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Description
Crystalline River is Binary Phoenix's feature game, currently being developed by Helios and Q.K. Take control of Chaz, Lynn, and Itoh on their quest to restore balance to Mircrea, and avenge Chaz's brother.
Enjoy a vast, enticing landscape brought to life by Q.K. Immerse yourself with music also done by Q.K., and enjoy the ease and control of playing, carefully planned out by Infinitus.
Shortened Story
Crystalline River follows the journey of three youths on a journey to restore the balance to a slowly rotting world???
Our journey begins in the quiet village of Luin. For centuries the village had been sheltered from the outside world, being enclosed by the Asgard Forest in the North, and the Muspel River to the South. For many long years the village has had no quarrel with the outside world???however, that was all about to change.
This journey shall take you through the tainted woods of Asgard??? The sprawling caves of Gamla??? Through Heaven and Hell, and back again. Along the way you shall make many an ally??? but beware. The very fabric of this world is slowly dying. Make haste ??? only you can stop the utter ruin of a world becoming absorbed into Hell itself.
Restore the balance.
This journey follows Chaz???s quest??? at first quest for vengeance??? yet a quest that becomes so much more. Throughout your journey, you shall discover the many dark secrets of this tainted world??? rumors of a growing threat. The sacred gem Crystalis has been shattered??? the cause is unknown. What was once a quest for petty revenge becomes a fight to restore the balance between Heaven and Hell. Along the way, Chaz and his companions must travel across the land of Mircrea in a race to retrieve the scattered shards of Crystalis before their world becomes absorbed into Hell.
Features
Offering over 15 varying lands, ranging from deep forests, shrouded in mystery, to a refreshing coastal village, from Heaven and Hell, you'll never cease to be amazed at the scope of Mircrea.
Fight over 70 monsters, including 10+ bosses. With the new hybrid battle system, battles will always stay interesting and fun. Easy and intuitive controls make this game play amazingly smooth.
Asides from the main plot, there will be plenty of sidequests to keep you going for quite a while. While some lead to whole new lands, others will offer powerful enhancements.
And best of all the horendously powerful SDK comes with it, allowing full support for modifications!
Screenshots (More throughtout the topic)
Fusion SDK:
http://www.binaryphoenix.com/projects/CrystallineRiver/Images/fusioneditor7.png
http://www.binaryphoenix.com/projects/CrystallineRiver/Images/fusioneditor11.png
http://www.binaryphoenix.com/projects/CrystallineRiver/Images/fusioneditor13.png
Fusion Development:
http://www.binaryphoenix.com/uploads/graphics/cr_console.PNG
http://www.binaryphoenix.com/uploads/graphics/040207_Collision.PNG
Crystalline River:
http://www.binaryphoenix.com/projects/CrystallineRiver/Images/Mockup.png
Concept Art / Game Art (More throughtout the topic)
http://www.binaryphoenix.com/projects/CrystallineRiver/Images/Well.jpg
http://www.binaryphoenix.com/projects/CrystallineRiver/Images/Smithy.jpg
http://www.binaryphoenix.com/projects/CrystallineRiver/Images/Porch%20House.jpg
http://www.binaryphoenix.com/projects/CrystallineRiver/Images/Lynn.jpg
http://www.binaryphoenix.com/projects/CrystallineRiver/Images/Kovik.jpg
http://www.binaryphoenix.com/projects/CrystallineRiver/Images/Itoh.jpg
http://www.binaryphoenix.com/projects/CrystallineRiver/Images/Mircrea%20World%20Map.png
Audio Demo Reels (More throughtout the topic)
http://www.binaryphoenix.com/projects/CrystallineRiver/Demo%20Reel.mp3
http://www.binaryphoenix.com/projects/CrystallineRiver/Demo%20Reel2.mp3
I Want More!
First check through the topic, there are tons of videos, screenshots and so on scatter throughout it and then check out Binary Phoenix's site (http://www.binaryphoenix.com) for all the latest infomation regarding Crystalline River, and all of Binary Phoenix's other projects.
Support
If you enjoy using this product or any of our others please feel free to show support by placing
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I got money, I'll be the first to buy this kthx =P. I cannot wait for this to be release along with Fusion SDK.
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No demo or screenshots? :/ It'll get moved unfortunately.
I look forward to this game very much.
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No demo or screenshots? :/ It'll get moved unfortunately.
I look forward to this game very much.
Yes I'm just debating this with a mod, it shouldn't really go in pre-WIP as its certainly not that. Its been in the works for a good portion of a year, and as a commercial project, we don't wish to give to much away.
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True, but i'm sure there are other projects that are "definatly" in production, as the creators might put it. Obviously I'm all for this staying in WIP, it's just that rule bending can get iffy when it comes to other member's projects and them not being allowed their topics in WIP.
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I've been looking forward to this for a long time now. I can't wait to see how it turns out. Keep up the good work guys :D
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True, but i'm sure there are other projects that are "definatly" in production, as the creators might put it. Obviously I'm all for this staying in WIP, it's just that rule bending can get iffy when it comes to other member's projects and them not being allowed their topics in WIP.
Now this is why I hate the retarded rules here, each project should idealy be judged by the staff on a case-by-case basis.
Well one way or the other, if they decide to move the topic, I'll just delete it and redirect people to BP instead, at least until its done.
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Agree 100%
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Pre-WIP is an area for things that are just starting as 'work in progress' this is clearly work in progress, though no provided demo is here, I think there will be one soon.
I would assume if there isn't a physical demo with screen shots within some set chunk of time it will be moved. I think this is more or less an exception though.
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Since the start of BP, you have always realeased quality products, I am sure this will not be the exception, apart from that, good luck, and Im sure you will sell alot of CR ;P
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Ahhh... Someone explain binary phoenix to me. Is this a company? A website?!
I'm so confused. I'm left in the dark here :-X
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Both! :P It was started by Helios, and I joined shortly thereafter. Technically, it's a company. We also have a site and forums however. We work mostly on game design. While we're working on a large project called Crystalline River, we also do many other things, such as write scripting languages, write music, do graphics, etc, and I am working on a side-project with therabidwombat for Binary Phoenix. I believe Windy is also working on a game organizer of some sort for Binary Phoenix.
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No demo or screenshots? :/ It'll get moved unfortunately.
I look forward to this game very much.
Yes I'm just debating this with a mod, it shouldn't really go in pre-WIP as its certainly not that. Its been in the works for a good portion of a year, and as a commercial project, we don't wish to give to much away.
Well, rules are rules and exceptions shouldn't be made unless there is some strong reason. Which, unfortunately, it doesn't seem like you really have, because you're purposefully withholding information. Then agian, posting this topic is pretty much pointless except to provide more information than your website does, because you're not going to give anything away.
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No demo or screenshots? :/ It'll get moved unfortunately.
I look forward to this game very much.
Yes I'm just debating this with a mod, it shouldn't really go in pre-WIP as its certainly not that. Its been in the works for a good portion of a year, and as a commercial project, we don't wish to give to much away.
Well, rules are rules and exceptions shouldn't be made unless there is some strong reason.
Actually I do have a strong reason, namely this has been in the works for the better part of a year, as quite a few members I talk to will testify to, and its commercial.
The pre-wip section is mainly their to seperate out junk that will never get finished from things that will do, which this certainly will. The name 'rules' should ideally be changed to 'guidelines' here.
Which, unfortunately, it doesn't seem like you really have, because you're purposefully withholding information.
Yep, and being a commercial project I'm not likely to tell you everything am I.
Then agian, posting this topic is pretty much pointless except to provide more information than your website does
>.> Thats the point, its for people who don't frequent my website.
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No demo or screenshots? :/ It'll get moved unfortunately.
I look forward to this game very much.
Yes I'm just debating this with a mod, it shouldn't really go in pre-WIP as its certainly not that. Its been in the works for a good portion of a year, and as a commercial project, we don't wish to give to much away.
Well, rules are rules and exceptions shouldn't be made unless there is some strong reason.
Actually I do have a strong reason, namely this has been in the works for the better part of a year, as quite a few members I talk to will testify to, and its commercial.
The pre-wip section is mainly their to seperate out junk that will never get finished from things that will do, which this certainly will. The name 'rules' should ideally be changed to 'guidelines' here.
