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KimiOmega

KimiOmega

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KimiOmega posts

Adeleine and Ribbon: Insecure

Here's the third opus of the "Adeleine and Ribbon" series. Ribbon still struggles to accept herself, so Adeleine shares a bit more about her life in an attempt to help.

Even the toughest of cookies go through difficult times. It's best not to go through that alone.

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Mini Update!

Episode 15 is 41% completed, with the current objective being 70% by the end of the month! Until then, please keep your eyes peeled for more artworks! (The recent Adeleine ones, I like em and they deserve to be HD.)

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I have a new Adeleine and Ribbon video all written and I plan on making it over the weekend. I just need 2 pictures for it but that should be dealt with in a day! It's going to be slightly longer than the previous two. The title will be "Insecure".

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No news on the tech demo since the last update... I'll work on it again in December. It still has one little issue I need to fix regarding movement. Not a big deal.

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The OBS issue is fixed, I also spent a couple of days optimizing things left and right so Shit Streams should be over for good, finally.

That's it for me! Thank you for reading this short update! Next post should be Adeleine and Ribbon 3. I hope you'll like it! Until then, stay crunchy!

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Adeleines! Five of them, in fact!

Adeleine spending some time with the children, enjoying their time outside.

Showing her strength, reminding The Company the benefits of eating their greens!

Playing "Big Bad Mom", catching her little ones trying to escape!

Or her looking silly from a high, deformed angle. A sight only visible while riding their Warp Stars.

I like these sketches a lot, I think they really capture the main dynamic of the series. It has been a while since this was the main focus but I loved exploring more of this world. We'll be back to the warm fuzzies soon, in the meantime, please enjoy them in sketch form until I turn the last three into full artworks!

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Getting the groove back.

As you may know, the last couple of months had a lot going on but now that it is all been taken care of, I'm using this week to get my groove back to resume work on episode 15. As stated in a previous post, streams will resume at random days. Those should also help a bit

That being said, I'm extremely happy with how things have turned out, I can now say that I have experience in game making, VFX and all that jazz.

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As I'm trying to get my groove back, I have been making animated emotes for a buddy of mine today and while I'm happy with those, I don't expect them to be the final versions. Maybe we'll change them a bit! Also, BumbleBon. I don't know why but I sometimes think about how she could rock a bee costume. I want that to appear in the show, at some point. I don't know when or where but be on the lookout for the Bumblebee Fairy.

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The Complete Pause Menu!

And that is all for the pause menu! I remember when I first didn't even want to have one. And then I thought about the outfits. Then the controls... I'm just happy it's here now! Besides this, I've added status effects to the tech demo. They don't do much for now other than some visual effects. Faximili can be:

Poisoned - It'll lower a future magic gauge mechanic and lower her defence.

Helpless - Depending on the attack, Faximili won't be able to move for a short period of time.

Asleep - Faximili will fall asleep immediately. I think I could do something with her Dream magic here.

Like I said in the previous "Large update", potions are now invincibility items and the food items have been added! And they do increase Faximili's stats accordingly, for a later time when damage actually matter.

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Adeleine and Ribbon: Curse

I've been working on a new "Adeleine and Ribbon" today, thus officially making it a small series. A very small one since, after episode 16 drops, I don't thnik there will be a need to make more, for obvious reasons.

So, in the meantime, while episode 15 is in the works, I'll see if I can have more in the future. They don't take long to make and I really like sharing their interactions. I just think they're neat!

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Some Faximili sketches.

Faximili is always a joy to draw, but I haven't done much lately. So here are 4 sketches of her in all her glory! I also think short sleeves look good on her, that's when she's ready to get stuff done!

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Large update.

I apologize for the lack of updates recently, you know how it is when an episode's progress has just started. Also, time goes so fast when you live with the "One month is about 1 minute." mantra so first off, here's a song.

Secondly, I have figured out most of the key binding roadblock for the tech demo. I'll spend the rest of the night working on it but at least, it's mostly there, I think. Pineapple rum, give me the strength to see it through!!!

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KG Episode 15, how's it going? Where is it going?

