Archive for August, 2009

Outline of future changes

August 29, 2009

The next build is taking longer than I initially expected, because the changes in event coding has produced… Unexpected results. Hopefully, it’ll be all fine soon enough.

Anyway, I might as well outline what kind of changes I’ll be making to the project as a whole. They will be separated into general and “Attitude-based” changes, aka, changes that can be made if I moved the game to the Attitude engine.

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New build coming up

August 27, 2009

I’ll make this quick. Basically, I’m gonna finish a new build soon. It’s gonna be a slight overhaul of the control system – customisable controls. No more alternate control scheme EXEs, there’ll be another EXE to customise the controls with. Also, Xbox 360 controller support, at last! Other things:

– Menu selection changes fixed, you don’t have to tap twice to get the damn thing working.

– I think I fixed the music doubling problem.

– Slight changes in Julius’ animations, as well as changes in his collision masks.

Also, next blog post, I’ll outline what kind of changes I’m gonna make to the game – it’ll likely be one hell of an overhaul.

The Dreaded Plot

August 20, 2009

Right now, I’m finalising the documentation for my major project, but while I do so, I might as well talk about the various changes that will occur for Aria. Some of these will be major, others minor. I’ll begin with the plot.

As my SAGE booth dev commentary mentioned, I’m a writer – I intend to make this game have a good plot, but even with the script I already have written, I have reason to think that it could be expanded. I have a set of antagonists, but even among them, the Incarnation of Destruction will seem blatantly obvious to some players, even with the way I’ve set it up. So, I think I may just mix things up a bit. Add a bit more padding, and more importantly, screw with your expectations.

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Changes to Julius and… Possible move to Attitude?

August 15, 2009

While re-playing Castlevania: Dawn of Sorrow’s Julius mode, I’ve been studying how Julius moves and his collision detection. Interestingly, you can touch some enemies barely and still not be hurt, eg, Julius’ whip animation can touch enemies up to his shoulder (or possibly further) and still not be hurt. I’ve somewhat replicated this by using Construct’s ‘collision mask’ feature, erasing parts of the mask so Julius doesn’t ‘collide’ with enemies unless they touch the mask. It’s not perfect, but it’s a start, and it’s easier to kill enemies at close range without hurting yourself.

And to note, I have other news. I’ve been thinking about porting Aria over to Endri’s “Sonic Attitude” engine, well, when Attitude comes out, that is. The Euphoria and AI features, combined with the simplistic scripting engine, among other things, make this a seemingly irresistable idea. HOWEVER. My main problem? I can’t model a damn thing. Of course, I lacked an artist before, but this time, it more or less completely prevents me from using Attitude. I know, from what Streak said, people don’t like doing stuff for other people. But, if anyone who can model and stuff, and wants to team up with me to create a 2.5D Aria, that… Well, would be really awesome.

Boss Intro Animation Complete

August 6, 2009
Boss Intro Animation - Metal Sonic

Boss Intro Animation - Metal Sonic

I don’t think I need to explain this, besides it being fully-animated, bits of it come from Pokemon Platinum (to be precise, the starts of the Gym Leader/Elite Four/whoever battles. Small touches go a long, long way.

New HUDs

August 1, 2009

Now, this is an interesting one. SAGE is still running, but meh. Anyway, I’ve made a quick visual addition… Custom HUDs, whenever I was able to, I put in HUDs from games that each character comes from. Or ones from particular games most appropriate. Some characters simply have the default HUD, such as Crono.

Sonic Battle HUD

Sonic Battle-based HUD (somewhat modified as the original carked up for some reason)

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