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File 131146181676.png - (132.70KB , 480x360 , screenshot102.png )
11985 No. 11985
I've been hearing some people say that they would like a Zelda-like pony adventure game.

Look no further. Your wish is finally coming true. I've had this game in my folders for a couple months now, I just haven't been able to work on it till now.

Not much I can say right now except that all 6 of mane cast will be playable and each character will have their own skills to help you pass puzzles and obsticles. At the moment I only have Twilight and Rainbow working. I'll get to the others eventually.

This game will be programed mostly solo but I could use help in other catagorys like music, environmental design and other stuff.
175 posts omitted. Last 50 shown. Unspoiler all text  • Expand all images  • Reveal spoilers
>> No. 37854
>>37852
I think what is off about Twilight is the eyes. They look a little too big. Shorten/crop/move them a little away from the lower right edge.
>> No. 37858
File 133586246532.png - (62.21KB , 1200x900 , Screenshot00.png )
37858
I actually made another little change. I made a custom font. I no longer have to use that blurry crap I used before. You can also see the health and magic of your partners now.

>>37854
Possibly, the head is also a little small now that I look at it a little more.
>> No. 37863
>>37858

You are using side-view sprites on a top-view engine.

Not only the animations doesn't integrate with the background, but the random shadows you casted on them make the ponies look as if they were hovering over the ground rather than walking on it.
>> No. 37864
File 133588426952.png - (8.33KB , 323x312 , flight.png )
37864
>>37863
>You are using side-view sprites on a top-view engine.
Ever play Sonic Battle? It works better then you think...

>Not only the animations doesn't integrate with the background, but the random shadows you casted on them make the ponies look as if they were hovering over the ground rather than walking on it.
Why does everypony say that? I honestly don't see it. If they were floating, they would appear like this...
>> No. 37867
>>37863
Besides, sprite work is easily my weakest aspect when it comes to graphical art. The hud looks amazing and my custom tiles came out nice but characters are a no go. I did make Pinkamina for Desktop Ponies as well as Twilight's Mom but that's it.

If I can get a sprite artist, I definitely will get new more appropriate sprites but as of now, I'm sticking with what I have. I've already posted in several locations but everypony just wants to be a beta tester or give ideas. I need artists, I need sound effect composers, and I could use a fellow GM'er to work with. I am the ONLY ONE doing the coding here. It would be nice to have somepony else who knows Game Maker to work with, other then having to go on GMC when I run into trouble.
>> No. 37870
>>37864
>Ever play Sonic Battle? It works better then you think...

Ever noticed that Sonic Battle uses a 3-D background instead of a flat one like yours?

>Not only the animations doesn't integrate with the background, but the random shadows you casted on them make the ponies look as if they were hovering over the ground rather than walking on it.
>>Why does everypony say that?

... because despite what you keep saying, they still don't integrate with the background? There is a reason for why so many strangers keeps saying the same.

>>The hud looks amazing and my custom tiles came out nice

Actually, they don't. They clash a *lot* with the borrowed art you are using and they have a very rough outline, as if you didn't knew how to use the resize tool.

Also, resorting to smugness and fishing for pity when you don't get the kind of comments you like (and receive the ones you don't) isn't the best way to make people take you seriously, much less to make a true artist feel like joining this project and work under your orders.
>> No. 37872
File 133588918390.jpg - (128.47KB , 640x480 , A-Link-to-the-Past.jpg )
37872
>>37864
Nonono, there's a difference between top-view and an 'isometric' perspective... Well actually I'm not sure on the technical terms, but take a look at this screenshot from A Link to the Past.

Sure enough, Link's sprite is a side view and it works fine. But the perspective that the background uses is slightly angled: it's not a top view. That's why you can see the door, the trunk of the tree, the message board's pole and so on.

Your backgrounds (outside of the lava one I've seen) are actually top-view, which is why they don't mix too well

And as another example, why not just use a drop shadow like they do in Zelda (see screenshot). Just have a shadow right under their feet.