It's going great. I won't be able to have 2 clips done for September but the progress is going nicely and Clip 1 is mostly completed (aside from backgrounds). Better than I anticipated, for sure. I aim to have the episode 90% done by December. I will be streaming some of the episode's pocess, eventually. Here are some screen grabs:

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Streams, where are they?

Not promissing anything, as always, but hopefully I can be back with a decent enough schedule in January and, get this, no mic-less streams, for anyone who was bothered by not hearing me anymore. Faximili won't have any more upgrades, she and Phoeby are good enough the way they are. And with me talking during those, you won't need to distract yourself with them as much as before.

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Goodie Packs.

They are still available, although, I kind of don't feel like there's a big demand for them so they've taken a step back. But for anyone curious, based on the amount you've supported me with, you can ask me for the following:

25€ = 2 Company Stickers

50€ = 1 Adeleine Sticker + 2 Faximili Stickers

100€ = IRÔH! cards deck

150€ = Posters

Also, have a little jingle I've been making during my free time. It's on me. I'll be using this for episode 15.

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Back in business! (7%)

*KG*

Half of Clip 1 is done, I just need to animate the kingly guy. Considering how the progress is going, the current goal is to finish the two first clips by the end of the month. Then, I'll work on Clip 4, since it's pretty short, leaving only 3 and 5.

I'm not looking forward to working on 3. Matter of fact, I might leave that for last, there's going to be a lot of extras in the scene... Also, here's Meta Knight, he has a very brief cameo! It's almost been a year since I last drew him.

*TECH DEMO*

I am adding Atrocitys to the tech demo as I've been working on their AI this week. Their modes are in place, they even have funny little graphics to display which mode they enter. Their movements are janky but at this point you should expect major crust in that project. They just need sounds and attacks. Once it's all done, maybe I'll animate them.

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Coolest Guy Around!

Who's this cool, handsome, hulking guy? He showed up one day, did a few tricks to make people laugh and now he's the local cool dude.

Episode 15 will be split in 5 clips and the goal of this week is to have the first two fully sketched and Clip 1 halfway done. Finally, I can tackle this episode. One of the older ideas in the series!

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???

A song that will be featured in episode 15.

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It's been a bit!

This weekend, I'm setting up cameras for all three scenes of episode 15! The models are all done and I can now place sketches in. I like this little street market place but I'm dreading animating townfolks walking by... It'll look so much better with a coat of paint on top of it. Expect some sketches next week!

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Also, here are other models for other places. I'm getting the hang of it, getter stronger, faster!

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Atrocious Atrocitys.

Funky creatures. Sizes may vary a bit.

First, we have a Seppikka. (Septa = Round + Pikka = Spiky) A little critter covered in spikes. While usually docile, they can be quite territorial and will bite or swipe any foe. Seppikka bites are venomous, they can also sting with their tail.

The bulky looking feller is a Solkka. (Solka = Cubic + Pikka) This big beast tackles its enemies before burning them to eat later. While it is recommended to stay away from these things, it has been said that they can be very loyal even to other spieces.

Finally, a Goppikka. (Gobâ = Big + Pikka) Those large monsters can shoot lasers, plasma and release toxic fumes. Their strong limbs also allows them to move at high speed despite their size. They are very aggressive and are considered bosses of the Pikka race of atrocitys.

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So, as I work on both this and episode 15, it has come to my attention to this "little" project is taking some time... I've reduced the scope a bit by only having 1 future update. So, after some models are refined and the world is modelled, I guess I'll look into how to export a demo version.

The update then should include those fellers, potentially an unlockable grown-up Faximili with her slightly atlered moveset. Actual voice clips for Faximili. And a mechanic for the atrocitys: Anger, Fear and Respect. Based on certain actions, you could befriend some of them when they respect you, make them angrier and tougher to fight or just be an absolute menace and make them all fear you and run away in fear. Of course, those wouldn't work on bosses.

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I am the game; You don't wanna play me.

Ok, so real quick, minus the key binding, every single road block I've had with this tech demo has been dealt with! The key binding will have to wait until a later game update, I can't waste too much time trying to wrap my head around it for the fourth time...