Which, unfortunately, it doesn't seem like you really have, because you're purposefully withholding information.
Yep, and being a commercial project I'm not likely to tell you everything am I.
Then agian, posting this topic is pretty much pointless except to provide more information than your website does
>.> Thats the point, its for people who don't frequent my website.
Well, unfortunately, there's not really a "games placeholder" forum, so you might as well not even have the topic until the game's done, because people can't really comment. Although I assume you'll release a trailer or something when the game is nearing completion or done.
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No demo or screenshots? :/ It'll get moved unfortunately.
I look forward to this game very much.
Yes I'm just debating this with a mod, it shouldn't really go in pre-WIP as its certainly not that. Its been in the works for a good portion of a year, and as a commercial project, we don't wish to give to much away.
Well, rules are rules and exceptions shouldn't be made unless there is some strong reason.
Actually I do have a strong reason, namely this has been in the works for the better part of a year, as quite a few members I talk to will testify to, and its commercial.
The pre-wip section is mainly their to seperate out junk that will never get finished from things that will do, which this certainly will. The name 'rules' should ideally be changed to 'guidelines' here.
Which, unfortunately, it doesn't seem like you really have, because you're purposefully withholding information.
Yep, and being a commercial project I'm not likely to tell you everything am I.
Then agian, posting this topic is pretty much pointless except to provide more information than your website does
>.> Thats the point, its for people who don't frequent my website.
Well, unfortunately, there's not really a "games placeholder" forum, so you might as well not even have the topic until the game's done, because people can't really comment. Although I assume you'll release a trailer or something when the game is nearing completion or done.
Well I'm not going to argue with you. If you don't like the topic stay out of it.
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Alright. I'm sorry if I was being annoying.
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No demo or screenshots? :/ It'll get moved unfortunately.
I look forward to this game very much.
Yes I'm just debating this with a mod, it shouldn't really go in pre-WIP as its certainly not that. Its been in the works for a good portion of a year, and as a commercial project, we don't wish to give to much away.
Well, rules are rules and exceptions shouldn't be made unless there is some strong reason.
Actually I do have a strong reason, namely this has been in the works for the better part of a year, as quite a few members I talk to will testify to, and its commercial.
The pre-wip section is mainly their to seperate out junk that will never get finished from things that will do, which this certainly will. The name 'rules' should ideally be changed to 'guidelines' here.
Which, unfortunately, it doesn't seem like you really have, because you're purposefully withholding information.
Yep, and being a commercial project I'm not likely to tell you everything am I.
Then agian, posting this topic is pretty much pointless except to provide more information than your website does
>.> Thats the point, its for people who don't frequent my website.
Yesum Helios showed me the Development Packet that he provides with all his games while programming, Helios and I used to Program and run Digital Equinox together and when we would be programming he would give me this packet that I would fill out explaining every detail of the game so if we ever needed to explain certain things to the public we would refer to this packet. About 5 months ago helios sent me the CR Packet and also gave me a lot of information regarding it (All Classified so as of now I cannot release any of the information given to me from Helios) so in the words of Naruto Uzamki BELIEVE IT! and thats that.
BTW Helios I better get to Beta this still, and if you want me to I will fill out an app for it. :P
You've got my support all the way!
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Could you post a bit more about the main story?
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Could you post a bit more about the main story?
Possibly, I need to talk to one of my other develoeprs before I decide to release any of the content of the design document (apart from doing this for security reasons and not wanting to give anything away. its its f**king huge and will take us a bit to cut it down into something we can post here).
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Is the game 3d or 2d? (Something that has been bothering me since you released info on it, you've never really said....)
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Is the game 3d or 2d? (Something that has been bothering me since you released info on it, you've never really said....)
Intresting, I can't believe I forgot to put it in the description. Anyway its a 2D RPG, not normal 2D though, its all 3D accelerated which we are using to great effect.
Its running off our own custom in-house development engine know as Fusion, which is completly custom, no libraries were used in the making of it. Graphics, audio, scripting and numerous other sub-systems are all custom.
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So, blending, alpha, etc is all included?
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So, blending, alpha, etc is all included?
Duh :P, thats granted. Its the other cool stuff like shaders that will make this more intresting :P.
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This sounds very good and with Helios' coding, it'll surely be awesome.
Good luck guys ;)
Oh, and the music is beautiful!
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I think that this has enough viable content for it to be a valid WIP. It has screenshots of the image, and QK has posted 'demo reels' of the music. I think that since the engine is part of the package, it counts as a valid screenshot for the project.
And I know that Helios is putting a lot of effort into this and I'm really looking forward to seeing how it turns out.
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Alright guys, you wanted some story? I'm not a writer by any means, but hopefully this will clear some things up. As well, I'll show the world map that I'm working on...
Crystalline River follows the journey of three youths on a journey to restore the balance to a slowly rotting world???
Our journey begins in the quiet village of Luin. For centuries the village had been sheltered from the outside world, being enclosed by the Asgard Forest in the North, and the Muspel River to the South. For many long years the village has had no quarrel with the outside world???however, that was all about to change.
This journey shall take you through the tainted woods of Asgard??? The sprawling caves of Gamla??? Through Heaven and Hell, and back again. Along the way you shall make many an ally??? but beware. The very fabric of this world is slowly dying. Make haste ??? only you can stop the utter ruin of a world becoming absorbed into Hell itself.
Restore the balance.
This journey follows Chaz???s quest??? at first quest for vengeance??? yet a quest that becomes so much more. Throughout your journey, you shall discover the many dark secrets of this tainted world??? rumors of a growing threat. The sacred gem Crystalis has been shattered??? the cause is unknown. What was once a quest for petty revenge becomes a fight to restore the balance between Heaven and Hell. Along the way, Chaz and his companions must travel across the land of Mircrea in a race to retrieve the scattered shards of Crystalis before their world becomes absorbed into Hell.
(http://www.binaryphoenix.com/projects/CrystallineRiver/Images/Mircrea%20World%20Map.png)
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Nice story, but the map is what makes the post amazing. Very good work on the map.
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Nice story, I was getting curious :P.
I liked the map a lot too.
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This storyline sounds influenced by "Fable"
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This storyline sounds influenced by "Fable"
Meh, something said more Golden Sun to me. A small village, forgotten about, then disturbed, a dude has to go on a quest to save the world, etc, etc. Also notice the words "Vale forest" which points at the first town in Golden Sun. (Just a coincidence, not really anything....)
Nice map, anyway.
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Heh, interesting speculations, but it's pretty hard for me to say that I was in fact influenced by those games as I've never played either of them! :P Well alright, I played Golden Sun once a couple years back but it WAS mid-game and I had no clue what was going on :P.
But that asides, I guess I didn't word it as effectively as I wanted. :P My meaning in that wasn't so much that the town was forgotten for a while and then disturbed...it's really on a much more larger scale, and the town has been anything *but* forgotten :P Although, I can't tell you too much without giving away a larger piece of the plot. Like I said, I'm no writer, and it's a bit tricky trying to find the right wording all the time.
Anywho, stay tuned, I guess! ;D
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Hum, heres a few more pieces of concept art for you guys.
http://www.binaryphoenix.com/projects/CrystallineRiver/Images/Well.jpg
http://www.binaryphoenix.com/projects/CrystallineRiver/Images/Smithy.jpg
http://www.binaryphoenix.com/projects/CrystallineRiver/Images/Porch%20House.jpg
http://www.binaryphoenix.com/projects/CrystallineRiver/Images/Lynn.jpg
http://www.binaryphoenix.com/projects/CrystallineRiver/Images/Kovik.jpg
http://www.binaryphoenix.com/projects/CrystallineRiver/Images/Itoh.jpg
lol, and heres a really ancient screenshot of when I was testing out the process manager. w00t dancing hampsters!
http://www.binaryphoenix.com/projects/CrystallineRiver/Images/processmanager.PNG
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I like the building concept art, but the characters look like their all drawn in different styles.
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I like the building concept art, but the characters look like their all drawn in different styles.
Of course, its not like spriting, that art is not going to be in the game so it dosen't really have to look alike. But trust me the sprite's of each character look correct.
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w00t guys I hold the first screenshot of CR!!!
(http://www.arvexstudios.com/hosted/aaron/images/crshot.png)
I feel so lucky :dance:
cool concept art though!
