Insurgence of Forgotten Fairies

RosalinaGalaxer

  • Posts: 238

  2nd Project Innocence: Insurgence of Forgotten Fairies is the sequel to 1st Project Innocence: Shadows Over Yumekyo. Since developing 1st Project Innocence, I've started taking a drawing course, which has improved the art quality immensely. Previously, I had just been doing art based on what I had taught myself, and it didn't really come out well.

  So far, I haven't really been focusing on developing any one thing. I've basically been revamping everything that 1stPI had, and making it better. I've been using a bunch of tweens to make the game have that completed game feel. I've made a much nicer HUD, which also shows some of the extra mechanics I've put into the game. This screenshot also shows some of the drops I've programmed in, which were not in 1stPI. The drops score you extra points the higher up on the screen they are collected, which was surprisingly difficult to code. It's always the little things. You expect to be done it in half an hour, tops, and then you end up spending two or three hours polishing it to make it work.


  The thing I'm probably the most proud of so far is the custom dialogue system. I decided to make my own dialogue system, because I wanted to have multiple people being shown at once, which the Dialog Extension just can't do. I ended up making it as a sort of offshoot of Flargy-Filler/fillergames' dialogue system: using a seperator to differentiate between commands and actual dialog. The below screenshot uses:

  Kiyoko\Happy\Whoa, this game looks way better\than the last one already!

  Which looks like this:


  Kiyoko is the character portrait that gets put up. Happy is the animation that gets chosen. Everything afterwards is just the dialogue. The \ in the middle of the dialogue triggers a line break, but for simplicity, and my sanity, I only support one line break, and then I have to advance text to see the rest of a sentence. Eventually I'll implement an event system, such as:

  EVENT\PlayBossMusic\0.1

  EVENT being the trigger to let the game know that this isn't dialogue, and no portrait should be changed. PlayBossMusic is the custom event that gets triggered in-scene. 0.1 is how long until the next dialogue comes up. Overall, I think this setup is pretty flexible, and even in some ways superior to the Dialog Extension (no offense, Justin and Cory).

  The next thing I'll work on (besides art) will probably be getting shooting working. I've got a very different idea for the shooting in this game compared to 1stPI, but it might turn out to be a pain to code...
Ģ̷̓l̴̥̒͑̕͝ì̷̘͈̬͈̖̂͂̔̕t̷͔͇̯̥̬̀̽̓͜͝c̵͇̦̼̮̉̐̈́̕͝ͅͅḣ̵̡̫̞͚̐̅ͅë̶̗̦̪̖͚̜́͊̄͑s̵̺̹̖̼̥̃.̴̮̫͐ ̶̛̯͍̓̇̾̎Ť̵̳̻̙̦̈́̅̓͆̚h̴̗̩̫͖̍͑̋̋͗͜͜e̴̻̰̔̂ ̷̢͈̖̏́b̸̘̻͖̣̙̍͒̆́a̶̺̗̟̿͒n̵̡̼̘̺̚ḙ̸̗̹̥̜͐͘͝ ̸̨̮̭̳̓͜ō̸̧͙̜̮̌͑f̴̜̒̔̆͊ ̵̪̹̱̪̌͘͝Y̸͔̪̽͠u̷̱̳̟͒̂̊͒̕͜ḿ̸̡̤͚̬̪ë̵̪͍̹͝k̶̝̣̗̞̹̖̅̊̅y̶̧̞̟̤͚̋̀̔o̴̯̾'̷̠̐̋͂̇̿̕s̴̡̬̲̠̰̦͗͂ ̴̢̘̤̝͆̀͘b̸̛͖̲͒̅̊̏͝o̶̘̮͊͐͗̇͠͝r̷̰͓͍̣̀̄d̷̢̞̂̚e̶͖̲̯̰̫̅̈͗r̸̢̒̊͜ͅ

“I have never seen a more heated discussion about context, jazz, and cats.” - VanillaButterz

domagojbulat

  • Posts: 193
Very nice improvement! Be careful with the  colors, though. I’m not an expert, so I might be very wrong...  The  combination of blue going to pink/purple contrasting the green doesn’t feel  so good to me. I think when  contrasting 2 opposing colors, one of them should be used just a fragment of the amount that the other has. Something like that, don’t know exactly.
Otherwise, the character herself  looks quite good.

JeffreyDriver

  • Posts: 2010
Looking good. Extensions are great, but sometimes you have no choice but to build your own things. I actually use the same separator technique a lot.

I agree with domagojbulat about the colours. Colour theory is actually really interesting if you fancy reading up about it, but a quick solution would be to look at some colour scheme generators. There are loads of decent ones on the web. But don't worry too much about your graphics yet, they can be easily replaced later.

