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Project Blue.

kins

Villager
Xy$
0.00
Introduction.

Hey guys howdy. Since xxx week I begun to work on a small project known as Blue. This game will be dedicated to the ones who contributes on Rpg maker MV by releasing awesome pluggy and freebies. Basically I will be using materials which came up from the default pack including Kadokawa and other freebies which are currently available to be used for non commercial projects.

Making of:

The plugins that I am currently using on making that game ( subject to change ) are from the great Shaz "More Character Frames" because I will be needing 4 frames. With some research I came across Galv's Scripts which will be very useful for me in terms of animated events making ( idk about you guys but Galv's script are very important for me ) and Yanfly YEP_X_AnimatedSVEnemies, I don't like tbbs at all but Yan did a fantabulous job to make the battle system less boring this plugging is a must have.

The story might tell us a little about dragons that is if I get enough time to draw a dragon as asset and add it in the game. It will be a fantasy world with no random encounters ( gosh reminds me of "Beyond the Beyond" a fantastic game which I had to give up because of the random encounters. ) There will be enemies to fight with of coarse, but they wont be generated randomly.

Lets talk a bit about the main hero and the works I did so far.
Since I will be using GALV_CharacterAnimations/Frames/GALV_DiagonalMovement I had to draw the character in isometric.
While Editing the hero to fit the diagonal movement it would give me something like this:

:( we really don't want to use this but this is by far the fastest way to edit your srpite in isometric (note: isometric also known 8d for some or hexagonal orthographic sprites or diagonal sprites :L meh i call it isometric which is turning the sprite into 3d or close enough ). As you may notice the image resolution has been deformed and the pixel is not so neat. There are other methods to get this done right but usually it wont come up better as the one described below.

Systematically if we want better results we have to draw it manually from scratch which is pixel by pixel and it is very time consuming but you will come up to something like this:

personally that's a lot better. Our hero Blue has been created.

Difficulties I came across by making the game so far.
Okay , since story making is my main feature, I dont have any problem on making the story. That is it can be written within a month and polish in a week or two. I am a musician and music wont be the problem anyway, since the default pack provide some nice bgm, se and me that we can use for our game. As you can see I can also draw arts and pixel arts tho its not perfect because normally I do paintings on papers not digitally but I admit its easier digitally once you set things up right and have all materials needed. Thus its time consuming if I have to draw isometric sprites for every char in this project. Especially when it comes to customize sprites, I'll definitely prefer drawing new ones. Problem is the back view when you have to draw back right and back left. You only have one image to refer at which is the back of the character and it is hard to draw the 30 degrees elevation exactly as it supposed to be because you cannot refer to the side in imo its too flat. However to speed up the project I will probably draw only 4 characters in isometric including a super bad guy boss or I will drop this feature which is very bad for our real time event :( I will see what I can do.

When it comes to mapping , we want to see cliff and heights in the game. The default tiles are not in isometric grids on the map that said you have to add overlay on your map aka parallax mapping or add custom tiles. Also while creating maps I notice the default layers are marked as ground and top layer for example in the cliff below to avoid errors I had to separate the map into 4 parts. N S E W. I cannot make a direct path from south to go north etc ( let alone isometric which will give us 4 more parts N.E N.W S.E S.W ) you may notice the cliff is made from top layers only and there is no way of crossing it , climbing the stairs wont do neither. Its no big deal as we can make things fun this way, like if i wanna go north i have to create a special event which means more puzzle solving on the map :) the bad thing is; the stairs. The top layers weren't accessible with the stairs i don't know if i used the wrong tiles :? but when i used the ground layer it worked well, however the map will only display a flat layer and we don't want to see that. i need to figure a way to sort this out, where i wont need to draw map overlay , that will make it longer to complete the project. i haven't done map at all since MV has been updated to 1.1. I've been more into drawing sprites and face sets :/



Conclusion.
If everything goes well i might be able to finish this game in about 5 to 6 months. Like i said its not going to be just a casual game although it will be a free game i will do it nice. it will be also a game to demonstrate how powerful this engine can be. you guys might think MV is a simple stuff but no, there is a lot to it. If by any chance anyone of you wants to contribute in the game, well the toughest part for me will be drawing the 8d sprites for the original characters. if you know anything about the 8D sprites of the original characters for Kadokawa non commercial project if they already exist somewhere please paste the link below or if you yourself are able to draw these sprites and wants to share then it will be a big help. ----> EDITED WONT BE NEEDED ANYMORE !

I will not be using Adol and his friends package since its a paying stuff it would be unfair to include them as there might be people who use them in commercial project IMO. I will use only the default materials and freebies. Oh wait did I say Adol you bet I did xD I mean Aldo.

