, 05:10:54 am

Title: Vale
Post by: yaomon17 on March 30, 2014, 05:10:54 am
(http://i.imgur.com/yow90Tj.gif)
https://dl.dropboxusercontent.com/u/48945867/ValeDemo9_14_15/index.html
Vale is a 2D turn based RPG that originally had its origins from a TI-84 (not Silver Edition). Eventually it made its way onto Construct 2 somehow, who knows. Anyway, the game is run-based where you start by picking a class, fight enemies until you are powerful enough and then take on the boss, earning a score based on the number of battles you needed before you could beat the boss (and some other factors). As of right now, there is not boss yet since I work like a slug, slow and steady and making sure I breed a lot of bugs into the game. This is where I need help! The bugtesting has been hell on Earth (mainly just confined to my house though) and I could use a bit of assistance. Any assistance is appreciated. Misc Game Info below:
Extra keyboard shortcuts:

D/F - Lower/Raise Volume
M - Mute
Hold Esc - Return to Title
QWER in Battle - Select Ability
A in Battle - Attack
Number Keys in Shop - Buy Items
1/2 in Battle - Potions
Shift - Toggle Fullscreen
Tab - Cycle game speed
Space - Skip stuff that can be skipped
Backspace - Go back in Shop/Skills

Plans:
Multiplayer (waiting on C2 for this one though not completely necessary since it is turn based).
Adventure mode (think FTL but battles are the battles in this game. Random Skills and Stat raises)
Gauntlet mode (All RNG removed, fight enemies in order and reach boss)
4 Bosses (No additional details)
Skins and other cosmetic stuff (bought with diamonds, earned in game and IAP (on mobile))
More Classes (Don't know how much planned. I have ideas for like 50 more but realistically it would be closer to 5)

Working on enemy variants and stages

All suggestions welcome.
Blog at : Valedev.tumblr.com
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: yaomon17 on June 17, 2014, 10:49:52 am
Update.
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: yaomon17 on June 18, 2014, 02:55:36 pm
(http://i.imgur.com/ptNHetN.png)
Replacing old shopkeeper.
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: yaomon17 on June 19, 2014, 11:28:26 am
Adventure Mode Preview
(http://i.imgur.com/040NWkS.png)
Another mode consists of gameplay similar to that of FTL. The player travels from beacon to beacon and earns stats and upgrades before encountering the boss. Here are examples of the semi random beacon generation.
(http://i.imgur.com/bjU1UnP.png)
(http://i.imgur.com/fObxb4v.png)
(http://i.imgur.com/STZnXCu.png)
The beacon events are also based on their colors. They are also animated!
(http://i.imgur.com/H4OiycK.gif)
(http://i.imgur.com/jnu1Mk4.gif)
(http://i.imgur.com/N7wKQ4Q.gif)
(http://i.imgur.com/HCKWOks.gif)
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: Ryumaru on June 20, 2014, 03:17:27 am
Are you accepting critique on any of the work shown here? The art direction is solid, and you have some fine pixel work going- but there are some weird things going on with anatomy. Specifically the larger portraits.
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: yaomon17 on June 20, 2014, 02:57:13 pm
Sure, critique certainly never hurts.
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: Ryumaru on June 20, 2014, 08:44:48 pm
I think I speak for a lot of people when I say that nobody really wants nipples that look like they were carved out of marble with specular highlights around their perimeter. The faceted, planar style you're going for can work alright, but you need a better understanding of the muscular forms before you can simplify and distort them in such a way.

(http://i251.photobucket.com/albums/gg310/Chriskhaos/dude_edit_zpsfaf1806b.gif)

For the shopkeeper, the pose was very unnatural. He would be bracing the hammer on the fat of his neck as opposed to something like his shoulder, which has more structure. Also, if you insist on using the same palette ramps for different assets, think about restricting their range of use for other parts. For example, there were many highlight shades I did not use for the sleeves. This not only makes them look like a different " color" but it also gives them a different material identity. Not everything has to be highlighted to it's maximum. In fact, this reduces material identity and can actually flatten an image as opposed to enhancing forms.