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Wasn't that like.... ages ago? XD
Still kinda' funny... *hums the annoying tune
Oh yeah and about the concept art. 2 of those were very rough, early sketches. The Kovik was done later, and is a good draft. I also have a finished image of Chaz hanging around somewhere... I'll think about posting it.
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w00t guys I hold the first screenshot of CR!!!
(http://www.binaryphoenix.com/projects/CrystallineRiver/Images/processmanager.PNG)
I feel so lucky :dance:
cool concept art though!
lol, not really a screenshot. Just me messing around / testing out parts of the engine, specifically the process manager, which I must say kicks ass. It allows you to chain together different processes then run them based on each ones result. eg.
OpenDoorProcess()->WalkThroughDoorProcess()->CloseDoorProcess();
or in the case of that hampster test.
Hampster1Dance()->Hampster2Dance()->Hampster3Dance()->Hampster4Dance()->Hampster5Dance()->Hampster6Dance();
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w00t guys I hold the first screenshot of CR!!!
(http://www.arvexstudios.com/hosted/aaron/images/crshot.png)
I feel so lucky :dance:
cool concept art though!
lol, not really a screenshot. Just me messing around / testing out parts of the engine, specifically the process manager, which I must say kicks ass. It allows you to chain together different processes then associated them with one another. eg.
OpenDoorProcess()->WalkThroughDoorProcess()->CloseDoorProcess();
or in the case of that hampster test.
Hampster1Dance()->Hampster2Dance()->Hampster3Dance()->Hampster4Dance()->Hampster5Dance()->Hampster6Dance();
I know accidentally posted the wrong image at first *Tells helios to look at post now*
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w00t guys I hold the first screenshot of CR!!!
(http://www.binaryphoenix.com/projects/CrystallineRiver/Images/processmanager.PNG)
I feel so lucky :dance:
cool concept art though!
lol, not really a screenshot. Just me messing around / testing out parts of the engine, specifically the process manager, which I must say kicks ass. It allows you to chain together different processes then associated them with one another. eg.
OpenDoorProcess()->WalkThroughDoorProcess()->CloseDoorProcess();
or in the case of that hampster test.
Hampster1Dance()->Hampster2Dance()->Hampster3Dance()->Hampster4Dance()->Hampster5Dance()->Hampster6Dance();
I know accidentally posted the wrong image at first *Tells helios to look at post now*
>.>, I can assure you It dosen't look like that XD.
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w00t guys I hold the first screenshot of CR!!!
(http://www.arvexstudios.com/hosted/aaron/images/crshot.png)
I feel so lucky :dance:
cool concept art though!
lol, not really a screenshot. Just me messing around / testing out parts of the engine, specifically the process manager, which I must say kicks ass. It allows you to chain together different processes then associated them with one another. eg.
OpenDoorProcess()->WalkThroughDoorProcess()->CloseDoorProcess();
or in the case of that hampster test.
Hampster1Dance()->Hampster2Dance()->Hampster3Dance()->Hampster4Dance()->Hampster5Dance()->Hampster6Dance();
I know accidentally posted the wrong image at first *Tells helios to look at post now*
>.>, I can assure you It dosen't look like that XD.
Aww why not helios? I would play it if it looked like this, its fantastic.. what's the problem? do you hate hamsters? racist meanie.. :P
have you guys gotten some actual gameplay out? or is it still the roots of the engine?
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have you guys gotten some actual gameplay out? or is it still the roots of the engine?
As I've said I won't be giving any details out about that kind of thing yet :P. But seeing as this has been in the works for a good part of the last year you can probably estimate where we are.
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http://www.binaryphoenix.com/projects/CrystallineRiver/Images/fusioneditor13.png
Boredom prevails.
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(http://img70.imageshack.us/img70/5699/mockup10xe4.png)
So, I'm working on the graphics right now for CR. These will probably end up changing in the end though. It's all custom graphics btw, and the character there was done by Adarias for us.
^^Just figured I'd show some other stuff off.
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If I was to steal those graphics and use them in a game, then sell the game, would you sue? I've always wanted to get sued from an Indie developer.....
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If I was to steal those graphics and use them in a game, then sell the game, would you sue? I've always wanted to get sued from an Indie developer.....
Yes. Just so you know, a lot of my extended family are solicitors.
Besides that would just be plain wrong >.>, seriously from an indie? Are you that much of a moral sespit?
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... O.O ...
Whoa. This sounds awesome! If I read it correctly, you're making your own program to make this? Cool! ^_^ Can't wait to see it in action!
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... O.O ...
Whoa. This sounds awesome! If I read it correctly, you're making your own program to make this? Cool! ^_^ Can't wait to see it in action!
Glad you like it :). And yes I am making my own SDK (its almost done to whoope) and engine, everything is custom (even the graphics and audio systems XD) and it will be on commercial license after this game is done.
Besides if you know anything about my history you will know I always create my own progs :), I hate point-and-click stuff with a vengance.
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woah! amazing screenshot, you should add some clouds as a layer that would pwn :D apart from that good luck!! and I didn't knew you were making the program to create that game :D!!
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Erm...there were screenshots? Oh yeah, there were. Duh. :P
Anyways, when are yeh planning to finish it?
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If I was to steal those graphics and use them in a game, then sell the game, would you sue? I've always wanted to get sued from an Indie developer.....
Yes. Just so you know, a lot of my extended family are solicitors.
Besides that would just be plain wrong >.>, seriously from an indie? Are you that much of a moral sespit?
I wouldn't do it anyway (Couldn't afford the lawsuit and I'm not that much of an !@#$%.) , especially if you have in family lawyers.......
The graphics themselves look amazing but the straight green background looks a bit weird compared to the detailed tiles around it.
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Actually they are not really screenshots more us playing around with the editor / making mockups. But it gives you a general idea of the graphical theme
Anyways, when are yeh planning to finish it?
Dunno, not for a while yet though.
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Anyways, when are yeh planning to finish it?
Dunno, not for a while yet though.
They've only been working on it for about a year, it's all completely custom, all the way down to the engine itself. When this project is finished it could be sold. You're gonna have to be waiting for awhile if you want to see this one complete but I'm sure at this rate helios and the BP team are on top of it and this game will be complete.
Nice mock up though guys! Still doesn't beat my concept screen...XD
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Well I've been lucky enough to test the Fusion SDK and I must say it's really astonishing. Helios has been really careful of what he has been doing for the past year (if not more), and I've been having several GTalk chats with him, talking about how Fusion's development was going. I must say his dedication is one of a kind, of all the programmers present at ZFGC, I don't think there is one that could even try to compare his level to Helios (maybe aab). Fusion SDK is just a part of the whole Fusion project, and CR is running off the Fusion engine.
Anyway, as I was saying testing the unknown is always fun, and it's a tool I wasn't very acknowledged with, meaning I've never worked with an SDK, so I was a complete n00b of how it was supposed to be used. After a few tries, I couldn't work out any of the numerous features, so Helios gave me a hand. For the time being the SDK is still in huge WIP so it lacks features and details, but well it was fun to test nevertheless. I managed to create a small map with a nice grassy background, and added some text on top of that. The text feature is plainly awesome. The quality is always there, wether you edit a simple script or you want to add an entity to your map, everything is done in a professional manner. I really can't wait to see the final product and really start messing around with the tool, it'll be very interesting.
Anyways, keep up the good job!
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It looks really good. I honestly hope you finish it! If this get's finished it will be the first full-fledged creation on zfgc.
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Wow, no one's posted in this topic for a while. Let me just say: this is fantabulous, and I'm excited for this and I'm excited for the fusion editor (I promise Helios, I'll get that .NET framework working for me) along with all the rest of the Binary Phoenix products!
You're freakin' awesome.
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*whistles* Bump.
Hehe, just thought I may as well drop in and tell you that this is still going as strong as ever. If a little slower, due to college and such (w00t, Army interview on friday) getting in the way.
Anyway heres a new SS of the editor to show off the new graphics style and interface.
(http://www.binaryphoenix.com/projects/CrystallineRiver/Images/fusioneditor14.png)
(I've red'ed out the tileset so you can't steal it [easily]).
I'm still drowning in bugs, but its getting there!
