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mixzed
Milk Maid


Joined: 06 Feb 2009
Posts: 41
Location: Westchester, NY

PostPosted: Fri Feb 20, 2009 12:55 am    Post subject: Kali 9: Alpha Build v.0.3 [quote]

Latest Build Version
Kali 9 DevSpace

Kali 9 is an Action/RPG I'm working on in Flash

Since mid-last year I've been putting things in to high gear and I'm actually getting alot done. I hope to have a little Walkaround/GUI Demo Ready within a few months.

Specifications

Tools - Originally Years back I was going to do this game in VB. I'm not a programmer anymore so I'll be using Flash CS3 with ActionScript 2. I've tried messing with AS3 but I feel more comfortable and have more experience using AS2.

Artwork - I'm drawing 90% of the game's art the old fashion way. The other 10% I'm drawing directly in flash.

Music - I play bass and I'm limited at the keyboard but my brother has experience at composing songs so we'll see what we come up with.

Story - A Quickie From the Design Document

The main character Reilynn Shinomura - She's not a heroine and she isn't exactly up for saving the world. Instead is more interested in preserving her own sanity and understanding what is happening to her. As the story progresses we get a look in to how dark she can get until she gains the courage to pull herself out of the shadows. Reilynn has alot of Issues that she has to cope with: death of her loved ones, death of herself - events that she can't truly understand that drive her into depression and insanity.

Some screen shots and concept art from the devspace. Keep in mind that they're rough and do not represent the final product.

Room - Reilynn's Room



Map - Reilynn's house



And a Monster
My favorite thing is drawing monsters even when I was a little kid



I'll probably only post major updates in this thread. Check the devspace for anything in between.
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pixoasis /The Search For... /K9


Last edited by mixzed on Sat Dec 19, 2009 7:00 pm; edited 1 time in total
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RedSlash
Mage


Joined: 12 May 2005
Posts: 331

PostPosted: Fri Feb 20, 2009 1:04 am    Post subject: [quote]

Wow, this looks really good!
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Verious
Mage


Joined: 06 Jan 2004
Posts: 409
Location: Online

PostPosted: Sun Mar 01, 2009 4:40 pm    Post subject: [quote]

I checked out the website and I think you're off to a great start. I love the visual style you have chosen, it really gives the game a unique feel.
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mixzed
Milk Maid


Joined: 06 Feb 2009
Posts: 41
Location: Westchester, NY

PostPosted: Sat Jun 06, 2009 6:58 pm    Post subject: [quote]

Updated screens







Progress Made
-More Maps Done
-Animation Testing
-Status Menu Animation Added
-Save Point Animation Added
-Hit Counter Added
-Basic Sprites for Several Characters Done
-Inventory Tweaked
-Design Doc Tweaked

Currently Working On
-More Sprites & Sprite Animation
-Coloring Art Stills
-Intro Song
-Maps

Thats whats goin on so far

as always latest info at http://www.pixoasis.net/kali9
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Malignus
Scholar


Joined: 12 May 2009
Posts: 198

PostPosted: Sat Jun 06, 2009 7:21 pm    Post subject: [quote]

Cool. If this is anything like Mystic Circle (which it looks a bit like), I hope the combat is satisfying.
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DeveloperX
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Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Mon Jun 08, 2009 12:01 pm    Post subject: [quote]

Hey cool. The game is looking good man. nice screenies and looks like some great progress is being made!
Keep up the great work!
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mixzed
Milk Maid


Joined: 06 Feb 2009
Posts: 41
Location: Westchester, NY

PostPosted: Sat Aug 15, 2009 11:04 pm    Post subject: [quote]

I'm still alive just been busy with stuff.

I've been working all this week on k9 and I came up with this animation test demo.

http://kali9.pixoasis.net/beta/betatest.html

It's a test showing our heroine walking back and forth across the screen.