All that's left on the list for the first pass is "figuring out different ambient and switch between them" and "making a world". The former has already been tackled, as I made those area cylinders that, when Faximili collides with, will load an animation of the environment light switching between states.

Pretty much, If Faximili enters the Fear cylinder, "Normal weather to Spooky weather" animation will play, staying at Spooky until you leave the area and it plays "From X to Normal weather" depending on the previous weather.

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I've also designed some atrocitys, some design will change a lot. If you didn't know, atrocitys are the fauna in IRÔH!, they are weird bug/machine-like creatures of various sizes, some more hostile than others. Despite looking like machines from real life, these are indeed living, breathing creatures. I'd like to have some be passive, others be more aggressive and some be bosses.

Finally, in a later update for this tech demo, I'd like to have a secret "outfit" that would just be the Faximili will all know; All grown up, as a reward for "finishing" the tech demo. She'd have a similar set of magic but more powerful and maybe leaning more into destruction than Kid Faximili. Power fantasy and all that. I'd also like to find someone to provide a voice for her once all of that is ready to go.

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Wait. This isn't Green Grounds...

That's right, episode 15 will take place in Green Greens (mostly), in Dream Land.

Now, it's not going to look as fresh and detailed at it is in the later games but that's where the Clip Studio Paint magic comes into play. I could add flowers, bushes, rainbows.

I will be adding ground paths, as to make the grouns more pleasant to look at and not just "GREEN". As well as some fences here and there.

Yes, Dream Land's iconic lilypad islands, of course. Everybody loves them!

Here's the Material display and render display, for comparison.

I think it looks good enough. The main, middle island still looks bad, due to it being a plane so I'll be changing it to and actual island too. I'll also need specific places for the episode, like a street market and a couple of shops... I haven't really tried making buildings before, so I guess this is where I start.

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"Gentle Giant Goof" + "Desroches"

Here's the final (sorta) version of King's theme for episode 15! Oh, and a little bonus at the end... Yes, I've already finished the full version of the bonus track, but it's been too many music posts this month, so I'll post that later.

Only one song left for the episode and then, I'll start the sketching phase!

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Extreme Kingly Work In Progress.

You know the drill, I've been thinking of a theme for King in the next episode and just like with Ribbon's theme, I've repurposed an old melody of mine in the bassline. The original song was also for a Dedede theme in an older project of mine.

Now, you may be thinking "Where's the Dedede theme in this?". Truth be told, I couldn't settle on a nice instrument yet, so I just exported every channel but the one with the main melody. It'll be a surprise for later!

You may also be thinking "You'd think your version of Dedede would have a more sinister sounding theme" and you'd be right, but this one will fit perfectly, you'll see!

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The Fifteenification.

A couple of new areas are needed for the next episode. This one will take place in Dream Land. The first and only episode appearance it had was Mount Dedede in episode 12. For this one, slightly more will be shown.

Here's the first thing I wanted to make: The Dedede Arena! The logo in the middle is a place holder, as I'll make it similar to the one in the games. Other than a carpet in front of the stairs, floor lights and huge screens on the walls, this is pretty much done. I'm happy with it.

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Ok, huge tech demo update.

After the third try, I finally managed to have both keyboard and controller support running at the same time, not clashing with each other, I don't even know how I managed to do that but considering how long it took me, I'm not even complaining, it was atrocious, BAD I tells ya!...

_____ CONTROLS MENU

So, now that the biggest obstacle is out of the way forever, I've started animating and setting up the "Controls" menu! You'll be able to bind keys however you like. I'm telling you, though, it won't be too intuitive at first. I'll fix it as I go:

All buttons are placed and slide in and out when you switch scene. Well, at least the animations for that are set up, I need to add that to the pause menu's script, so it plays those animations accordingly, like I did with the "Outfits" menu. Simple enough!

_____FAXIMILI

Faximili is mostly ready. All of her moves are implemented, however the two newest states she can switch to have some coding issues: Animations cutting too early, states not switching back, moves that need more work... It'll take a little bit but I'm not fully sure where most of those issues come from...



