Hey, everybody! Check out this preview video from my and Nellie's upcoming otome game, "The Pirate Mermaid"!
The pirate girl protagonist gets stranded on a deserted island, only to find out it is not so "deserted" after all. Introduces one of the game's two love main interests - a snarky, monocle-wearing sorceror - and features lots of cute chibi animations. ^_^
Is the moving compass on the namebox too distracting for anyone, by the way? (It's only supposed to change when the speaker changes, but maybe even that's a bit excessive) I think I need to restrain myself from spamming any more animations. -_-
Next video: AXIOM.01 gameplay preview? xD (I've finished the hint/fading clues system for one room; two more to go!)
Wednesday, October 3, 2012
Sunday, September 23, 2012
Pretty Pictures
Yay for art updates! I'm especially excited to show pieces from such talented artists - seeing their work really makes me want to practice hard and improve my own abilities! :)
First, I have some new main menu wallpapers by the beauteous bunbun. bunbun was kind enough to do wallpaper art for all of the AXIOM.01 guys, but I'll just show Sagan's for now, because it's my favorite (and because, according to my tags, I haven't posted as many pictures of Sagan as everyone else).
You can unlock each guy's special "bunbun-style" wallpaper by completing their demo scenes. Eventually, I'm hoping to have a variety of wallpapers with different unlock conditions throughout the game. (hunts for more awesome guest artists)
Next, here's a CG preview by Nellie from the "The Pirate Mermaid." This is Mikali, the kindhearted mermaid prince. He's a sweet, idealistic guy who wants to learn more about humans, even though most mermaids avoid them at all costs. I'm especially fond of his long golden hair. :3
In other news, I'm hoping to revamp the hidden object screens for AXIOM.01 this week (tip for anyone doing imagemaps in Renpy: do not put in any objects with overlapping bounding areas, else you will probably regret it!). Removing overlap will allow me to fade out objects once they are found, as well as to add a hint system. While it's going to be a pain to redo the images, I think these new functions should be worth it.
Then I need to sit down and finish those last few clue images! I keep on wanting to take a break to improve my art, but I should at least get the demo out the door first. ^^ Here's hoping for a release sometime next month!
First, I have some new main menu wallpapers by the beauteous bunbun. bunbun was kind enough to do wallpaper art for all of the AXIOM.01 guys, but I'll just show Sagan's for now, because it's my favorite (and because, according to my tags, I haven't posted as many pictures of Sagan as everyone else).
You can unlock each guy's special "bunbun-style" wallpaper by completing their demo scenes. Eventually, I'm hoping to have a variety of wallpapers with different unlock conditions throughout the game. (hunts for more awesome guest artists)
Next, here's a CG preview by Nellie from the "The Pirate Mermaid." This is Mikali, the kindhearted mermaid prince. He's a sweet, idealistic guy who wants to learn more about humans, even though most mermaids avoid them at all costs. I'm especially fond of his long golden hair. :3
In other news, I'm hoping to revamp the hidden object screens for AXIOM.01 this week (tip for anyone doing imagemaps in Renpy: do not put in any objects with overlapping bounding areas, else you will probably regret it!). Removing overlap will allow me to fade out objects once they are found, as well as to add a hint system. While it's going to be a pain to redo the images, I think these new functions should be worth it.
Then I need to sit down and finish those last few clue images! I keep on wanting to take a break to improve my art, but I should at least get the demo out the door first. ^^ Here's hoping for a release sometime next month!
Thursday, September 13, 2012
Introducing "The Pirate Mermaid"
Hey all! So I've been taking an impromptu break from AXIOM.01 ever since my computer died (luckily, I had most of my files backed up, so I didn't lose too much). Finally got a new laptop, so I'll be finishing up those last bits of art and coding soon!