Well see you next week , I did not post this on the blogs when I know I said I would but I figured this would be the right place to post this thread. I might create a blog next time if needed. Well see you later Mv gamers.
 

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kins

Villager
Xy$
0.00
Project Blue @ Round 2

Hey friends welcome to round 2 of our non commercial Project Blue using Rpg Maker Move. On today's topic I will tell you people how the game is progressing so far. Now that the main hero has been created also available in a fake isometric view only to get the T.L T.R B.L and B.R view of the character, I worked on the character animation, the idle pose and the walking animation. Only the dashing animation and the action animations haven't been done yet.

Below is a small preview where t = 0.2s and we are using the standard 3 frames 0(^w^)0

Its not perfect but it's not bad neither eh!

Something I want you guys to note is that this is not my final work therefore do expect changes in the future regarding the concept of the game and all it's assets. The game will consist of 2 playable character so far , a girl and a guy. Our guy blue is a brawler he is the hero you will use mostly for battle where magic is not his thing. He is an expert hand to hand combat I will have to do some animation for the battler later. The girl will support him also we might add some friends too using the default char pack if we will use the turn base battle system. Generally I prefer creating games using action base battle system but I did not find any plugins for it yet, therefore if an ABS pluggy should be released in the future I might consider using that.

The girl role in the game is also crucial since she is not gifted with physical attributes she will be a magic user ( a healer preferably ) with high intelligence. She will also be important in terms of puzzle solving I might add a special follower for her, just for fun which will look like a little bunny or a monkey. I will show you a concept art a resized image where you may get an idea how Blue looks like. There are still a lot of work left to do in this picture.


Ah very important :( as you may have notice, my art is a bit different of what MV offers, for example the way I draw the hair the eyes the nose and the lips where I try to add more details :/ but I am trying to get as close as possible to the drawings they use however don't expect it to be perfect please. Before we end up I might as well share some face set which I did for SF actor 3. I normally use her mainly for testing purposes on my maps. I notice that many of you game makers likes to add character bust or face set expressions lots in terms of animation in your cut scenes or char dialogues. In this project I am trying to bring features from old school RPG back to life, features in games like Alundra or Lunar if you've ever heard ? which I do recommend if not! where they made their pixel animated which is simply lovely rather than what we see nowadays in modern RPG in general, its all about busts and faces expressions in the message panel. I didn't found the face set used for this actor yet apart of the default one so go ahead and use them if you need it for your project.

You will need to credit Kadokawa since the base of the actor is still the same I only re draw the facial expressions you can credit me as well if you want. If you like the face set just let me know I will post more of it. Well I think its all for now, I wish you a happy Easter in advance. See you next week. Cheers!
[doublepost=1460742776,1458992956][/doublepost]Pre-Round 3 preview.

Currently working on animation ( push /pull/ dash/ pick up objects/ open chests/ poses /action / 8 dir etc ) , will maintain tbs ( turn battle system - mv default but sprites will crop close to jrpg format ) and might add abs ( action battle - to get close to games such as alundra or ys ) if plugin becomes available. Main characters will have 6 or 8 frames anima ( 2 main at least 1 convoy which may be used on field + 1 or 2 support characters for battle and events only and 3 super villain if possible not from mv pack ). Model has been redesign, some features will be kept the same. Parallax map or custom map might be included as we wanna get close to a 2.5 D in the project stay tune for next round. Here is a little preview of the work in progress.


resolution has not yet been defined this is my work format , all drawn no char generator software used/or will be used for Blue but MV.

Npc will be customized as well only in 2D but idle animation will be provided , all NPC's used will be tall characters.
[doublepost=1460742958][/doublepost]

Blue fight stance in SV image is at original size and body line hasn't been traced because this is a prototype



NOTE : Assets used in this game to illustrate the main characters will be kept to their original state and will try to stay close to a 2.5 D environment.

some materials shown on this website which is currently being used in this project would be kept to its original state, no third party software other than digital drawing or Mv generator would be used to create these assets however it may not meet perfection.

thus it is strictly forbidden to reproduce , editing , distribute or claim as your own work.

If you would like to use Blue in your future project it shall be used only for non commercial projects, you should also wait until the final released of this project.

materials provided from kadokawa or their respective owners are free to use but it should meet their terms of use.


DISCLAIMER :

All events and characters appearing in this work are fictitious. Any resemblance to real persons, living or dead, is purely coincidental.


sf actor 3 please don't steal and claim as your own. free but credit kadokawa
( and me optional )




a little thought for our brothers and sisters in Japan. <33
 

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