(http://i.imgur.com/Kw2hbkQ.gif)

I hope this is of some help. good luck with your game!


edit: saw some flaws in my own edit; still may not be perfect. Length of the upper arm and angle of the forearm will need close looks to make sure it's right
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: yaomon17 on June 22, 2014, 02:38:38 pm
(http://i.imgur.com/rtOJRPy.png)
WIP update of shopkeeper guy. Kinda lost on what to do with stomach area. Will continue when I have some more time. Thanks for the feedback. :y:
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: Night on June 22, 2014, 06:01:04 pm
You just took Ryumaru's edit and edited it a bit, wtf dude.
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: Ryumaru on June 22, 2014, 06:39:21 pm
That's ok: I was actually going to give permission for Yaomon to use it anyway- knowing it would sti take a lot of rendering to be useable. This of course, is an exception to the usual rule where optimally the artist will bring the edit into their preferred program and work with it side by side and studying it.

Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: FrostPumpkin on June 22, 2014, 06:54:29 pm
You just took Ryumaru's edit and edited it a bit, wtf dude.

Hm, looking at it closely, I'm really not sure he did that. He may have been heavily inspired but I guess that's the purpose of an edit.
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: yaomon17 on June 23, 2014, 12:57:33 am
Well I know that my knowledge of anatomy is more than lacking and my first attempt didn't turn out very well. Redrawing the entire thing also didn't turn out very well after several attempts. I am trying my best to learn from someone more skilled than I. Since this is the case, I have very little way of confidently supplementing the edit with something of my own that I would think would be better than what is already there. When I tried to change something, it turned out to be unsightly. I am aware that I would benefit greatly from a longer study of the piece but I'm afraid that doesn't fit into my schedule right now. Sorry for any distress caused.  :-X
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: Night on June 23, 2014, 09:13:35 am
I guess that if it's fine with Ryumaru there's no problem, o'well.
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: PixelPiledriver on June 23, 2014, 07:25:06 pm
You could definitely flesh out the face more and do some variations.

(http://1.bp.blogspot.com/-_l2EeTUGRwE/U6h-VmPkCcI/AAAAAAAAJ9E/Ff0p17gwtYw/s1600/shopKeeperEdit_original.png) (http://2.bp.blogspot.com/-cEJfaJtgHgA/U6h93n6OJSI/AAAAAAAAJ88/k7kYmC_7r-8/s1600/shopKeeperEdit_3.png) (http://3.bp.blogspot.com/-0IofkNJv0mE/U6h9sTE1WUI/AAAAAAAAJ8s/-KZ7FJE0zis/s1600/shopKeeperEdit_Frames.gif)
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: FrostPumpkin on June 23, 2014, 08:56:49 pm
EYEBROWS

I knew there was something wrong with that guy.
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: Seiseki on June 23, 2014, 08:59:05 pm
PPD's edit addressed the most glaring issue I saw with the face, his beard and face looked like they weren't attached.

I think the way you shade things makes them look like separate objects, because everything has a outline.
 You should allow your shading to blend together the different body parts and clothing, where it is appropriate.

Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: Night on June 23, 2014, 10:18:59 pm
I think the main issues with his face is the fact the nose is so high up, and the lack of depth in the eye sockets and brow region; the combination brings a rather weird appearance.
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: big brother on June 24, 2014, 03:25:42 pm
I'd recommend including some portraits that have ears so it doesn't become a consistent anatomical omission like Liefeld does with feet. 
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: yaomon17 on June 25, 2014, 03:53:11 pm
(http://i.imgur.com/LFwkwvO.png)
He looks a bit like a drug addict.
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: yaomon17 on July 09, 2014, 01:54:48 pm
Need a lot of help with this man:
(http://i.imgur.com/Ka5mH65.png)
(http://i.imgur.com/0HmCM6J.png)
(http://i.imgur.com/aow1Z6z.png)
The hands and robe(especially the robe) look very off. I can't draw clothing very well at all. I've looked at some references and came up with the third picture. Are there any suggestions before I try to continue? Thanks.
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: Ryumaru on July 09, 2014, 03:14:06 pm
You really need to work on your palette management. Lots of unnecessary colors; this could easily be done in 16.