Current Projects:
The Grand Grimoire Chronicles Episode 1 now on Kongregate!.
I always appreciate useful feedback. Thank you.
www.jeffreydriver.co.uk

RosalinaGalaxer

  • Posts: 238
The gradient backgrounds were actually meant to contrast with the HUD and everything else. Right now their there purely as placeholders, because I haven't done any backgrounds yet. I have something very cool in mind for the backgrounds...
Ģ̷̓l̴̥̒͑̕͝ì̷̘͈̬͈̖̂͂̔̕t̷͔͇̯̥̬̀̽̓͜͝c̵͇̦̼̮̉̐̈́̕͝ͅͅḣ̵̡̫̞͚̐̅ͅë̶̗̦̪̖͚̜́͊̄͑s̵̺̹̖̼̥̃.̴̮̫͐ ̶̛̯͍̓̇̾̎Ť̵̳̻̙̦̈́̅̓͆̚h̴̗̩̫͖̍͑̋̋͗͜͜e̴̻̰̔̂ ̷̢͈̖̏́b̸̘̻͖̣̙̍͒̆́a̶̺̗̟̿͒n̵̡̼̘̺̚ḙ̸̗̹̥̜͐͘͝ ̸̨̮̭̳̓͜ō̸̧͙̜̮̌͑f̴̜̒̔̆͊ ̵̪̹̱̪̌͘͝Y̸͔̪̽͠u̷̱̳̟͒̂̊͒̕͜ḿ̸̡̤͚̬̪ë̵̪͍̹͝k̶̝̣̗̞̹̖̅̊̅y̶̧̞̟̤͚̋̀̔o̴̯̾'̷̠̐̋͂̇̿̕s̴̡̬̲̠̰̦͗͂ ̴̢̘̤̝͆̀͘b̸̛͖̲͒̅̊̏͝o̶̘̮͊͐͗̇͠͝r̷̰͓͍̣̀̄d̷̢̞̂̚e̶͖̲̯̰̫̅̈͗r̸̢̒̊͜ͅ

“I have never seen a more heated discussion about context, jazz, and cats.” - VanillaButterz

merrak

  • *
  • Posts: 2358
I think it looks pretty good so far. The dialog system you have works similarly to how my AI system parses instructions.

When you're working on the permanent backgrounds, I think you should keep an eye on the font. I'd prefer it to be easier to read, so that I don't have to take my eyes off the game action as long. Maybe add a black shadow around the characters to give them more contrast?

RosalinaGalaxer

  • Posts: 238
Is it hard to read right now? I've been experimenting with different colors, and I haven't really settled on anything yet.
Ģ̷̓l̴̥̒͑̕͝ì̷̘͈̬͈̖̂͂̔̕t̷͔͇̯̥̬̀̽̓͜͝c̵͇̦̼̮̉̐̈́̕͝ͅͅḣ̵̡̫̞͚̐̅ͅë̶̗̦̪̖͚̜́͊̄͑s̵̺̹̖̼̥̃.̴̮̫͐ ̶̛̯͍̓̇̾̎Ť̵̳̻̙̦̈́̅̓͆̚h̴̗̩̫͖̍͑̋̋͗͜͜e̴̻̰̔̂ ̷̢͈̖̏́b̸̘̻͖̣̙̍͒̆́a̶̺̗̟̿͒n̵̡̼̘̺̚ḙ̸̗̹̥̜͐͘͝ ̸̨̮̭̳̓͜ō̸̧͙̜̮̌͑f̴̜̒̔̆͊ ̵̪̹̱̪̌͘͝Y̸͔̪̽͠u̷̱̳̟͒̂̊͒̕͜ḿ̸̡̤͚̬̪ë̵̪͍̹͝k̶̝̣̗̞̹̖̅̊̅y̶̧̞̟̤͚̋̀̔o̴̯̾'̷̠̐̋͂̇̿̕s̴̡̬̲̠̰̦͗͂ ̴̢̘̤̝͆̀͘b̸̛͖̲͒̅̊̏͝o̶̘̮͊͐͗̇͠͝r̷̰͓͍̣̀̄d̷̢̞̂̚e̶͖̲̯̰̫̅̈͗r̸̢̒̊͜ͅ

“I have never seen a more heated discussion about context, jazz, and cats.” - VanillaButterz

vicevicebingo

  • Posts: 33
Is it hard to read right now? I've been experimenting with different colors, and I haven't really settled on anything yet.
Yeah, small as the texts in this forum, I can't read them,
even if I know they are larger than the texts in this forum.

RosalinaGalaxer

  • Posts: 238
Shot Type A: "Homing Necklace"

Unfocussed

Focussed

 I've got shots working! So far I've just got Kiyoko's A type shot, but in the final game there will be six unique shot types to choose from. Each shot increases in power depending on how much "Potential" you have. You can increase your Potential by grabbing the purple "P" drops. Those "Ex" drops add to your Extend. Once you get enough Ex, you get another life, or if you have max lives, you'll get a "Potential Shift". Along with these shots came the options: the orbs around Kiyoko. They were a bit of a nightmare to code, but with a little help (thanks LIBERADO!) I've got them working.

