Tuesday, June 26, 2018

Update on monster sprites on the TNR project.

Hey guys, another update on the project, now It's about the monsters animation and sprites, as I mentioned before, the animations for the monsters are going to be isometric since they are... Well, I wouldn't say anymore easier, beside It isn't really that hard to make, counting also that sometimes I leaves me scratching my head wondering how an animation would play, anyway, instead of making 3 directional animation, or map animations + battle animations, I made so battle and field animations are going to be on the same animation set, so the monster walking in the field will have the same animation as the monster walking on the battle, not only that, but the animations has a oposite direction counter part animation, and no, I'm not talking about left and right animations, I'm talking about front and back animations.

One of the animations I want to show, is the one of the Kangaroo Monster, the creature doesn't really have a proper name right now, so let's leave as it is for now, beside I'm kinda open for suggestions.
Some of the animations I've made for the Kangaroo Monster are:
Standing (which is only a frame):


Walking (10 frames):



Attacking [Punching] (3 frames):


Hurt (1 frame):



Those currently are the animations for the Kangaroo Monster, I've made them with some care, so I tried to make so the body parts don't feel so much exquisite when animating, aswell as applied some basic shading, the reason why the shading isn't really pointing to an extreme (ex: isn't like coming from the top right) is because I feel that leaving the shading like that gives an idea of body depth, rather than lighting, beside there are a few exceptions to that, like the face of the Kangaroo, the paws and the belly.

A few other monsters I've made for the project are, beside reminding that their names may not be final, at least without counting the cat but, who knows...

Dog Slime Monster

I only did the shading for the frontal animation, Oops, beside you can see I leaved a flaw on the frontal sprite, oops too.

Cait Sith Monster

Probably isn't a spy from some evil corporation, beside now that I placed the image here, I noticed that there are a few coloring bugs on that animation aswell, at least on the back animation.

Those errors happened because I were trying to do modifications on the monsters bodies to make the anatomic of them look less... Weird. If you saw the first sprite I did about the Cait Sith... Wait, better not even mention though.

Anyway, that's all for today's update on the project, until next news.

Monday, June 18, 2018

New Battle System formation view

Guys, look's like my deepest dream for the game battle system is close to be realized, I've been able to make the initial scripting of the new battle system, and the initial results made it look good.

The new Battle System will have a radial positioning of the combatants, so each of them will be on their side of the arena, on their position, and while they are placed together on the same battle, while on the same row, you can see that it actually really makes a circle around the battle area.

Not only that, but the farther from the camera the monster is, the smaller it is seen, aswell as depending on their position on the battle field, their sprite will either be flipped, or show the frontal/back sprite of the monster animation. Of course there will be special effects for the battle, like camera focusing where there is the action, aswell as some zoom play to better focus on the combat, but for me to begin working on that, I should start reworking the skills system to make use of the new combat system.

At first, I made the battle system like this:
Kangaroo cultists battlers in their formation.

Then I noticed that things could go wrong if multiple players/monsters joined the same team, so I expanded it into this:
The Kangaroo cult teams has grown in number of members.
As you can see above, there is a little positioning issue when the monsters are way too above on the screen, I kind of found a solution to that problem, but I had to deactivate it on the code, because for some reason, were causing monsters that were on the upper left extreme of the screen to "phase out" when reaching the middle of the screen, and then "phase in" from the center of the arena to their spot.

I'll try thinking on how I could solve that particular issue, anyway, that is all for today's news, until next news about the project.

Wednesday, June 13, 2018

Holy carp! Five years?!

Five years?! Five years since the last time I released my project?
That is not right! I should've finished it already, If I weren't slacking on the project.

No way! I've got to work more on it. You guys waited too long for the game to be released
in it's final version.

Beside I can't really get blamed, though. Not really many people got interest in it,and I got
no idea why, and the few who were interessed, has left due to the project idleness...

Anyway, now I see that I've delayed the project for too long, I'll try working some more on
the project, and then be able to release the final version of it.

Meanwhile, It's a great morale boost to know there are people interessed in this proejct,
give me a hello, and if possible, tell about the project to other people, not only I will
know people are interessed in the project, but also do my best not to disappoint you guys
with the project.

Anyway, time to take off some dust.

New Sprites and revamp ideas on Tamers Network Project

I'm here to tell that the attempts I'm having at spriting monsters for Tamers Network Reborn are going well, I've been trying to do some shading job aswell, but in my opnion, It's rather average.

I were spriting the monsters at the times I had peace to work on them, so most likelly I passed the entire night up, anyway, to the sprites information.

The monsters sprites are going to be isometric, with both Front and Back animations, not only because it gives a bit less of trouble to sprite, but also may fit the ideas I have for the future battle revamp.

I've sprited currently 3 monsters, one has Stopped, walking and punching animation, while the other has Stopped, Walking and attacking animation aswell, but the attacking animation only has the frontal animation right now, and is unfinished, and the third I only made the stopped animation.

I plan on making some other new sprites of monsters, so I can make a base rooster (initial monsters in the game, so I can begin working on the rest of the game), and then later work on the rest of the animations for the sprites.

Currently, I can't show the sprites of some of the monsters, but in the future I may show a teaser.
Also, If things go well on the monster sprites, the actor sprites (players) and the maps may get a revamp too, since the monsters has "grown up", I guess the rest of the game should do so too, aswell as getting a better sprite drawing and animation too.

On other news, as you may have read above, the Battle system is going to be rewritten, and alongside that, the skills and items systems will have to be rewritten too (somewhat), aswell as the monsters be clean up from the scripts that were attached the Battle System, I still am thinking about how I could make a battle system that doesn't feel like a "tumor" on the codes, since attaching the battle code to all battlers(the players and npcs who participates, that also turns impossible for me to spawn a battle through a npc dialogue, without an existing npc (That lead me into not being able to add the Mäuse under the bed quest on the new version too)) is quite annoying. I will eventually figure out how I can do that, beside probably when I rewrite the entire battle system, the idea will come up, since I will be able to modify the battle script to work in a non-as-mentioned-above way.

Until next news.