Personally I think the hud looks fine outside of the hearts and portraits. Those have a lot of anti-aliasing but the rest has a pretty strict pixelated look, making the hearts/portraits blurry in comparison.
>> No. 37878
File 133590438937.png - (15.11KB , 400x300 , screenshot100.png )
37878
>>37870
>Actually, they don't. They clash a *lot* with the borrowed art you are using and they have a very rough outline, as if you didn't knew how to use the resize tool.
For one, the only "borrowed art" are the DP sprites which I want to dump when I get a good sprite artist. Everything else, including the portraits, are custom made. There is also nothing on-screen that is re-scaled other then the mini portraits of your other party members.(Which have been improved since last screen) As for the vectors, they were drawn at that size and are 100% "not" re-scaled in anyway. If you want to see a re-scaled borrowed vector, look here.
>>35237

>>37872
>Your backgrounds (outside of the lava one I've seen) are actually top-view, which is why they don't mix too well.
They all use the same view. The room my recent pictures come from is a debug room in Canterlot with a lot of empty space. It's a lot more noticeable in the Crater because of the more complete tileset. Canterlot doesn't have as many details at the moment due to incomplete tiles. The camera is JUST LIKE Zelda.

>Personally I think the hud looks fine outside of the hearts and portraits. Those have a lot of anti-aliasing but the rest has a pretty strict pixelated look, making the hearts/portraits blurry in comparison.
The hearts are not blurry or anti-aliased is the slightest. The heart all the way on the right is an exception. It's actually pulsating, constantly growing and shrinking. It's like the recent Zelda games where your current heart is pulsating. And again, like I said above, the portraits were drawn at that resolution. Plus I was trying to go for a Kingdom Hearts-esque style portrait.

Another thing to take note of. I've been up-scaling my recent images which has been causing them to get slightly blurred. I did it because I thought it would be better to look at a much larger image so you could see things better but I guess I'll just go back to the original 400x300 resolution.
>> No. 37879
>>37878
I've been thinking about it a lot, and after reading what >>37872 said, I think the reason that the characters look like they're floating is because we -as, the audience/players- keep expecting the shadows to work like they would in the Zelda screenshot: as simple shadows beneath the characters, but because you're using them as side-shadows, it clashes with the expectation we have, and our brains go all "no, no, it has to be the shadow beneath them! They must be floating, then!", even when it doesn't really make sense.

I wish I could help with the sprites and music, but those are simply things I don't know how to do. :(

You might want to add a post saying that you need help, with attention-grabbing bolded text, so people scanning through collab can see it, and hopefully a pixel artist and/or musician will decide to help.

I also feel kind of a hypocrite bringing it up, but I think that adding a little texture to some of the plainer tiles would help a lot. Compare the grass in the screenshot of the very first post here, to the tiles of the castle or the lava room, and the first one looks better.
>> No. 37881
>>37879
>The audience/players keep expecting the shadows to work like they would in the Zelda screenshot.
Actually, to tell the truth, I DO in-fact have a Zelda shadow coded in.
Refer here: >>26174
It's just deactivated in favor of a high-detailed shadow since the game does the lighting work for me. I could probably put a thing in the options to choose if you want "Simple" or "Detailed".

>You might want to add a post saying that you need help, with attention-grabbing bolded text, so people scanning through collab can see it, and hopefully a pixel artist and/or musician will decide to help.
How do I use bold? I'm guessing the same as most sites?
Also, it just seems like nopony I need wants to help. I have 2 music composers and a script and story writer which is great. Everypony else just give ideas and are testers. I'm going to find other pony sites to see if they will help. Scattered Chaos appeared on Equestria Daily but only in a Nightly Roundup so I didn't get very many people.

>I also feel kind of a hypocrite bringing it up, but I think that adding a little texture to some of the plainer tiles would help a lot. Compare the grass in the screenshot of the very first post here, to the tiles of the castle or the lava room, and the first one looks better.
The texture your referring to was borrowed from RPG Maker. The newer ones are made to look closer to the show. I do use random crap like rocks and grass when needed. Canterlot Castle doesn't. I am going to add some wrinkles to the carpet but that's it for the ground details.

Look here: >>26266 This is my custom grass with some details.
>> No. 37882
>>37878

>Covers his ears, stomps in the ground and yells "Shut up, I'm awesome I did nothing bad, it's not my fault... IT'S YOUR FAULT!"