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Looks like it's going really well Helios. Your progress looks awesome, keep it up :)
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Okay, this looks...AWESOME! The graphics look so smooth and beautiful. It would be great if you could port it to PSP or DS after your done with the PC version, or at least use the XNA framework and put it on Live Arcade for the xbox. It just would be cool seeing this game portable. Whats it being coded in anyway lol?
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Okay, this looks...AWESOME! The graphics look so smooth and beautiful. It would be great if you could port it to PSP or DS after your done with the PC version, or at least use the XNA framework and put it on Live Arcade for the xbox. It just would be cool seeing this game portable. Whats it being coded in anyway lol?
C#, probably won't be ported, but we shall see :).
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Isn't C# being ported to the Xbox360 using Xna?
Anyway, it looks really good, except what are all the blue dots doing all over the map?
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Looks great so far!
The tiles and the editor looks very nice.
*thumbs up*
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Isn't C# being ported to the Xbox360 using Xna?
er... no. XNA is a library.
Besides with XNA you can only distribute your games to other XNA licensees and for non-profit. So its not really worth it.
Anyway, it looks really good, except what are all the blue dots doing all over the map?
Crappy rain emitter I was playing around with when I took that screenshot. Also has the effect of making it harder to steal gfx.
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~ Mega Bump ~
I guess it's about time we updated this topic eh? Let's see, where to begin... code? Sure.
Fusion is now done! That's a massive task completed. Kudos to Infinitus for that. I hear it's really quite efficient and runs pretty fast. Should be interesting to see what can be done with it. I didn't write the thing though, so maybe Infinitus will talk about that later.
Audio... the soundtrack is going great! I have 6 songs left to do... and a general idea for pretty much all of those. I should be able to wrap the rough draft for the soundtrack in a month or two, then polish it and have it ready by the summer. It'll go for about $5, though I'm not too sure about that yet. The funds will go directly to the costs for the graphics and such for CR.
Graphics... these are coming along just fine. We're getting some real high quality stuff from Ryumaru and Niss here... this is a mockup I put together earlier to show what the game should end up looking like.
(http://www.binaryphoenix.com/projects/CrystallineRiver/Images/Mockup.png)
Of course, story elements, enemies and level planning have been done for ages now, so no real updates there. I'll be starting to tile the forest though... should be good when it's done. Anywho, hope you enjoy.
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i jealus.... are that all complete custom tiles on that mockup?
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i jealus.... are that all complete custom tiles on that mockup?
Its a commerical game - so yes.
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i jealus.... are that all complete custom tiles on that mockup?
Its a commerical game - so yes.
With graphics and music like i've seen and heard, I'd pay any amount.
You guys will support PayPal, right?
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i jealus.... are that all complete custom tiles on that mockup?
Its a commerical game - so yes.
With graphics and music like i've seen and heard, I'd pay any amount.
You guys will support PayPal, right?
Yeh - Theres already a donation button at BP ;D.
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Graphics... these are coming along just fine. We're getting some real high quality stuff from Ryumaru and Niss here... this is a mockup I put together earlier to show what the game should end up looking like.
(http://www.binaryphoenix.com/projects/CrystallineRiver/Images/Mockup.png)
Wow, it's amazing ;D! Those graphics are stunning... I wish my game had graphics like that!
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How could I've not seen this project earliyer? It's sounds and looks awesome!
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who made the tiles? they look !really! good... i would believe you when you would have told somewhere that these are from snes
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who made the tiles? they look !really! good... i would believe you when you would have told somewhere that these are from snes
We are paying a fortune to the artists, so they had better be good :),
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who made the tiles? they look !really! good... i would believe you when you would have told somewhere that these are from snes
We are paying a fortune to the artists, so they had better be good :),
well thats nice ^^
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This mockup looks very good. It reminds me of Chrono Trigger! :D
Fusion is now done!
Then it'll soon be downloadable at Binary Phoenix, right?
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Then it'll soon be downloadable at Binary Phoenix, right?
Nope, CR will be the first game to use it - we are using it as sort of a tech test to check if the engine is up to scratch. It will not be downloadable until CR is complete.
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Oh crap >_<
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its commercial... so will be a free trial / demo on release, so people know if they want to buy it or not?
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its commercial... so will be a free trial / demo on release, so people know if they want to buy it or not?
Thats probable.
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I figured I would just bring this small update... I finished the title song for the game. It sounds pretty cool, but you'll have to wait until I've finished the 5 remaining tracks and release the soundtrack... ;)
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w00t, got my computer back up and running. I should be able to do some more work on everything in the next few days, so you should get some new screenshots soon :).
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Well I'm bored, so I decided to update this topic a bit ... tada! A crappy development shot of me testing the collision system (Its all automatic, you never have to worry about it when scripting your objects ^_^).
(http://www.binaryphoenix.com/uploads/graphics/040207_Collision.PNG)
I'lll make sure to show you some nicer ones soon :).
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This scripting system seems very interesting... in a good way.
Just a question: How user friendly is it, exactly?
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Just a question: How user friendly is it, exactly?
Its pretty user friendly. The editor is easy to use and the scripting languages is very simple and has several special features to make it easy to use (see example). However it is made as a commercial engine so their are some complex features (you don't need to use them) designed to make everything limitless.
Example script.
/* ********************************************************************
Background Audio.fs
--------------------------------------------------------------------
This script contains the logic used to load and play background
audio.
--------------------------------------------------------------------
Copyright 2006 Binary Phoenix
********************************************************************* */
// --------------------------------------------------------------------
// Include all function libraries that we need.
#include "debug.fsl"
#include "audio.fsl"
#include "resource.fsl"
// --------------------------------------------------------------------
// Define all variables we will be using throughout this script.
// This is the property used to select a audio track in the editor.
[editmethod="file", filetype="audio"]
property string audioFile;
// Stores a handle to the piece of audio we are playing.
object audio;
// --------------------------------------------------------------------
// This state is used as the default in the engine - its responsible
// for loading and playing the audio.
engine state Main
{
// Loads and plays the audio track.
event void OnCreate()
{
if (ResourceExists("pak@" + audioFile) == true)
{
audio = LoadSound("pak@" + audioFile);
PlaySound(audio);
}
else
DebugLog("Unable to load audio from file '"+audioFile+"'");
}
}
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That's got to be the easiest sound script I've ever seen. Nice dev shot too.
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Oh god, my new collision system is orgasmic. I've had to rewrite it several times and spend hours of times reading mathmatics tutorials but its finally done *phew*, it can now recongnize and respond to an average maps collisions in about 0.05 of a millisecond :D.
Its all run of SAT (Separating Axis Thorem) principles (Same system used in 3D games *hint* *hint*), making it amazingly fast and very powerfull, at the moment only rect-rect collisions can be recongnized and responded to but I've laid the groundworks for full polygon-polygon recongnition and responce.
Yay!
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O_O DAMN helios (i will always call you that -_-) you R GOD
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Holy !@#$%, man. That looks as easy, if not easier, than GML. I think I've found my new dev-kit.
However it is made as a commercial engine so their are some complex features (you don't need to use them) designed to make everything limitless.
Commercial and simple can never walk hand in hand. :'(
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that is WAY to true cronian and XD @ your sig
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Thats what you think :P
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*Purrs*, just added some more events to the FusionScript language. Getting notified of collisions now only requires at max a 6 line script.
Valid and working script;
engine state Idle
{
event void OnEnter(object instigator, object collidee)
{
DebugLog("I've been hit, help me jebus!");
}
}
I'm just about to add some latency based movement functions into FusionScript now, this will allow you to
make NPC's walk paths as easy as the following example, of course you can also use Path Node objects if you want
to place a specific path in the editor :P
MoveEntityLatent(16,0,0,1);
MoveEntityLatent(0,16,0,1);
MoveEntityLatent(-16,0,0,1);
MoveEntityLatent(0,-16,0,1);
That script would make the entity walk 1 pixel at a time in a square :).
In other news, some of the music QK has done for this project is flipping amazing, you should hear some of his new tracks O_O.
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Valid and working script;
engine state Idle
{
event void OnEnter(object instigator, object collidee)
{
DebugLog("I've been hit, help me jebus!");
}
}
XD lol. Hey Helios (refer to previous post) i meant that it is almost a fact. I can't wait for you to release Fusion i'll use it =D mainly because all of your work no matter how much you hated how it turned out (ZGM) it was always quality.