In the meantime, I started working on a short-and-sweet collab project with my friend Nellie (who did chibi art for AXIOM.01 earlier). "The Pirate Mermaid" will be an otome game featuring a gender-flipped version of "The Little Mermaid" fairytale, with a ruthless pirate girl protagonist. You can either win guys over by becoming a nicer person, or by corrupting them to join your evil pirate ways. xD
More info about "The Pirate Mermaid" and regular updates are posted in our official WIP thread. We're planning to have a demo out by October, so wish us luck! :)
In the meantime, I started working on a short-and-sweet collab project with my friend Nellie (who did chibi art for AXIOM.01 earlier). "The Pirate Mermaid" will be an otome game featuring a gender-flipped version of "The Little Mermaid" fairytale, with a ruthless pirate girl protagonist. You can either win guys over by becoming a nicer person, or by corrupting them to join your evil pirate ways. xD
More info about "The Pirate Mermaid" and regular updates are posted in our official WIP thread. We're planning to have a demo out by October, so wish us luck! :)
Saturday, September 1, 2012
Grand GUI Finale
In a previous post, I showed some screenshots/mockups for the AXIOM.01 GUI. I am happy to say that I finally finished coding all the GUI screens! Each screen has some small animations, similar to the animated main menu I showed before.
You can check out a quick demonstration of the AXIOM.01 GUI in this video.
Around 1:40, you can see my new setup for interrogation questions. Now, you can either view questions by scrolling down a textbox-sized menu, or expand the menu to display all the questions at once.
Before implementing this "expanding menu" thing, I had sprites sliding back and forth to avoid being blocked by the questions, which looked really odd. I definitely prefer this new system. :)
By the way, someone asked a couple posts back if I could do a tutorial on main menus. Would anybody else be interested in GUI programming or general Ren'Py tutorials? If so, what specific topics would you like to have covered?
You can check out a quick demonstration of the AXIOM.01 GUI in this video.
Around 1:40, you can see my new setup for interrogation questions. Now, you can either view questions by scrolling down a textbox-sized menu, or expand the menu to display all the questions at once.
Before implementing this "expanding menu" thing, I had sprites sliding back and forth to avoid being blocked by the questions, which looked really odd. I definitely prefer this new system. :)
By the way, someone asked a couple posts back if I could do a tutorial on main menus. Would anybody else be interested in GUI programming or general Ren'Py tutorials? If so, what specific topics would you like to have covered?
Tuesday, August 21, 2012
New Chibi Art
Great news - the amazingly talented Nellie of NSEY Games is doing chibis for AXIOM.01! Her art is so cute, I can't wait for everybody to see it in the game. xD Since Christie and Remy are currently topping the character popularity poll, I'll just show their linearts for now.
(By the way, anyone have any suggestions on what the character who wins the popularity poll should ultimately get? I was thinking about doing extra scenes or endings for the winner, but that wouldn't work if that's the MC, haha.)
Also, Tsuroika did an awesome Phoenix Wright-style parody pic - haha, I could totally see Christie doing this at some point!
In non-art related news, would anyone like Sylvia (the female best friend) to be a love interest, potentially as a unlockable bonus path? I don't mind adding a GxG path, but it's gonna be extra work, so I wanted to see how much interest there was first.
(By the way, anyone have any suggestions on what the character who wins the popularity poll should ultimately get? I was thinking about doing extra scenes or endings for the winner, but that wouldn't work if that's the MC, haha.)
In non-art related news, would anyone like Sylvia (the female best friend) to be a love interest, potentially as a unlockable bonus path? I don't mind adding a GxG path, but it's gonna be extra work, so I wanted to see how much interest there was first.
Saturday, August 11, 2012
Massive GUI Update
(Wow, Christie's beating all the boys so far in the character popularity poll? Go girl go! :) I feel bad for poor Sagan in last place...hopefully he can win over some more people in the game, haha. Thanks to everyone who voted so far!)
So! After revamping the main menu for AXIOM.01 last time, I was sad at how mismatched it looked with the rest of the default Ren'py theme. There was only one thing to do: customize the rest of the GUI! I have trouble deciding if everything looks cohesive, so feel free to leave suggestions. I was originally going for a cool and sleek feel, but might have ended up with dark and depressing instead. I don't want people to think AXIOM.01's a horror game haha; though it does get dark in the future arcs, the first part is relatively lighthearted.