Dude, what the hay. Give a quick read to this because you would gain a lot from it: https://docs.google.com/document/d/1ExhCvTQar75bNHlOhEo6V-HgjWMb18lzZsiWNbaWSFk/edit
>> No. 37884
>>37881
The reason the shadows don't work (they don't), is because shadows only look like a squished outline of a character when the lighting is VERY directional. In this case, your shadows imply that there is a strong light coming from behind them (the top of the screen). Since nothing else in the environment reflects this, they look wrong. It is not more realistic. The only time you'd have shadows like this is in early morning or late afternoon, when the sun is low in the sky, and you very very very rarely have shadows like these indoors. Ironically, a more realistic shadow would be a pony sized squished circle underneath them. The one you have turns them into two dimensional cutouts, because that is the only thing that would have that sort of detailed shadow.

Even flipping your shadow vertically would help (so it goes up and behind the character) so at least the light would be coming from the front, which makes MORE sense.

This is why shadows are almost always are from a neutral top-down lighting standpoint (ie, a small circle directly under the character), because it might not be actual 3d lighting,but it will almost always be closer to a "real" shadow given most lighting situations.

If I was your artist or art director, that is what I'd tell you. Also, since you are using DP sprites at the moment, I AM your character artist! :P
>> No. 37889
File 133591260789.png - (17.58KB , 400x300 , screenshot101.png )
37889
>>37884
I tried flipping them and it doesn't look good at all. I'm going to leave it the way it was before but I flattened it a little more. The shadow is more under them then below.

Like I said, I'm going to put it in the options menu and allow you to choose your shadow.

As for places having shadows that shouldn't... I could make it so your shadow's density changes from area to area.
>> No. 37890
>>37881
You make bold text with [ b ] example of bold text here [ / b ], minus the spaces. You can see more about it here: http://www.ponychan.net/chan/?p=faq
>> No. 37891
>>37889
You are of course free to ignore the feedback.
>> No. 37893
File 133591629291.png - (16.74KB , 400x300 , screenshot102.png )
37893
>>37891
As you can see by the screen, I at least tried it but it didn't work. I just decided to leave them the way they were. If you don't like them, you can change them in the options...
>> No. 37894
It doesn't work because you are mixing two different (and mutually exclusive) perspectives at once.

You can act all smug and then make all the excuses you want, but at the end of the day, you are still trying to put a square peg in a round hole.
>> No. 37895
>>37893
You literally took ONE line out of everything I said (that was only a half suggestion), and completely ignored the actual main point. Like I said, it's your prerogative.

The ones you've made in this thumbnail are much better because you've squished them up about as much as you can. If I was you I would even try both at once (as long as the alpha doesn't overlap), by making an ellipse under the body (the shadow you have is still not hitting the floor under the body) PLUS this squished one for detail.
>> No. 37896
>>37894
Should I make all 3 variations options?
>> No. 37897
>>37896
Wow, you're not listening at all.
>> No. 37898
>>37896

>you are still trying to put a square peg in a round hole.
>> No. 37899
>>37896
To put it bluntly, there shouldn't be options. You should make the best decision for the design you are going for. You might get it wrong, but that's part of the design process (you are still in the design process now, you are getting feedback, this is where you get the chance to take it on board or not.)
>> No. 37904
File 133592114502.png - (1.69KB , 139x54 , Shadow.png )
37904
>>37899
When I posted, this hadn't appeared yet...

Anyway, I moved the shadow up a bit more so now it's further under the character. I also fixed up the circular shadow.

>>37899
I'm not doing this because I feel I have to. I'm doing because I can. I love giving the player options. Must I point out another addition I added a while back? >>35224

Now can we be done with the lighting please? I want to move on...
>> No. 37914
>>37904
>Now can we be done with the lighting please? I want to move on...

I'm afraid this isn't how things work here.

If you want people bothering to download and play this thing of yours, then you have to give them something worth of their time and attention instead of excuses or smugness.
>> No. 37917
>>37914
Well as monkeyjay said, it's part of the design process and that process is done for now. I don't need to work on it anymore because it's done as far as I'm concerned.

I'm not trying to be rude or anything but there comes a time when I must move on. I can't spend all week working on character shadows.
>> No. 37936
>>37904
See you've been complaining the whole time that you were right all along, but looking at these shadows you've taken in all the feedback..

That shadow is the third or 4th revision you've shown,and every time you've thinned the shadow up a little and moved it so the mass is more under the actual character in 3d space.