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Thanks for the compliment :). I wouldn't compare this to ZGM though - For one its actually a lot more complete and far more powerfull / limitless.
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i know infact
mainly because all of your work no matter how much you hated how it turned out (ZGM) it was always quality.
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Hehe, well guys - For a bit of fun and sort of proof-of-concept I'm going to release a preliminary engine release later (no SDK though, sorry :D) with a simple game designed to show off the ease of use and the fact that absoloutly no native code is required.
And you can probably guess, the game I will be releasing with it is ... breakout @_@.
(http://www.zfgc.com/helios/breakout.PNG)
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Later? The topic title is a little misleading... Anyway... Jesus Helios, your skills are beyond us all X_X.
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Later? The topic title is a little misleading
Yeh, give me a sec I'll change it.
Jesus Helios, your skills are beyond us all X_X.
Thanks for the compliment :)
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Im curious, why do you have ms counters? Lag should be pretty evident without text.
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ms = milliseconds. I just like to time my game loop to check everything is running efficiently. Usefull for testing the effect of optimizations as well.
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I know what ms stands for, by the way >_>.
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I know what ms stands for, by the way >_>.
Sorry, the way you expressed it made me think you didn't.
Its acutalyl quite intresting that you ask really, I don't know any developers who DONT time their games loops, its essential to working out delta-time, fps and for check the effects of optimizations. Very few developers just program until it visibly lags >.>, they try to optimize it all the time regardless of lag.
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I'm barely a developer, just some punk kid making a fan game. Thats my excuse.
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Asgard and Luin? Lawls, they're both towns in Tales of Symphonia. :D
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Asgard and Luin? Lawls, they're both towns in Tales of Symphonia. :D
maybe you should think that the names have mythological background...
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Yeah, those names are based from the Norse mythology. In fact, a large portion of this game has roots in Norse and Slavic mythology... Domovoi Forest, Asgard, Luin, Nidavell, The Drekavac, various enemies, places, etc.
It's moreso just a coincidence that Tales of Symphonia happens to share those names in certain places. I could explain the signifigance of the name, but that would partially spoil the story, so I'll just leave it at that.
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(http://www.binaryphoenix.com/uploads/graphics/brk001.PNG)
That was a pretty cool exercise, allowed me to find quite a few bugs in Fusion and to add several useful features. Not to mention it plays cool (really phycidelic background when its moving) :D.
Just need to stop it hogging the CPU now :D (Dam thing takes up 80% as I've removed the code that gives back surplus CPU time to the computer) and add some eye candy.
So god damn simple too, the scripts are really short and sweet and require almost no programming knowledge what so ever. The game in total was written in about 5 minutes with the rest of the time devoted to debugging.
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Ooh... looks like earthbound... if it looks like EB = Instant Win
I love it! This just may be the next rpgmaker2003...
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I love it! This just may be the next rpgmaker2003
Dear god, I hope not.
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^^ What a coincidence, that was exactly what I was thinking >__>
Also, uma, I don't see the likeness to earthbound. In fact, the graphics look nothing like earthbound? :P Or are you talking about the "breakout" test?
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Also, uma, I don't see the likeness to earthbound. In fact, the graphics look nothing like earthbound? :P Or are you talking about the "breakout" test?
I don't think the breakout test looks like earthbound, too... but anyway, earthbound graphics aren't so good (in fact, I just like Earthbound because of it's comicness); Crystaline River's graphics look much better than Earthbound's.
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(http://www.binaryphoenix.com/uploads/graphics/brk001.PNG)
That was a pretty cool exercise, allowed me to find quite a few bugs in Fusion and to add several useful features. Not to mention it plays cool (really phycidelic background when its moving) :D.
Just need to stop it hogging the CPU now :D (Dam thing takes up 80% as I've removed the code that gives back surplus CPU time to the computer) and add some eye candy.
So god dam simple to, the scripts are really short and sweet and require almost no programming knowledge what so ever. The game in total was written in about 5 minutes with the rest of the time devoted to debugging.
*Sighs*... I was talking about the BACKGROUND. I thought it was obvious because I posted it after this screen. Did you all even play EB? This one looked like a battle background that would be in EB, with the exception of the colors. Their too grey and bland. If you played EB, you would probably know what i'm talking about.
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*Sighs*... I was talking about the BACKGROUND. I thought it was obvious because I posted it after this screen. Did you all even play EB? This one looked like a battle background that would be in EB, with the exception of the colors. Their too grey and bland. If you played EB, you would probably know what i'm talking about.
Yaeh, those Earthbound's battle backgrounds' animations were really good.
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Process processing took 3.12ms =O! Not as efficient as everything else. For shame...
Nice graphics. Who made?
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Which graphics, the breakout graphics or CR graphics? :P It's starting to get slightly confusing with these two things in the same topic.
In any case, here's answers for both possibilities :P
Breakout: I did the object graphics, I'm guessing Infinitus did the background.
CR: We've hired 2 graphics artists... then again, I already mentioned this and you probably *did* mean the Breakout thing, so I won't elaborate.
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I was talking about breakout. I already know about your "z0mg pr0z" working on the graphics for CR.
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Well QK gave me a little behind the scenes peak today and I have to say, this game will own. I can't tell you guys anything but really, you should all be very, very excited for this.
Now post an update Infinitus :P
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lO.Okin awesome
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Well QK gave me a little behind the scenes peak today
QK, where's my love?
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Ehh... that was probably about something else slightly unrelated. I haven't even talked to Helios about it yet lol.. But Retro *is* a BP developper so I figured I would tell him. You'll have to wait to find out, sorry guys. I will say this... it will be... refreshing. Innovative, if you wish. Old, and yet new. That's all I'm saying though.
*seals lips
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:D, I'll post and update soon - Sorry I've been pretty buzy with life recently to worry to much about this topic.
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:D, I'll post and update soon - Sorry I've been pretty buzy with life recently to worry to much about this topic.
Nobody's going to kill you. Life > PC.
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:D, I'll post and update soon - Sorry I've been pretty buzy with life recently to worry to much about this topic.
Nobody's going to kill you. Life > PC.
lol dont be silly
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*kills Helios* =D
Nah, Just work on it when you can, also nice theme for BP although that orange doesn't fit :-\
EDIT:
Wierd, I know i put the word 'nice' in but meh
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Fine, here is a look at what I've been designing today :D - A particle designer, amazingly powerfull yet simplistic. FYI the form's layout is currently WIP, I was just using this design to test out features.
(http://www.zfgc.com/helios/emitterDesigner.PNG)
*Yawns and falls asleep*.
-
Looks delicious.
*also falls asleep.. got up at 4:30 today >_< its midnight, normally I'm ok till like 3am XD*
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Its pretty cool though, the closest GM related comparison I can make though is that it works by assigning 'time lines' to each particle, each time line can have an infinite amount of 'modifiers' attached to it in different places that modify the particle at specific times. This can allow for some pretty cool effects as you can get the particles to do litterally anything in sequence with the modifiers, form spelling out a name to just plain old shoot/explode effects :D.
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Even more than CR, I'm looking forward to the Fusion Engine. It could be a god send for indie developers if it's as good as it's being hyped up as ^_^
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Hehe, thats if I decide to license it out - Fusion is mainly an inhouse dev tool at the moment, I only have very sketchy plans about what I'm actually going to do with it once CR is done.
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You'd better license it out. . . :)
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License and sell. You deserve money for your work =D. The UI is very simple and sexy, so is the particle system. Looks nice =D.
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Have you tested the particle system to the max yet?
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Yeh, I've done a few explosions and lightning style effects, they all work very well :D.
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Cool.... wanna show summat? >_>
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Once I've finished programming the effects designer I'll show you :).
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Sweet, cant wait :)
Cool that you're getting some time to work on it :)
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Wow, looks like a very nice and easy particle-designer.
I'm just gonna lift my hat for you, because this looks and sounds great!
Good luck dudes.
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Lol at the lift my hat off comment(Because his av is Michael Jackson with a hat on)
Anyways, I've never done anything with particle effects except design some sprites for it, but this sounds very useful. Can't wait!
