Hey guys! Sorry for the absence, but just in case you're wondering, I'm very much alive. Not much sleep, but yes, alive and has not stopped developing the game.
I am doing all my best to get a working and playable demo next month and my silence just means I'm in void state. No mind. Just doing this thing like a madman everyday.
I opt out to showing a bit of progress because it's currently at a very dull moment. Tedious to be exact. But I get all emails and messages everyday, poking me for an update, so, yeah, again, I'm very much alive and working, just focusing too much of this that I forget the time and my last post was already almost half a month ago...
SO! What boring stuff am I up to right now, is basically working on the expressions for the Bloodhunter Scene. The core scene has been done for a long while now, but polishing and expressions are always done last so it don't mess up and is in sync with the same mechanics as the previous and the next scenes.
At any rate, here's what I mean by working on the expressions.
See those black dots? those are called keyframes, and the expressions, along with other intricate stuff are done by keyframe by keyframe animations.
If you used flash before, you can say "but it's easy to animate things! you just let the program do it for you" - Sure! those things can work but at very limited shapes and display. That's what the blue bars at the top are for. The arrow from point A to B is called motion tweening done automatically by flash. Yet to still produce quality animation, you need to know when and how to use tweening and combining it with keyframe by keyframe animation. And those things are done by hand EVERY SINGLE FRAME.
To show you a bit of the madness, it looks like this:
(rightclick and open in newtab because patreon's html format is shit)
That's just part of the scene. The red arrows show the stuff not displayed in my monitor (will probably get an ultrawide monitor next month to ease the pain) And that's not the end of it! Some of those dots have their own timeline like it inside them containing its own frames and keyframes.
So there's a lot of matrix stuff going on here just to animate things well and produce something like THIS.
(rightclick and open in newtab because patreon's html format is shit)
Anyway, those takes a lot of time to do. And I'm finishing it, so before the game gets playable, I'll be able to send the polished animation as rewards.
Again, sorry for the absence. A lot of stuff has happened personally and I just really had to focus and catch up, but not a single day has passed that I did not work on the game. As soon as I catch up on things, I'll get myself scheduled and post more frequent here and show screenshots of boring stuff like this post.
NOW for less boring stuff and just something I had to share...
Did you know that the original Divine Arms project was from 2010?
(rightclick and open in newtab because patreon's html format is shit)
It had a different storyline (still connected but much older than the current one) and different gameplay than it is now.
The heroine apparently has no... arms, and was blessed by a mighty seraph with full control over his own hands.
(Truth is I was lazy animating the hands and I was very incapable of programming her hand in 360º so I had to do a gimmick as part of the story. I was like... "Hey! Rayman got away with it!")
At that time, I was working for hentaikey and other works, so I was not able to finish the game. It was also too ambitious for my noobish coding skills at the time and was made from a depreciated language (as2) but maybe, someday I can get back to developing it for you guys to play.
On the bottom right of the pic is the very old design and construction of Siggy's gamesprite.
Anyway, hope you guys dig!
Now... I'm going back to work! Again, I'm ALIVE!
*rolls boulder to close dev cave
-kReig out
Lehlahluh
2016-06-06 20:18:55 +0000 UTCViperV
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2016-05-31 05:05:42 +0000 UTCScott Henderson
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