Below are the new save, preferences, and quit confirmation screens. I was able to code them into the game with the help of these lovely tutorials.
I was all ready to celebrate 100% GUI completion after that, until I realized that I hadn't done anything for the "Extras" menu yet. CG gallery, music player, etc...will it never end? ;_; At least I've managed to finish some mockups in Photoshop, which is definitely the hardest part for me - I usually have to mess around with two or three files before I can produce a version I like.
Here is the general "Extras" menu, plus the art and music galleries, so far.
The "Rewards" option is something I've been thinking about doing for a while, but am still considering how to implement. Soooo...it probably won't appear in the demo. Which means that after I finish coding in the two galleries...the GUI for the demo is done!! Finally!! (cries tears of joy) Now to finish those clues and CGs... ;_;
So! After revamping the main menu for AXIOM.01 last time, I was sad at how mismatched it looked with the rest of the default Ren'py theme. There was only one thing to do: customize the rest of the GUI! I have trouble deciding if everything looks cohesive, so feel free to leave suggestions. I was originally going for a cool and sleek feel, but might have ended up with dark and depressing instead. I don't want people to think AXIOM.01's a horror game haha; though it does get dark in the future arcs, the first part is relatively lighthearted.
Below are the new save, preferences, and quit confirmation screens. I was able to code them into the game with the help of these lovely tutorials.
I was all ready to celebrate 100% GUI completion after that, until I realized that I hadn't done anything for the "Extras" menu yet. CG gallery, music player, etc...will it never end? ;_; At least I've managed to finish some mockups in Photoshop, which is definitely the hardest part for me - I usually have to mess around with two or three files before I can produce a version I like.
Here is the general "Extras" menu, plus the art and music galleries, so far.
The "Rewards" option is something I've been thinking about doing for a while, but am still considering how to implement. Soooo...it probably won't appear in the demo. Which means that after I finish coding in the two galleries...the GUI for the demo is done!! Finally!! (cries tears of joy) Now to finish those clues and CGs... ;_;
Wednesday, August 1, 2012
LSF, polls, and main menus
Finally put together a WIP thread for AXIOM.01 on Lemmasoft! Check it out and leave us a comment if you like! :)
Also, there's now a character popularity poll on the right side of the blog. The winning character gets...extra scenes? Extra endings? Bragging rights? Haha, I don't know. We'll see if there are any votes first.
In other news, I kinda sorta messed up the game's default menu screens while testing some new code. Note to self: try weird stuff out on a test game next time. ^^; On the bright side, destroying the screens finally motivated me to start working seriously on the GUI.
So far, I've been doing some mockups in Photoshop. Below is the main menu screen. My plan is to allow people to click on the character bars to switch the image to different "wallpapers." The further you progress in each character's route, the more of their "wallpapers" you unlock.
Not a huge fan of the "bars" in the default main menu, though. Anyone have ideas for better alternatives?
Edit: Got some coding done, so I'm adding a video to show what main menu animations and wallpaper switching might look like, if I do decide to use the bars.
Also, there's now a character popularity poll on the right side of the blog. The winning character gets...extra scenes? Extra endings? Bragging rights? Haha, I don't know. We'll see if there are any votes first.
In other news, I kinda sorta messed up the game's default menu screens while testing some new code. Note to self: try weird stuff out on a test game next time. ^^; On the bright side, destroying the screens finally motivated me to start working seriously on the GUI.
So far, I've been doing some mockups in Photoshop. Below is the main menu screen. My plan is to allow people to click on the character bars to switch the image to different "wallpapers." The further you progress in each character's route, the more of their "wallpapers" you unlock.
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Edit: Got some coding done, so I'm adding a video to show what main menu animations and wallpaper switching might look like, if I do decide to use the bars.
(Hope I don't overdo it on the animations...I think I have an ATL compulsion... ;_;)
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