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Thanks guys. Anyway I'm just polishing it up and bit and then I'm going to make a small preview video showing how it works ... not sure why, I just feel like it.
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Thanks guys. Anyway I'm just polishing it up and bit and then I'm going to make a small preview video showing how it works ... not sure why, I just feel like it.
Finally something besides a development screenshot.
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>.> Same thing really, just LOTS of screenshots all tacked together :D.
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Oh and heres a small preview of the luin town tileset style (still as you can see very WIP), I'm sorry about the preview watermark thats been pasted all over it, but frankly I don't trust some of the members here not to try and nick things from it.
(http://www.binaryphoenix.com/uploads/graphics/luintileset_preview.jpg)
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(http://i57.photobucket.com/albums/g236/Uma_the_furry/watermark.jpg)
I jpeg'd it so no one could use it. Anyways, you should either Gif it something so no one could do what I just did(In paint). Or watermark REALLY small and light. Or just flat out Jpeg it.
Don't worry; I have no use for anything from this, i'm just saying that its possible to edit it out in paint(Though probably no one but me can do it cuz' I gots MASTA' PAINT SKILLLLLLLZ!)!!!
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It's so WIP I don't know what to make of it... o_O
We'll just have to wait until z3. :P
-
(http://i57.photobucket.com/albums/g236/Uma_the_furry/watermark.jpg)
I jpeg'd it so no one could use it. Anyways, you should either Gif it something so no one could do what I just did(In paint). Or watermark REALLY small and light. Or just flat out Jpeg it.
Don't worry; I have no use for anything from this, i'm just saying that its possible to edit it out in paint(Though probably no one but me can do it cuz' I gots MASTA' PAINT SKILLLLLLLZ!)!!!
Touche, to be honest I didn't think they would be able to remove the water mark as easily at least without disfiguring it a lot and I was kinder relying on people not being such an arsehole as to do it :D.
It's so WIP I don't know what to make of it... o_O
I'll post some more intresting and complete ones later - I just wish to talk with Q.K. first and sort a few other things out.
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Looks really cool but to tell you the truth, any talented spriter could easily rebuild that is they wanted. It is probaly better to encrypt your intials into the sprite or something... like just a certain shade of colours to prove you made it.
Hopefully the house is still WIP, though... <_< >_>
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Hopefully the house is still WIP, though... <_< >_>
Duh ^.^, its only meant to be an idea of the style you know - Nothing else.
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(http://i57.photobucket.com/albums/g236/Uma_the_furry/watermark.jpg)
I jpeg'd it so no one could use it. Anyways, you should either Gif it something so no one could do what I just did(In paint). Or watermark REALLY small and light. Or just flat out Jpeg it.
Don't worry; I have no use for anything from this, i'm just saying that its possible to edit it out in paint(Though probably no one but me can do it cuz' I gots MASTA' PAINT SKILLLLLLLZ!)!!!
Touche, to be honest I didn't think they would be able to remove the water mark as easily at least without disfiguring it a lot and I was kinder relying on people not being such an arsehole as to do it :D.
Lol Sorry! ^^; I just wanted a challenge! :P
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looks awesom helios
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Secks E. Looking good (lol@jpeg&PREVIEW). No but seriously, we aren't ALL thieves =P.
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Uploading some vids of the effects editor in a sec ... dam I wish my internetz was faster.
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Sorry for the double post, but here you go - If your on slow internet, don't bother with them - they are just meant as a preview.
http://www.youtube.com/watch?v=ukullGRobPM
http://www.youtube.com/watch?v=aEQppCxC_HE
(w00t, look at me - no youtube tags :D)
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Too good to be true! Can't wait to see it in real action, go CR!
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Sorry for the double post, but here you go - If your on slow internet, don't bother with them - they are just meant as a preview.
http://www.youtube.com/watch?v=ukullGRobPM
http://www.youtube.com/watch?v=aEQppCxC_HE
(w00t, look at me - no youtube tags :D)
My God, sweet :O :D!
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MmmMmmm... looks good! XD
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Amazing videos! I realise that those animations aren't exactly complex, but they look very nice when you see them.
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It can do far more complex things, I just couldn't think of anything intresting to do >.<.
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We want voice commentary by you next time, or don't bother. Explaining helps =).
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But the size of the video is already huge :(.
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Looks like the system works well :D
Those "shapes" you chose, are they imported? or are they already built in?
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AoDC, could you like, not do that again? some of us are (most of the time) stuck on dialup... like me <_<;;
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AoDC, could you like, not do that again? some of us are (most of the time) stuck on dialup... like me <_<;;
It doesnt force you to download the videos though until you press play... so .. what's the big deal?
-
Those "shapes" you chose, are they imported? or are they already built in?
Do you mean the circle image? If so no, its not built in - the image selector window just displays the contents of the image folder in the games media directory.
-
If YouTube tags are such a big deal, why dont we put 56k warnings on every topic containing them? =/. It only loads the image, I didnt think it was such a big deal.
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Oh and just as a note guys, I left my job today so I should have more free time to work on this :D.
-
Oh and just as a note guys, I left my job today so I should have more free time to work on this :D.
Congrats? =/.
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If YouTube tags are such a big deal, why dont we put 56k warnings on every topic containing them? =/. It only loads the image, I didnt think it was such a big deal.
As far as I knew, it loaded the video regardless, I haven't botherred with the Youtube tags, but if it's the exact same as on youtube's website, then it will load the video whether it's paused or not. o_O
As for the 56k warnings, I think there are enough of those as it is, it becomes a pain in the ass when a topic you pay attention to goes anti-56k because somebody had to stick in a youtube tag or something similar that takes a while to load
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If YouTube tags are such a big deal, why dont we put 56k warnings on every topic containing them? =/. It only loads the image, I didnt think it was such a big deal.
As far as I knew, it loaded the video regardless, I haven't botherred with the Youtube tags, but if it's the exact same as on youtube's website, then it will load the video whether it's paused or not. o_O
As for the 56k warnings, I think there are enough of those as it is, it becomes a pain in the ass when a topic you pay attention to goes anti-56k because somebody had to stick in a youtube tag or something similar that takes a while to load
Nah, it doesnt load the whole video until you press play.
-
I was under the impression that youtube only displayed a screen in the preview due to fact that the video goes black for a second before playing. Am I right? :-\ :-\
-
Random mockup made from some of the hud graphics we have been putting together, the layout is totally not final but none the less its an inresting addition to this topic :).
(http://www.binaryphoenix.com/projects/CrystallineRiver/Images/mockup2.png)
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Interesting indeed. :D
-
Random mockup made from some of the hud graphics we have been putting together, the layout is totally not final but none the less its an inresting addition to this topic :).
(http://www.binaryphoenix.com/projects/CrystallineRiver/Images/mockup2.png)
WHOA - HOT! Add "Mockup on page 12" to your topic description ;).
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Jesus! Tim, this is by far the best work I've seen you pull off.
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Err, dunno if this has been asked yet but whats this gonna be on? PC? GBA? DS? hopefully something portable :(
-
Nope its running on a .NET engine, so linux, mac and windows are the only platforms possible.
-
how about my pda? ;_; it has .NET. *tear*
-
Possibly. I may rework the engine in C++ at a later date, but for the moment its .NET only :).
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O.O Those graphics are AMAZING! I love the hud. ;) Great work everyone. I will definitly buy this game!
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Random mockup made from some of the hud graphics we have been putting together, the layout is totally not final but none the less its an inresting addition to this topic :).
(http://www.binaryphoenix.com/projects/CrystallineRiver/Images/mockup2.png)
Please please please please tell me that hud is not final. Sorry, but its REALLY ugly. If you want, I could make you one.
But for the love of who ever, don't ruin such an incredible gaming experience with an ugly interface. I HATE it when developers do that...
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He said it was only a random mockup, it's not even the final design, just calm down :P
The HUD in this game is really minimal actually, the screen is basically dedicated to the players, overworld and enemies. So don't worry, it should turn out just fine :P
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But its sooo... bleh! When I see the HUD, I feel that it should be a pleasant experience, not "Oh... I have to look at the HUD... again.". I want people to think "Whayea! I get to see the hud again!".
