Yuyuko
Posted: April 25, 2012 Filed under: Uncategorized Leave a commentMaybe I should have made a tumblr.
School
Posted: April 23, 2012 Filed under: Uncategorized Leave a commentI’m not sure there are that many things I’ve felt that feel better than writing something and having it just work perfectly he first time around. I mean, there are things that feel better but seeing it work immediately feels pretty saucy.
Trying out Away3d for Flash, I’m just too used to dealing with 3D stuff. I uh.. haven’t actually done anything yet with 3d though. I finished that asteroids tutorial I found for flash, but it’s almost exactly the same as the tutorial game and I’m not so interested in improving or making my own additions to it.
Slipping Time
Posted: April 22, 2012 Filed under: Uncategorized Leave a commentLearning Flash, I’m following some tutorials so I’ll post something simple soon.
I keep listening to K-Pop cause it always comes up on my Youtube suggested videos @_@
I watched Suteki na Kakushidori ~Kanzen Muketsu no Concierge~ too, basically just cause I saw Takeuchi Yuuko in it. She’s so funny. It’s about a concierge who meets a bunch of people with kind of strange or amusing requests or situations. This one, is a well known cooker (They say 料理研究家 I think.. that’s like what, cooking researcher? IDK, but it looked like she was a cook kind of person so whatever) who doesn’t actually cook, and she has to make gnocchi tomorrow on television so they practice together that night.
Drawing
Posted: April 20, 2012 Filed under: Uncategorized Leave a commentI wasted a lot of time in the past few days.
I redid the portraits for stage 2 and 3
I made a post about it on the jMonkeyEngine fora, I hope I can get some help testing this thing
http://jmonkeyengine.org/groups/user-code-projects/forum/topic/midnight-sun-wip/
Busy? Not so busy?
Posted: April 14, 2012 Filed under: Uncategorized Leave a commentToday was kind of busy, but not for the game. Got a 64 on my Advanced Calc test, highest score was a 72.. I hate that class so much. It’s like the teacher knows he’s being crazy though, he said today that no one’s going to fail. Well, I guess that’s some consolation.
Worked on recovery animations as part of my effort to polish the overall look. These go in when a spellcard ends by the enemy life getting reduced to 0. I think it’s subpar but I don’t think it’ll be that visible given the game’s perspective.
That’s it for today. Sucks, right? It’s possible I won’t get much done tomorrow either.
Stage 4
Posted: April 12, 2012 Filed under: Uncategorized Leave a commentPut up a video of stage 4. The 5th pattern looks especially unfun.
Here are the scaling bullets I used for the 6th pattern in the stage.
Stage 4 Spell 6
Posted: April 12, 2012 Filed under: Uncategorized Leave a commentDid terribly on my exam.
Made the last spell of the last stage of the demo. Gonna focus on cleaning things up for testing.
6 beams come from the center, and 2 slash across the screen diagonally and periodically, crossing at the player’s position.
At the beginning of the card, delayed shots are placed around the perimeter of the play field, and disperse over the course of the pattern.
I think I’m not going to add any more features for the demo. What I want to add after the demo though, is a practice mode and options for graphics/sound.
Here are all the patterns. I think I might have to go back and do Stage 3 spell 6, but maybe not. Maybe I’ll just leave it in for a laugh.
Stage 4 Spell 5 Test
Posted: April 10, 2012 Filed under: Uncategorized Leave a commentCouldn’t resist, I tried to put together some of the 5th pattern. It’s my take on Asura Sword – Worldly Attachment
It’s not near done, but I just wanted to show what it may or may not look like. Bullets come in from either side and go across the screen, and the enemy moves back and forth making lines of delayed shots. I might trade this with pattern 4, since this one looks kind of plain.
I better get back to studying now…
[EDIT] Oh god, haha, I have no self control
Animated
Ok, NOW I’ll study..
It’s taking all of my self restraint not to add a spark/electric arc particle effect to the line of bullets right now.
Nothing to post
Posted: April 10, 2012 Filed under: Uncategorized Leave a commentThere’s a lot of school work to be done this week, so I can’t really do much for this game. At least, I shouldn’t do much for this game. I couldn’t help myself this morning though, I replaced the spherical moon with a planar one so I could blur the edges of the moon’s circle. I tried to add some alpha-plane streams of light that come down between the bamboo leaves, but I couldn’t get a result that looked good this morning before I had to go to class.
I took a small break just now to consider what the last 2 spell cards will be. I’m planning to just copy the second-to-last and third-to-last spellcards in 東方妖々夢’s stage 5, with some slight changes. The 4th card, I’ll make the enemy slash the air, and have bullets stream out of the slash as if the air was ruptured and bullets are spewing out. The 5th card will have the same slash fissures, but 3 of them in a spread pattern.
Oh boy, I’m a little excited thinking about making them. I just want it to be the weekend already.
The plan after the demo is to make stages 5 – 8, with thematic scrolling backgrounds instead of just the bamboo forest the entire time. 5 (Youmu-Yuyuko) could have cherry trees and petals in the air, 6 (Sakuya-Remilia) might have… Actually, I don’t know what they would have. It can’t be a mansion, that wouldn’t make much sense. Maybe dead trees? And some tombstones? Some mist? Hmm, I’m not sure. 7 (Alice-Marisa) would probably be in a deciduous forest with the occasional magical spark zooming around. 8 (Reimu-Yukari), the last one, could just be a bunch of floating eyeballs, inside a tunnel of stained purple.
But enough of wishful thinking. I definitely need to finish this demo sometime in the summer.
More Animations
Posted: April 9, 2012 Filed under: Uncategorized Leave a commentI’ve given the 4 characters idle and active spell animations, on top of character-specific animations like this one.
Oh, haha, I remember last post where I said something like animations making more sense? It went back to making none at all. Whenever I create a new animation I have to go through a couple of cycles deleting and re-exporting the files until the animations get picked up in JME. I see the animation in the skeleton.xml file, but often times it’ll just tell me the animation isn’t there, despite deleting and remaking the mesh.xml and .j3o files. I really don’t know what’s going on there.
I’ve refactored the code a ton, too, and worked out a few bugs. Specifically: restarting/continuing doesn’t mess up fading in and out, lighting doesn’t go crazy after restarting, pre-pattern and post-pattern methods are all ‘standardized’ now.
Getting closer..