Also, I'll eventually figure out the model issue I had since day one where the tail and dress get all messed up when imported to Godot. It's just a LOD (level of detail) toggle, I'm sure, so no big deal.

_____ITEMS

I've added two new interactive items like... The big fucking rock:

An obstacle begging to be destroyed. It needs particle effects when smashed to bits. A work in progress.

This guy:

I wanted to stylize a torch to look like a candle but I guess that idea is gone. This weird torch can be turned on. It doesn't have the fire graphics on, at the moment, but the code works: You can turn it on with Plasma magic, it'll glow blue. Perhaps I can use them as a way to track your progress in the world. I don't have plans for a mini map, so you could use those to know where you've been. You can extinguish the flame too with other moves.

The chesto brothers (rascals):

They were here for a long time, but they didn't do anything upon being opened. Now they do! Yesterday, I've figured out "Instantiate". Which is pretty much the creation command where an object can summon anything. I have a RNG system so the contents you get (always 7) are all randomized. Maybe later I'll make blue chests only for the potions and I'll keep the red ones for stars.

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Once these things are up and running, I'll model a little island to run in and explore. There won't be ANY objectives, no enemies, no rewards. Maybe not even music (but there will be ambient!). It'll be the baby stage of the tech demo but I thought of "update builds" to share:

UPDATE 1: Polish:

-General Polish. Purpose for Targets. Better models and textures.

UPDATE 2: Actual game.

-Saving settings and preferences. Aternate animations for "chest opening" based on the action. Better audio.

UPDATE 3: Enemies.

-Atrocitys. (I don't think I'll have it in me nor have the time to make models for them, at the moment. Expect carboard cutouts on wheels. With a radio for their roar and a sligshot.). Health and Magic bars, damage and attack types.

That's it for now! I'll be modelling some stuff for KG15 next week. See you when I post the progress!

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Kirby Guardian Episode 14: Doodleine

The power is out in the neighbourhood, this does not happen often. Luckily, Adeleine knows how to distract her youngs while waiting for the power to come back!

Please enjoy the 14th episode!

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Nice busy week.

I'm in too deep, Godot has its hands on me. I spent yesterday making those outfits, nothing crazy but I did make it so instead of only choosing between those 4 outfits, you can simply toggle each item on and off (hat, gloves, shoes) and choose the outfit you like. I long thought about adding hidden mechanics to perfect outfit combos. "If you have the full Spooky setup, you'd get a bigger magic bar, If you use the full Jolly setup, you run faster, jump higher and recover quicker etc...) but:

1. There are no HP/MP bars (yet, not too sure.) or things to combat at all!

2. That would be more fun for a multiplayer game where each Faximili would be different and each one would have things they excel at. And I'm not making it a multiplayer game, sorry.

Today, though, I added all those new buttons and text to the pause menu. That thing was a NIGHTMARE to implement but now that the base is there, adding more things is a cake walk! I just need screens for the outfits menu and the controls menu, with their own transitions. I'm not looking forward to the control binding...

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That being said, more KG 14 work tonight, as I didn't do the audio yesterday. I'll have a nice late night audio session and set up backgrounds.

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77%!

I've had a goal of animating 2 shots a day maximum, this week. Turns out I've beem making 3 shots a day so far! The current goal was to have half of Clip 3 done by the weekend and I'm already over the halfway point. Needless to say, the clip's animation will be finished by the weekend, with high chances of me already starting the fourth clip.

Again, the fourth clip should take about 3 days to make, backgrounds included, it's very short. Next update on Saturday, in the meantime, feel free to enjoy these stills from the next episode. I'm really happy with this one so far and I hope you'll enjoy this more classic, short and sweet episode.

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Also, if you're interested in the tech demo, I'll work on it again next month, most likely after episode 14 is released. I will make a post on here when I have all of the moves and maybe the outfits mechanic implemented!

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More of the game!