Its kind of like a girl friend; You want your girl friend smart, and pretty. Not just smart, like in this case. Who wants a radiculously ugly girl friend? You want a hot girl with brains, looks and personality. Am I right or am I right?
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Er, sure...
What's the problem with it though? It looks alright to me :P
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The borders on the slanted bars are WAY too sharp. Also, I think that there a little to big. The colors are fine, the blend in very nicely except for the yellow; It should probably be more of a dark off-white.
Also, the bars give no indecation on what they are displaying. Sure, you could figure Red means life and blue means magic, but what if i'm wrong?
The shadows underneath them would probably look a lot better if they were transparent, about 50 or 60 percent. Maybe even lighter.
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Ok firstly, I haven't even given Infinitus the design layout for the HUD and it won't be displayed like that at all in the final game.
Secondly, because this is y'know... not even a semi-final design, there *will* be things like stuff telling you what every bar is for.
Third, those bars were just put in there fairly fast I'm guessing, and it was already planned that the grey bars would be semi transparent.
Next time, wait until the design has actually been layed out before you go about criticizing it, like I've reiterated many times before, uma, this design is in no means official. I didn't even know Infinitus had put it together until a little while ago. I'm perfectly fine with him doing that, but next time, just wait until I actually say "this is the design we're using" before you go criticizing it.
Thank you, have a nice day. *tips hat
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Yeh as QK said is not a final design it was just me playing around, and second I'm not trying to get this game to be universally popular because thats never going to happen. There will always be parts some people (like you) don't like as is the same with most games.
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Why did you post it if you didn't want any crits?
I just thought you all wanted some feed back. If you don't want criticism, then don't post it. This is what people do on the internet; give some input.
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Why did you post it if you didn't want any crits?
Who said we didn't want criticism? We just don't want it on that piece because it is never intended to be like that in the game. It was posted, just for fun really to show some of the things we are thinking of and doing. Things don't just have to be posted for criticism you know.
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Why did you post it if you didn't want any crits?
Who said we didn't want criticism? We just don't want it on that piece because it is never intended to be like that in the game. It was posted, just for fun really to show some of the things we are thinking of and doing. Things don't just have to be posted for criticism you know.
I lol'd at this.
Are you serious? The only reason you post something is because you want criticism. Next time you need to show stuff to the internet, say "We are accepting criticism, just not towards this shot even though it's practically the only ingame shot we have. Please comment on it though.".
Were you honestly not expecting any crits?
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Why did you post it if you didn't want any crits?
Who said we didn't want criticism? We just don't want it on that piece because it is never intended to be like that in the game. It was posted, just for fun really to show some of the things we are thinking of and doing. Things don't just have to be posted for criticism you know.
I lol'd at this.
Are you serious? The only reason you post something is because you want criticism. Next time you need to show stuff to the internet, say "We are accepting criticism, just not towards this shot even though it's practically the only ingame shot we have. Please comment on it though.".
Were you honestly not expecting any crits?
Oh just !@#$% off uma, I'm not in the mood to deal with your attitude. To be honest this is the main problem with ZFGC, you post something for fun and then someone goes and makes a big deal out of it. If thats what you believe, fine this topic will be locked and no longer updated, cya.
And just for the record I actually couldn't care less if you criticise it, it was done for fun and posted for fun, it was not meant to be a serious deal you obvious take things way to far.
Also the are many other reasons to post things other that criticism, you just have a very short-sighted view and have no sense of fun.
*LOCKED*.
Oh and yes guys I'm aware how rude this seems coming from an admin, but to be honest I couldn't give a !@#$% anymore, uma is just the last straw on the camels back.
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*Unlocked*, I apologise for locking this it was mainly due to me having a exceptionally bad day and uma's short sighted comments just set me off. However uma, if you wish to behave that way and criticise everything (why so cynical? *sigh*) then please stay out of this topic.
Anyway that aside as a somewhat random bit of news, while BP has been down over the last few days I did some more work on the Fusion engine and inbetween optimization and engine designing I wrote a pretty powefull console system for Fusion. I'm even going to implement it into FusionScript so you can define console variables and functions with a syntax similar to this;
console void show_fps(string[] arguments)
{
// Your code here.
}
console int my_variable = 0;
Nice and simple ^.^, it follows the basic syntax as declaring other 'special' functions like native ones so its pretty userfriendly.
Oh and here is a random screenshot of me testing the show_fps command in a crappy test map made in 5 seconds.
(http://www.binaryphoenix.com/uploads/graphics/cr_console.PNG)
Adios.
PS. I am aware of the low FPS reading :D, thats just because the bitmap-text rendering routine is very slow in debug mode - Its fine in release mode.
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Glad to hear it runs 60 just fine in the normal mode! I'm totally excited for this (and the soundtrack, by the way).
I have a question: is the story *all* completed? (And is there someone darn good working on potential dialogue? :P)
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Info-time. :P
Progress is going good, graphics are coming along, although no maps have been made yet, the soundtrack is basically done, I only need to finish up 2 songs I'm in the middle of and maybe 1 more, and as far as I can tell coding is going very well.
As for the story, every single little detail about info present in this game and backstory that may be alluded to... I have other plans for that though. In any case, yes the story is all complete, no we don't have any dialogue. I'm not a great writer. Any good writers around here by any chance? :P
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The tile set reminds me a little of terranigma, chrono trigger, and some other RPGs. Very nice Tim! I am dying for the release of both this game and fusion!
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I'm not a great writer. Any good writers around here by any chance?
I'm not too bad at writing-- I'm in charge of the story for a game I'm currently working on right now, but I'm not exactly sure what you're asking for. But I'd gladly volunteer my service (for free, let it be known), should you ask for it.
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That would be cool to get someone that can actually write do the dialogue and whatnot :P Like I said, I can't really write.
Anyways, I'll talk to you on gmail or something about it, ok? Thanks for the offer!
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The tile set reminds me a little of terranigma, chrono trigger, and some other RPGs. Very nice Tim! I am dying for the release of both this game and fusion!
Yea, I always view it as "Chrono Trigger Beta Screenshots". They are sexy...
I want the soundtrack now.
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You might be surprised at just how soon I'm releasing it...
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A matter of days, if I heard correctly over MSN! =O
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*strolls in
Never mind a matter of days, the soundtrack is now finished! Go check over here to see more about it.
http://www.zfgc.com/index.php?topic=16590.0
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Awesome Q.K :), one problem down 100 to go.
Also guys on another note I managed to slash the memory allocation in half yesterday using some pretty obscene coding :D, hopefully I should be able to get it down even further today when I modify the graphics engine a bit, specifically the image loading functions.
Oh and also, I tested it out just to check but the FPS of the previous screenshot in release mode is 402+ :D, just thought I would mention it so you guys don't get any bad ideas.
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Hey um, are images external?
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The whole thing is external, its designed to be easily modded. The whole game layer is written in FusionScript :).
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Modded, eh? *Prepares modding area*. That's interesting, Tim!
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On the fly mods. Yummy.
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*drools* As soon as this is released i'm buying it and making mods =D
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Screenshot thread at BP - http://www.binaryphoenix.com/index.php?action=showforumtopic&tid=11
Just thought I would notify you seeing as that is more likely to be updated than this :D
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The screen shots are looking really good, quite amazing really, seems like lots of work has been poured into this.
:)
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seems like lots of work has been poured into this
More than you wish to know ^.^
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Oh god, why is the page so screwed up in Firefox? =(.
Nice graph. =D.
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Fusion, Open-Source? Any thoughts? Would anyone actually help to improve it?
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I would use the source to help me improve. In due time I'd help out because this project is pure awesomeness and would nock game maker off of the maps.
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I dought it, game maker has to much of a fan base and this is not really designed for that kind of use either.
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Nah, I really think this could be a real money maker. If you try and market it I think it will sell amazingly.
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Nah, I really think this could be a real money maker. If you try and market it I think it will sell amazingly.
Who said I'm after the money :S. Besides I doubt it, its not designed to be used as a 'game maker' type tool, its more complex and relies a lot more on scripting.
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Nah, I really think this could be a real money maker. If you try and market it I think it will sell amazingly.
Who said I'm after the money :S. Besides I doubt it, its not designed to be used as a 'game maker' type tool, its more complex and relies a lot more on scripting.
Oh my bad, haha I thought we were talking about CR, not Fusion.