For the robe, and clothes in general, the only thing you can do is practice. You see the words around here all the time: break out the paper and pencil. Get some reference. Do studies until you understand a good deal of what is happening. My edit is far from perfect, but takes it at least half way to where it needs to be.

For the hands: this is a hard pose, and you actually did a decent job at them. Think about each finger as a series of blocky cylindrical forms. Also, think more about how light hits form, and any cast shadows it may produce.

(http://i.imgur.com/Fe3qhW6.gif)
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: yaomon17 on July 12, 2014, 04:38:34 pm
(http://i.imgur.com/Ly6MYFv.png)
Robe is still referenced off the edit at parts. Will probably need to work on it more. Thank you very much for the advice.
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: yaomon17 on August 24, 2014, 05:45:08 am
https://dl.dropboxusercontent.com/u/48945867/AdvEventStimH/index.html
Done a bit of work and now I have this great thing to simulate the random events in the Adventure Mode but it doesn't really do much else. Woohoo...
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: yaomon17 on August 26, 2014, 06:44:06 am
(https://31.media.tumblr.com/97a8086618f63ec10c431ae946445c2b/tumblr_nawingal4l1s3yqpho1_250.gif)
Animation for new class.
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: yaomon17 on September 06, 2014, 01:10:52 am
(http://i.imgur.com/7Ny8gx7.png)
C+C is appreciated but I probably won't implement any changes because at the rate this is going, the game will be finished after I graduate.
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: yaomon17 on September 12, 2014, 06:47:35 am
(http://38.media.tumblr.com/a8b4044939caee0e4153353b405f5fe1/tumblr_nbob0iD04O1s3yqpho1_400.png)
Forgot to post here. Going to keep trying to practice cloth/clothing when possible.
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: yaomon17 on September 22, 2014, 07:18:08 am
(http://i.imgur.com/6RjRYMY.png)(http://i.imgur.com/AjMQT9Y.png)(http://i.imgur.com/qDB93I8.png)(http://i.imgur.com/sDZEuyF.png)(http://i.imgur.com/SZJ0JQX.png)
Screens from current closed beta. A lot of new skills and 3rd tiers on most of the original skills! Also updated the Victory/Death screens. Taking suggestions for the finding gold screen for when  you choose to continue.
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: yaomon17 on October 05, 2014, 03:28:20 am
Newest patch.

https://dl.dropboxusercontent.com/u/48945867/ValeDemo10.04.14/index.html

EDIT:
I was playtesting (for the millionth time) and was killing off monsters with 600+ damage laser beams when I realized that if this were a player that I was facing, he would have no chance to do anything! That was when I found a huge flaw in the XP scaling. The monster's health originally scaled too fast so the player's damage had to ramp up very quickly as well, forcing an imbalance in a player vs. player matchup. I did a large overhaul of the system making all of the player's damage scale a lot less off XP and more off the stats, as well as making the player gain extra health per battle in addition to the health they gained from the XP. Also the new skill Underhand has been nerfed a tad. The class portraits also no longer have breasts that look like they had more Operations than a Hasbro factory.
(http://i.imgur.com/ptZSmdG.png)
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: Fizzick on October 10, 2014, 04:55:05 pm
This is all in construct 2? Really cool stuff. I'd be interested in how you accomplished it with the drag and drop style of coding.
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: yaomon17 on October 10, 2014, 11:23:34 pm
It is actually very poor quality in terms of the drag and drop stuff. When I started, I didn't know you had to add functions as an object to use them so I assumed there were no functions and it spiraled into a huge mess from there :\
It is definitely a huge learning experience if nothing else.
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: yaomon17 on October 12, 2014, 07:50:02 am
(http://i.imgur.com/PtUR17R.png)
(http://i.imgur.com/9mw8uIi.png)
Need a lot of help on the stomach of the lower guy ( coming from this (http://i.imgur.com/9JnV9qI.png) )
EDIT:
Attempt 3:
(http://i.imgur.com/kF3C4Xj.png)
Attempt 4
(http://i.imgur.com/0VVIJVM.png)
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: yaomon17 on November 18, 2014, 12:25:30 am
New class added to the closed beta!
(http://media.tumblr.com/33ecf5c2e7f5062bbaf2a32dc27c8c04/tumblr_inline_nf0oqkwnY31qfj7y5.png)
Passive: The doctor revives upon death with half of his maximum Health.
(http://media.tumblr.com/436362b181d0317f7271aeeddec7155a/tumblr_inline_nf0pzlks5b1qfj7y5.gif)