I also added some GUI Functionality as a bonus.

it may not seem like much but it's a huge hurdle for me as I have no animation experience and was dreading this part of the project.

next up I'm going to work on mapping animation to the keyboard and adding more maps, next demo will be more interactive.

project site: http://kali9.pixoasis.net/
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Verious
Mage


Joined: 06 Jan 2004
Posts: 409
Location: Online

PostPosted: Thu Aug 20, 2009 2:30 am    Post subject: [quote]

The walking animation looks good and I like how the character portrait colors itself on the status screen. The effect is subtle, but looks great.
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mixzed
Milk Maid


Joined: 06 Feb 2009
Posts: 41
Location: Westchester, NY

PostPosted: Thu Aug 20, 2009 11:45 pm    Post subject: [quote]

Verious wrote:
The walking animation looks good and I like how the character portrait colors itself on the status screen. The effect is subtle, but looks great.


Thanks a lot, you get a gold star for noticing that. I didn't think anyone would notice that.
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mixzed
Milk Maid


Joined: 06 Feb 2009
Posts: 41
Location: Westchester, NY

PostPosted: Fri Dec 11, 2009 7:20 pm    Post subject: Kali9 (walkaround alpha build released) [quote]

It's been a long time. I tend to lock myself away from people when I'm working on a project.

some screens first






and heres the demo, excuse my messy presentation It's still alpha
http://www.pixoasis.net/kali9/alpha/gate.html

Id like to hear some feedback.
thanks guys and for more info visit the devspace at http://kali9.pixoasis.net
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BadMrBox
Bringer of Apocalypse


Joined: 26 Jun 2002
Posts: 1021
Location: Dark Forest's of Sweden

PostPosted: Sun Dec 13, 2009 12:35 am    Post subject: [quote]

Looks nice :).
I noticed some problems. One is the hitcollissions, it's no fun getting stuck to objects.
Another one is that you must release the directionkey when entering a new map.
And somehow I managed to break the characters animation when I entered that yellow tube a couple of times. I could only see the back of the character. Somehow, exiting the map and returning to the tube turned the animation back on.
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mixzed
Milk Maid


Joined: 06 Feb 2009
Posts: 41
Location: Westchester, NY

PostPosted: Tue Dec 15, 2009 9:27 pm    Post subject: [quote]

BadMrBox wrote:
Looks nice :).
I noticed some problems. One is the hitcollissions, it's no fun getting stuck to objects.
Another one is that you must release the directionkey when entering a new map.
And somehow I managed to break the characters animation when I entered that yellow tube a couple of times. I could only see the back of the character. Somehow, exiting the map and returning to the tube turned the animation back on.


thanks for the feedback, man it's much appreciated

I'm aware I've got big problems with the hit collisions I'm trying to avoid using any complex logical math which is probably why I'm having these problems in the first place. I'm working on a way to get the hit detecting alot smoother. and hopefully not trying to break anything in the process.

That tube exit wasn't supposed to be there, I forgot to take that out. thats not supposed to work until much later in the game.
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mixzed
Milk Maid


Joined: 06 Feb 2009
Posts: 41
Location: Westchester, NY

PostPosted: Sat Dec 19, 2009 6:55 pm    Post subject: Version 0.3.A released [quote]

I've just uploaded version 0.3.A and includes some fixes from the last version.

from the dev space

Quote:

Version 0.3.Alpha

Fixes
- Fixed problem with screen flashing & locking up between map transfers.
- Fixed problem with animation sometimes locking up.
- Fixed layering problem with some objects.
- Fixed problem with walking in front and behind larger objects (credit sophie for help on this problem).
- Fixed some doorway catches.
- Moved catch for bottom of stairs.
- Altered some maps to make moving easier.
- Changed Alpha filter for "Status Bar" making some map details more apparent.

Additions
- Added some more details to the Status Bar.
- Added technique equipping and details to Status >> Technique.
- Save Points now called "Memory Mithra" instead of "Save Mithra".

Still Working On
- Problems with getting stuck in objects.
- The interact button is still acting wacky I'm working on it.


finally this project is starting to come together
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