Tuesday, 19 July 2016

Tia Animation - Title Menu

      Here Tia animation on title screen.  There no background and voice yet.  Maybe I will hire artist for draw Tia's atelier as background.

https://vimeo.com/175319236

      I'm thinking about item use system.  At first I planned to make 5 item slots.  You will have button for switch item and use.  But I notice a problem, you can create lot of items in game but you can use only 5 varieties while you battle.
     So maybe I will use Odin Sphere or Princess Crown item system.  but this system will make game stop while choosing item for use.  If you guy have better idea, please let me know :D


20 comments:

  1. You should make a special animation for the main menu once you clear the game once ^^

    ReplyDelete
    Replies
    1. Already planned but will do it later.
      It's clear game animation anyway :P

      Delete
  2. Impressive, she is very cute. only the background needs some work and the thing will be perfect.

    ReplyDelete
    Replies
    1. Also, make animations when we enters in "gallery mode" too, like a cute blush, etc.

      Delete
    2. Thank, will think about it

      Delete
  3. If there are lots of items, how about arranging them in atelier menu and then players can choose and use 5 to 10 items with number keys in stages.

    ReplyDelete
    Replies
    1. Or, there are five slots and we can use them by number keys, while we can change the item row by, for example, q and w.

      Delete
    2. I thought about 10 slot items with number keys before (similar to online game right?)
      But it has problem with game pad players and too much keys to control -*-

      Item row maybe better idea.
      Will think about it , Thank :D

      Delete
  4. Goodness gracious. Even the title menu lettering and highlighting looks the same as my Atelier games. Just sell this as an Atelier parody, make life simple.

    Well, everything's great as expected. She's cute. As expected. And you even gave us the option to blow her skirt up. That's also great. I'd wish there was a smoother transmission between the animations, but that'd be way too much effort. Still. It's a step above your usual title screens. Just one background away from perfection. Obviously, it should be the inside of her atelier, with a cauldron behind.

    As for item use, uh... Well, I really didn't like how Odin Sphere made me pause all the time to switch items, seeing how integral they were to the game. It does let you have LOTS of them with you at a time though, I'll give it that.

    Personally, I'd prefer an item system where you can change items on the fly as the game runs. The UI I had in my head was... Uh... Lemme sketch it real quick...
    http://imgur.com/a/nKfgs
    Something like that. You use the L2 and R2 buttons to cycle left and right. For keyboard users, it'd be Q and W, as he said up there. Pressing the number keys immediately highlights the number the item is assigned to, so that'd be the benefit of playing on keyboard. Still, ten items isn't that much, and I'm sure most players will still be able to fight properly on a controller while cycling with L2 and R2.

    The only downside I can think for that UI is the fact that you wanted to add more vertical movement in the game. If there's an enemy below you, you might get surprised by attacks a lot because the boxes are in the way.

    ReplyDelete
    Replies
    1. HA HA, nice sketch. Especially the girl on the right :D

      Yes, the background will be inside her atelier but not sure cauldron will be on the back or not. Because the cauldron maybe appear in front of Tia while she creating items. She may stirring in cauldron or just make her stand and show emotion (similar to game "Potion Maker")

      Um... maybe 10 item slots with both L2 and R2 control is OK. I try to draw it in game screenshot and I think it look OK :

      http://imgur.com/a/QrZk2

      Still need some time with item system because I didn't learn how to do it yet -*-

      Delete
    2. Ahh, don't flatter me. I was being lazy trying to do it quickly.

      Hm, on one hand, it'd make more sense. On the other hand, the cauldron might get in the way of Tia's portrait. I guess that's really up to you. I'd figure that it's only in the crafting menu that she stirs the cauldron.

      Yeah, those ten slots look great, much better than my concept since it doesn't obscure the lower section. I'd thought ten slots would take up much more space, I was wrong. It's just right.

      As for the item system, I think the easy part should be programming its effects since you already have experience with hitframes and whatnot. The item values should also be easy to mess with. The problem should be programming the crafting right? GameMaker was used to make Undertale, so I know that RPGs are possible in your program.

      With some quick Googling, I got this Reddit thread on it.
      https://www.reddit.com/r/gamemaker/comments/1yq1c6/2item_crafting_system_help/
      One of the comments talks about it in detail, but relegates to pseudocode toward the end. It's the best one I can find so far.

      Delete
    3. Not sure it's easy because I never do inventory system before :P

      For craft/item make system, maybe I will not do it in first demo because it's has only one stage and you can craft after clear prologue stage. So it's no need to craft. I will headache will it later -*-

      Delete
    4. Well, that's fine. Better get the combat down pat first. Give the player some potions and bombs and let them test through the demo.

      Delete
  5. Ahh! So cute!

    I love your work. Just one thing, I think the pout should last a little longer.

    ReplyDelete
    Replies
    1. Thank, will add more frames for the pout :D

      Delete
  6. Whether there will be a demo version?

    ReplyDelete
    Replies
    1. Sure, I'm trying to make the demo version

      Delete
  7. Well, one possible thing that could work pretty fantastically is if you perhaps added a combination of both systems, and for whatever items you plan on using the most you can perhaps hotkey them to your action bar, that way you can still keep all the items you find, but also have quick access to the most essential ones in the game. Of course, I do realize that may add in a bit of extra coding, but just a suggestion to get some more ideas rolling, and can't wait to see more on this project as it is already looking fantastic!

    ReplyDelete
    Replies
    1. You mean player can config 10 item slot buttons?
      Not sure about it but at least you can set L and R select button.
      And you can use key 1 - 0 for select item :D

      Delete