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mixzed Milk Maid
Joined: 06 Feb 2009 Posts: 41 Location: Westchester, NY
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Posted: Fri Feb 20, 2009 12:55 am Post subject: Kali 9: Alpha Build v.0.3 |
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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. _________________ 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
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Posted: Fri Feb 20, 2009 1:04 am Post subject: |
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Wow, this looks really good!
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Verious Mage
Joined: 06 Jan 2004 Posts: 409 Location: Online
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Posted: Sun Mar 01, 2009 4:40 pm Post subject: |
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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
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Posted: Sat Jun 06, 2009 6:58 pm Post subject: |
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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 _________________ pixoasis /The Search For... /K9
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Malignus Scholar
Joined: 12 May 2009 Posts: 198
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Posted: Sat Jun 06, 2009 7:21 pm Post subject: |
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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 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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mixzed Milk Maid
Joined: 06 Feb 2009 Posts: 41 Location: Westchester, NY
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Posted: Sat Aug 15, 2009 11:04 pm Post subject: |
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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/ _________________ pixoasis /The Search For... /K9
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Verious Mage
Joined: 06 Jan 2004 Posts: 409 Location: Online
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Posted: Thu Aug 20, 2009 2:30 am Post subject: |
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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
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Posted: Thu Aug 20, 2009 11:45 pm Post subject: |
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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. _________________ pixoasis /The Search For... /K9
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mixzed Milk Maid
Joined: 06 Feb 2009 Posts: 41 Location: Westchester, NY
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BadMrBox Bringer of Apocalypse
Joined: 26 Jun 2002 Posts: 1022 Location: Dark Forest's of Sweden
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Posted: Sun Dec 13, 2009 12:35 am Post subject: |
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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
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Posted: Tue Dec 15, 2009 9:27 pm Post subject: |
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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. _________________ pixoasis /The Search For... /K9
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mixzed Milk Maid
Joined: 06 Feb 2009 Posts: 41 Location: Westchester, NY
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Posted: Sat Dec 19, 2009 6:55 pm Post subject: Version 0.3.A released |
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I've just uploaded version 0.3.A and includes some fixes from the last version.
from the dev space
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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.
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finally this project is starting to come together _________________ pixoasis /The Search For... /K9
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