To finish the week, here's 4 minutes of Faximili running around for a while. Here you can see all the powers she has so far. More abilities will come as the months go, most of them only needing a few tweaks here and there but they're mostly done! The latest addition was a pause sceen with an original music for it that you can download down below.

Next update for this demo should have 3 extra outfits that can be selected from the menu.

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Starting tomorrow, I'll be back to animating. the next epsidoe is still 60% completed and all there's left is going to be pretty fun and quick to deal with, so be on the lookout for more updates soon!

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The tech demo of doom!

It's getting very close to an actual game now! Almost everything I've wanted to make is there! The last few things are a work in progress. I've been laser-focused on that after finishing the first shot of Kirby Guardian 14.

I'll be back to the animation in no time, I'm just happy I found a new toy that's different enough from animation to challenge myself.

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Anyways, not quite a bazooka, those are exploding crates are just a work in progress, Faximili normally can NOT shoot crates at this rate, it would be very damaging to her little arms. She can shoot plasma, I wanted to try having her tilt her head based on joystick input but I'm working on this tonight. Now she can only shoot 2 different Light Beams: Normal and Big. The small one has been repaced by Spark Laser. She has a third stomp which can be triggered while in the air. The hitboxes are actual hitboxes now and she has access to extra "taunt-like" animations

Once everything is ready to run, I'd like to try having a system to change between 3 outfits. I could either make a menu for it or just have that being on the "taunt" list, to swap between those.

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Lines. That's it.

I've fully sketched the third clip, as you may already know and today was the start of the clean up. This shot needed an extra sketch to make the clean up more consistant. Believe it or not, this is the toughest shot of the whole thing and it's not even tough, so hopefully this clip can be done in less than a month.

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That's all there is to it for now. Also, I added more to the tech demo, Faximili has 2 and a half new moves but I haven't tested the game for a while so things may just crash as I debug it. I'd like to add two or three extra emotes and make an actual little hub world to play in.

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"Showtime!"

Here's the main music for episode 14, I just finished it a couple of minutes ago. Maybe I'll find things to fix tomorrow with a fresh ear but fir now, I'm digging it! I tried something different by having the original song in the back on top of having remade everything from scratch.

Pretty catchy, what do you think?

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41%!

It's getting there, 50% is when I'll start working on the music for the episode and I'm aiming to reach that tomorrow. I've been inspired to try things around with the music. Most of the songs will be remixes but I'll add my own little flair to it, as I usually do.

Not much to say, as usual, so please enjoy these two Adeleines. They are very polite and will pat you on the head, unless you feed them after midnight DO NOT DO THAT, JACK, I can't stress this enough!

Anywho, there aren't too many streams planned, as I'm trying to force myself to take a game break to play Deltarune. It's been years since I've stopped to play a video game and I think this one can help. Take care!

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20%!

While I don't have much to show that I haven't already, the first clip is almost done. I believe it should be complete by tomorrow night. I would like to start the next week with the first two clips finished but I think it'll be pushing it a bit. That being said, the second clip will be even faster to make.

Then, I get into the meat of the episode: Clip 3. I didn't even touch that one, I'll sketch it and everything once the first two are fully done, backgrounds, music, sfx and all.

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Update for episode 14!

The episode's progress is going surely. Not slowly, just surely. The first two clips are rather short but do count for a lot in the total percentage, making it so I'm already at 13% after less than a week.

As I'm working on the longest parts now, most of those clips are going to be animated on stream this week, so keep your eyes peeled for those, as I have material to stream for the next 3 weeks. For now, I'll continue today's goal and go eat something after a nice shower

Take care, gang!

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Back to episode 14.

This episode shouldn't take too long to make, at least, not the first scene. A nice classic episode: Short, sweet and straight to the point. In fact, all of those sketches are for Scene 1 out of 2!

This however will have some action going on, despite the whole thing taking place in the living room. That's the advantage of having mini characters as the deuteragonists! I'll start sketching Scene 2 tonight after a small break. I really want to see how long it takes me to make those, nowadays!

Oh, also, the music. I had already written in my notes what song I want to recreate and the moods I need. I'm honestly excited to work on that so, excpect me to work on that later this week.

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