This shadow is loads better than the one you started out with. If the leg parts of the shadow don't run up the back that is...

And it took you about 3 hours from my initial comment to this. Was it really such a pain?
>> No. 37943
>>37936
Trust me, I've spent A LOT longer doing other things. There is a lot of Trial and Error in doing this. It's just running the game, changing a number, running it again, change it again. Heck, I did this to make sure all the animations were absolutely pixel perfect.

As for the shadow, look at this string...
>draw_sprite_ext(sprite_index,image_index,x,y+24,image_xscale,-0.2,image_angle,c_black,global.LightDensity)
This string is the entire detailed shadow engine. All it does is redraw the character's sprite underneath them but smaller, with a black fill and transparency. I can't get a perfect shadow but this is the best I can do without making a new sprite for every animation.
>> No. 37949
>>37943
>Trust me, I've spent A LOT longer doing other things.

Most of them have been complaining and trying to convince everypony, yourself included, that you have been an awesome job when you really haven't.

When a project starts piling up more excuses than project updates, it's a good signal that maybe we should focus our time and attention elsewhere.
>> No. 37952
Alright, I'm going to try this one last time, if I get nothing I'm going to another site for members.

Attention: Looking for members to help with game!
Pixel Artists and Sound Writers needed(Sound Effects, not music)
Both spots are unclaimed and any support would be GREATLY appreciated.


I'm not kidding, though I "can" go without the Sound Writer for a while, I'll need one eventually because some sounds I just plain can't get from the show or anywhere else.

The Pixel Artist is what I need the most. I can finally get rid of the Desktop Ponies and have real sprites. I can also start getting some real work done on the levels.
>> No. 37955
>>37952

For sound effects, have you looked at SFXR?http://www.drpetter.se/project_sfxr.html

It's a very easy to use sfx generator used in a lot of the rapid game-development competitions precisely because custom sfx from scratch are so hard. It may fit with at least some of your game's requirements.
>> No. 38496
File 133733453762.gif - (4.92KB , 156x156 , RainbowDash_StandBig.gif )
38496
As many of you know, the use of Desktop Ponies have a tendency to make games look really lazy. Well, because I've been having so much trouble getting a good sprite artist I decided to try and make a base standing sprite of my own and this is what I got. This is entirely original. Although I was looking at about 3 different Dash sprites while making it, I didn't physically use them. I did use the DP Dash's colors but that didn't matter. This was made by tracing over a screencap of the custom pony from "Adventures in Ponyvilles" from the Hub's website and turning it into Rainbow Dash.

What do you think? If I can make vertical facing sprites as well, you think it will look a lot better?
>> No. 38499
>>38496
I like it, the head and eyes in particular. Although the back hindleg doesn't really bend like the one in front does. And her belly seems kinda flat, maybe move some of the pixels behind her front legs down to make the body a bit rounder.
>> No. 38515
>>38496

Looks just like an edited Desktop Pony animations and shares the very same problems that the original animations you were using: It's completely uncompatible with the top view backgrounds you have been using so far.

Everything to do makes them look as if they were lying on the floor and dragging around instead of walking, and you have been told this several times, chap. You refused to listen and even threw some little tantrums, though.
>> No. 40402
Things are still going good but I need a slight bit of assistance. Does anyone have a good picture of the back of a character? I have the side view as well as the front view sprites but I don't have the back view. I've been skimming episodes for about 2 hours without any luck. I'm looking for one with a slight bit of an upward angle, not a straight shot. Any help would be appreciated.
>> No. 40412
File 134140364060.gif - (1.43KB , 132x97 , TwilightDirections.gif )
40412
Ok, nevermind. I got a good screen and now I have all 4 directions, not just the side view.

One quick note about the back view. I know the tail looks a bit bland but I intend to have the tail sway when moving. That's just when their stationary.
>> No. 40499
I can help with music if you want. I'm on soundcloud, BeefPie - my most recent one of Summer Skies will probably fit best. Message me at [email protected] if you're interested :D
>> No. 40530
>>40499
http://soundcloud.com/beefpie/las-pegasus-teaser-for-mlp
Started a dark version for Las Pegasus...
>> No. 41872
File 134668093441.png - (12.71KB , 400x300 , screenshot109.png )
41872
Finally have an update. I have a few things since I've been gone for so long.