 I also played around with the HUD font. I dunno if it's better, but I think it stands out a bit more.
Ģ̷̓l̴̥̒͑̕͝ì̷̘͈̬͈̖̂͂̔̕t̷͔͇̯̥̬̀̽̓͜͝c̵͇̦̼̮̉̐̈́̕͝ͅͅḣ̵̡̫̞͚̐̅ͅë̶̗̦̪̖͚̜́͊̄͑s̵̺̹̖̼̥̃.̴̮̫͐ ̶̛̯͍̓̇̾̎Ť̵̳̻̙̦̈́̅̓͆̚h̴̗̩̫͖̍͑̋̋͗͜͜e̴̻̰̔̂ ̷̢͈̖̏́b̸̘̻͖̣̙̍͒̆́a̶̺̗̟̿͒n̵̡̼̘̺̚ḙ̸̗̹̥̜͐͘͝ ̸̨̮̭̳̓͜ō̸̧͙̜̮̌͑f̴̜̒̔̆͊ ̵̪̹̱̪̌͘͝Y̸͔̪̽͠u̷̱̳̟͒̂̊͒̕͜ḿ̸̡̤͚̬̪ë̵̪͍̹͝k̶̝̣̗̞̹̖̅̊̅y̶̧̞̟̤͚̋̀̔o̴̯̾'̷̠̐̋͂̇̿̕s̴̡̬̲̠̰̦͗͂ ̴̢̘̤̝͆̀͘b̸̛͖̲͒̅̊̏͝o̶̘̮͊͐͗̇͠͝r̷̰͓͍̣̀̄d̷̢̞̂̚e̶͖̲̯̰̫̅̈͗r̸̢̒̊͜ͅ

“I have never seen a more heated discussion about context, jazz, and cats.” - VanillaButterz

JeffreyDriver

  • Posts: 2010
Looks like you're making good progress, and it looks great. The HUD does stand out a bit more, but the blue clashes with the pink/red. If you made the background darker it would be easier to read.

For the main screen magenta/cyan/yellow is a triadic colour scheme, but those 'Ex' might become hard to spot if there's lots of activity on screen. Again, try a darker background. It's all about contrast.
Current Projects:
The Grand Grimoire Chronicles Episode 1 now on Kongregate!.
I always appreciate useful feedback. Thank you.
www.jeffreydriver.co.uk

RosalinaGalaxer

  • Posts: 238
  It's been a bit. I haven't been updating here because I felt like I haven't been getting anything done. However:



Once again, the gradient in the background is a placeholder.

  I do in fact have some tangible progress!

  In actuality, I've gotten a lot done. Just most of it isn't in-game yet. I've gone through two artstyles before settling on this one. In addition to those two portraits I have four more: one different expression for each of the characters there, and two more for another character.

  I also have three (almost four) music tracks completed as well. Which leads into my currently biggest problem yet. I've run into an odd audio problem with Chrome. All the audio on Chrome is muffled, and plagued with random pops.

  Also, how does this HUD font look? I'm also thinking of just doing a straight white font.
Ģ̷̓l̴̥̒͑̕͝ì̷̘͈̬͈̖̂͂̔̕t̷͔͇̯̥̬̀̽̓͜͝c̵͇̦̼̮̉̐̈́̕͝ͅͅḣ̵̡̫̞͚̐̅ͅë̶̗̦̪̖͚̜́͊̄͑s̵̺̹̖̼̥̃.̴̮̫͐ ̶̛̯͍̓̇̾̎Ť̵̳̻̙̦̈́̅̓͆̚h̴̗̩̫͖̍͑̋̋͗͜͜e̴̻̰̔̂ ̷̢͈̖̏́b̸̘̻͖̣̙̍͒̆́a̶̺̗̟̿͒n̵̡̼̘̺̚ḙ̸̗̹̥̜͐͘͝ ̸̨̮̭̳̓͜ō̸̧͙̜̮̌͑f̴̜̒̔̆͊ ̵̪̹̱̪̌͘͝Y̸͔̪̽͠u̷̱̳̟͒̂̊͒̕͜ḿ̸̡̤͚̬̪ë̵̪͍̹͝k̶̝̣̗̞̹̖̅̊̅y̶̧̞̟̤͚̋̀̔o̴̯̾'̷̠̐̋͂̇̿̕s̴̡̬̲̠̰̦͗͂ ̴̢̘̤̝͆̀͘b̸̛͖̲͒̅̊̏͝o̶̘̮͊͐͗̇͠͝r̷̰͓͍̣̀̄d̷̢̞̂̚e̶͖̲̯̰̫̅̈͗r̸̢̒̊͜ͅ

“I have never seen a more heated discussion about context, jazz, and cats.” - VanillaButterz