Ailment: Stun the enemy on the turn used and deal small damage over 3 turns based off your Spell Power (20 Mana) (5 Turn CD)
(http://media.tumblr.com/e07b9aca030341053bed0b9f05e01beb/tumblr_inline_nf0q0t77Gg1qfj7y5.gif)


Mortal Kiss: Toggle on a heal that heals a small amount each turn based off your maximum Health and Spell power. (5 Mana per turn) (Toggle)
(http://media.tumblr.com/a741855c734b9cea133ca3e40b9ca493/tumblr_inline_nf0q1w9VpB1qfj7y5.gif)


Bound Revival: Revive a corpse to fight. You take 20% less damage and deal damage based off your attack for the next 5 turns. The corpse’s attacks apply basic attack effects. (50 Mana) (6 Turn CD)
(http://media.tumblr.com/0db016ab7d1778270c86aa6e30195a5f/tumblr_inline_nf0q5eYgOY1qfj7y5.gif)


Psycho Break: The foe takes damage based off your Attack and Spell Power for the rest of the battle. Stacking Damage (30 Mana) (5 Turn CD)
(http://media.tumblr.com/f028fff90011be67e8bc9b80ec5473b8/tumblr_inline_nf0q7d4U0d1qfj7y5.gif)


The Doctor can build a huge variety of builds. Attack based builds can abuse the corpse’s on hit application. Reanimation also allows for a strong hybrid build with the Aura Tap skill that allows you to deal extra damage on basic attacks based of your Spell Power! Of course you could go plain Spell Power and maybe throw in some cooldown reduction and/or Masterful Conscience for extremely strong Ailments! On hit effects that work on both spells and attacks work extremely well on the Doctor since he hits in so many ways! Have fun playing (when the game eventually gets released… Sorry, closed beta :\)

Death is the cure for life…
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: DHyd on February 23, 2015, 04:33:37 pm
Hello,

Saw your post on a question I asked about how people go about making creepy pixel art.
Clicked on your little banner and saw a dropbox link, figured I could test out your game.

Anyways, I tried clicking on the dropbox link and it gave me a 404 error. If its not playable thats cool, I haven't gone through and read much of this thread, so you could disregard this if it isn't actually meant to be downloadable xD

Cheers,
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: yaomon17 on February 23, 2015, 07:55:16 pm
Hmm, this link (https://dl.dropboxusercontent.com/u/48945867/ValeDemo10.04.14/index.html#_=_) here should work.

The project isn't abandoned btw if anyone is thinking that.
(http://puu.sh/g9Eit/7d985280ce.png)
Just have other stuff going on at the moment.
Title: Re: [Project Promotion] Vale, the thing in my signature.
Post by: yaomon17 on September 09, 2015, 04:23:18 am
I'm a necromancer!

Yes this is still going on :P

Quick copy paste of part of the video desc.
This is the preview of the Adventure mode inspired by games like FTL, Space Rogue and Convoy. Each beacon has a random event and battle, and you pick a class to traverse through the beacons to reach the boss. The stat and skill gains are random.
Title: Re: Vale
Post by: yaomon17 on September 13, 2015, 11:09:09 pm
Enemy portraits for the new Vs. Screen:
(http://i.imgur.com/qRCREJN.gif)
(http://31.media.tumblr.com/437dd66b81fecb6ef98eba105edd0f8e/tumblr_ntq2rtgPcu1s3yqpho1_500.gif)
Preview of enemy variants!
(http://i.imgur.com/ew939cQ.png)
Ambient stage animation
(http://i.imgur.com/ust36k8.gif)

Also made another twitter account which I hope won't be stolen by bots. Still have 0 idea how twitter works
https://twitter.com/ValeDevelopment