First thing, the growth system. As you go through the game, you will acquire xp. You can get xp from enemies, side quests and a few other things. You can enter the status screen and spend your xp on whatever upgrades you want. The higher a pony's stats are, the more expensive it becomes. Pony's also have stats that are a lot easier to level up based on their performance. For example, Rainbow and Applejack have the cheapest HP boosts while Twilight has the cheapest magic. You can also use your xp on the 3rd option, Passive Abilities. Each pony starts with no abilities and can acquire up to 5. They also don't gain MP naturally. The first ability will always be a cheap upgrade and will always be a way to recover MP. Twilight and Rarity recharge over time because they are unicorns but the others act a little different. You'll see how eventually...

Speaking of MP, the mechanic has changed a bit. Now your MP is sectioned off into bars rather 1 long bar. It makes it a heck of a lot easier to know if you have enough MP to use an ability. It was a problem I personally had.

Now for the final thing. I'm not planning on making this game easy. Every single enemy won't only be doing 1 heart of damage. However I am not totally cruel. Aside from a difficulty setting, I've also implemented what I call "Fatal Mode." Fatal Mode is a status that will sometimes occur when you life drops to 0. Your pony will remain alive with Zero HP and you have 30 seconds to find some health or defeat a boss battle. If the time runs out or you get hit, its over...
>> No. 41873
>>41872
>>Your pony will remain alive with Zero HP and you have 30 seconds to find some health or defeat a boss battle.

Ah, Earthbound's rolling HP system. Something good could come out of it indeed.

That pink status screen is burning my eyes though. How about using a color more easy for the eyes, such as Rarity's cutie mark shade of blue?
Think of the people using laptops, especially the ones with LED monitors.
>> No. 41874
File 134668403833.png - (9.54KB , 400x300 , screenshot110.png )
41874
>>41873
Don't worry about the color. Its completely customizable. That is just the default color the game starts with.
>> No. 41920
>>41874
I like this. Very clever.Good luck with your game, it looks like it is coming along very well.
>> No. 42479
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42479
I'm not exactly sure why but someone found my photobucket and uploaded a few of my screenshots to Derpibooru, most of them outdated. I have already messaged him to refrain from doing that since 4/5 of them are super old and still used Desktop Ponies and other placeholders. Only one that wasn't old is the attached image.

I'd prefer if you asked me before actually sending my game or its images to a site. This isn't a widely known, over exposed game like some of those others and I would like to do things myself.
>> No. 42551
As a bit of a heads up, the game might be undergoing a name change. Scattered Chaos was mostly an early name for what story was planned at the time. As of now, the actual story is near finalized and the name will most likely be changed to what will be the final game.
>> No. 42686
File 135197630743.png - (200.40KB , 400x360 , 135139601349.png )
42686
>>42551
May I ask what language you're programming in?
>> No. 42693
>>42686
Its made in Game Maker 8.
>> No. 43174
File 135566524364.png - (19.76KB , 400x300 , waterscreenshot.png )
43174
How about an update?

Water... Probably the most annoying thing in just about every video game ever. When you go into water, you can't really attack but you can dive underwater to pick up goodies and avoid attacks. However, if you dive into a dark patch of water, you go into a 2D sub-area with more to explore. You abilities tend to work differently underwater so experiment and see what happens.

I also managed to get a nice little wave effect for underwater. What do you think? How does it look?
>> No. 43182
Go home water level, nopony like you
>> No. 43183
>>43182
Just be glad I am not a sadist like whoever designed the Water Temple...
>> No. 43200
I actually forgot to mention something about water. Some areas in the game are meant to be done solo, or called "Monozones". In these areas, the party rotation changes a bit. Rather then have all 3 on the field and just switching control, there is only 1 on the field and changing simply changes your character. This is most commonly seen underwater and during boss fights.

Underwater sections might go the 3 ponies sometime in the future but the bosses will remain Monozones to keep things a simple 1-on-1.
>> No. 43813
As mentioned in a previous post, this game will be undergoing a name change. This time, the name is final. When I confirm the new name, I will also go a little bit more into the story and give a bit more insight into the theme and how is incorporates into the gameplay.

Also, mods, I'm trying to edit the original post but my browser seems to crash whenever I try. Is there something wrong?
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