Fusion should defiantly be open source, a lot of good could come from it.
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(http://ww.binaryphoenix.com/uploads/graphics/zelda.PNG)
OMG, zelda in Fusion!
Just so you know guys I'm not actually making a zelda game here, its just proof-of-concept work :).
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Like the new design? I got kinder tired of having to open the asset manager constantly :S. The tabbed-map bar may go though as its not really that helpfull (same goes for the pin-bar thing).
(http://www.binaryphoenix.com/uploads/graphics/fusion2point0.PNG)
(FYI I do know that the map graphics are a bit screwed up - Its a slight side effect from me resizing the central splitter)
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Looking great helios are you expecting to have an demo or something that shows your game/program in action anytime soon?
Hmm I smell something for Z3! :-*
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I doubt it, Crystalline River is a commercial venture and as such we probably won't be releasing demos. As for Fusion; well if I can get everything cleaned up the source code may be released soon.
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I doubt it, Crystalline River is a commercial venture and as such we probably won't be releasing demos. As for Fusion; well if I can get everything cleaned up the source code may be released soon.
I ment an demo of an game created with it! Because if you release an trial version of the program then an h4xz0r will crack your program.
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Why? The engine & tools are (will be) open-source :S.
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Why? The engine & tools are (will be) open-source :S.
Oh lol! XD my bad... *Runs away*
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I still smell something coming for z3... especially now that it's delayed.
*shakes fist*
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Open Source: No, fool, $.
Screenshots: Nice to see such a friendly GUI.
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AoDC, he already said that it is not design for the commercial world, it's more like a tool for real developers. A tool that you would use only on serious games. Besides Open-Source always owns private made software. I'm confident that Helios is making the right choice.
Looking great Helios, keep up the amazing work! (And give
us a beta of DSNicotine or Icarus if you have the time ;) )
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(http://www.binaryphoenix.com/uploads/graphics/crmsgbox2.PNG)
Hehe, message box design is fun ^.^. It also shows just how powerfull the engine is, that message box system is only about 30 lines of code or so, and you don't have to do any horrible hacks like GM where you have to add the view position >.> (which would be impossible anyway as Fusion supports multiple cameras situated within the main window).
Also if your curious about how I'm reading the sign from so far away, its because you can open a message box and walk around with it open at the moment. I'll change this when I'm finished debugging the camera.
Anyway, got to go. I'll post some more later.
And give us a beta of DSNicotine or Icarus if you have the time
I don't have time, sorry :S.
(ps. Oh and yes I do know the z-order is messed up, I made the map in 5 seconds and didn't have time to put everything on the correct z-layer).
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Woo hoo, just implemented some better support for shaders :D. I really have to say in all fairness that shaders suck balls >.<, god dam difficult to implement and make them do what you want but at least its support now even If I probably won't use it (Though I'm thinking of trying some effects like this to spice the game up a bit - http://www.facewound.com/images/3a.jpg, should be fun to see if its possible).
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Woo hoo, just implemented some better support for shaders :D. I really have to say in all fairness that shaders suck balls >.<, god dam difficult to implement and make them do what you want but at least its support now even If I probably won't use it (Though I'm thinking of trying some effects like this to spice the game up a bit - http://www.facewound.com/images/3a.jpg, should be fun to see if its possible).
(EDIT: ) That refraction effect (of the explosion) must be very difficult to program. But about shaders, you mean shaders for 3D games, don't you?
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Didn't I reply? What the...
Nice screeny. Obviously a test map, but just a note, bushes make the map more... colourful.
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:o :o :o
The refraction... YES!!! I love distortiony effects! Your are (Insert all mighty powerful being here)!
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:o :o :o
The refraction... YES!!! I love distortiony effects! Your are (Insert all mighty powerful being here)!
Helios is the almighty being that fits in that sentence. Anyway, Helios CR looks amazing, I envy you so. Helios=my hero^_^
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I think I'll have to give Fusion Editor a shot when it's released, it looks awesome. The concept of a single tool for putting together an entire game inside an engine reminds me of UnrealEd.
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I think I'll have to give Fusion Editor a shot when it's released, it looks awesome. The concept of a single tool for putting together an entire game inside an engine reminds me of UnrealEd.
Thats kinder where I got some of my ideas >.<. UnrealEd was the first game development tool I ever used.
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this is an awesome project, I'll defenitely be sure to buy crystalline river, and get the fusion editor too.
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*Drools so much he fills a 50 gallon oil drum* Hell Infini! you always know how to make us quake in anticipation It's not FAIR! *mopes*
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Goddamn, Helios, that's one mighty fine screenshot you have there! The distortion effects are really nice. I'm curious, though: will Fusion support 3D? I'm wondering since GM's 3D functions are !@#$%.
Beta release plx kthxbai. >:(
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Goddamn, Helios, that's one mighty fine screenshot you have there! The distortion effects are really nice. I'm curious, though: will Fusion support 3D? I'm wondering since GM's 3D functions are !@#$%.
I really do hate it when Fusion is compared to GM >.>. Fusion is a game engine, not a crappy game maker, its not made for idiots or n00bs to game design. It DOES require scripting, theres not drag&drop !@#$%.
Anway I digress, yes It will support 3D (technically it is 3D now as its all rendered by a 3D API, just with an orthographic projection).
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Infinitus slaps us all with his technicalities again! Hey Infinitus is RGD a dead project then? You keep talking about your distaste of "Simple Game Dev" tools.
A Few random questions pertaining to FS:
How "Easy" is the scripting language? Do I need a room full of retarded monkeys with typewriters to get anything done? Or do I need to read up on it a little once you release everything?
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Sorry but to be honest I think these questions are somewhat unneccessary considering I don't intend it to be a game dev tool that many people here will use. Its mainly for BP's internal use. A public release is just a coincidence :S. And yes, RGD is well dead. I really don't find idiot-style game-dev tool development intresting.
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Ah, thought so since I didn't see RGD information anywhere anymore. But I'm glad you have valid reasons not to develop simple Game Dev tools and not go around telling whoever uses them to get a life like someone else I know on a certain forum. <_<
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Oh well, despite my hatred for it, I wrote a bootstrapped exe system today. Basically this means that if you don't want to use the engine in the way its meant to be used (its set up sort of like the steam engine with a GUI system at the start where you can download and update games which are all played on a single engine.exe file), then you can compile the game to a single exe in a similar mannor to GM. I really despise myself now >.>.
I may also release a beta of the Fusion engine soon. There will probably only be a couple of test games to download and play though :P. SDK won't be released though until I'm ready (the only reason I'm releasing this version is so I can quickly distribute updates to my staff).
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Oh well, despite my hatred for it, I wrote a bootstrapped exe system today. Basically this means that if you don't want to use the engine in the way its meant to be used (its set up sort of like the steam engine with a GUI system at the start where you can download and update games which are all played on a single engine.exe file), then you can compile the game to a single exe in a similar mannor to GM. I really despise myself now >.>.
That's pretty cool tight butthole, even if you don't like it.. it's just another feature that people will like =). Can't wait to check out the Beta :D
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Oh well, I've made myself happy ^.^. I added this window (attached) to the boot strapped exe's. That should convince people to do it properly :P. I know, I'm a !@#$%.
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*chuckles*, Helios you sly devil you ;)
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Hey guys. I haven't posted much in this topic yet, but I just wanted to let you guys know about some changes being done to the game. I've been working behind the scenes for a bit now that the soundtrack has been done. Anyways, here are the changes.
1. Story Changes. I've reworked a good portion of the story. There are now no crystals involved in the game. The name however, will stay the same, as there is still a Crystalline River in the game. I kind of figured that having the plot element of "collect 5 crystals" was well, quite cliche. Anyways, that's been taken out, and the story has been upgraded in parts for a tighter and better working plot. The actual game itself remains very similar, there are merely some changes in motivations and story segments.
2. Graphical Changes. Ryu and I have been in talks, and the game will now use a more stylized approach to the graphics. The graphics are larger, and more detailed now. I think they are a good improvement over the over-used SNES style of RPG graphics seen in the Seiken Densetsu/Mana games.
3. Battle Mechanics. No major changes here, however I've finally worked out exactly how the battles should work. They are still real time, and your allies will follow you around on the world map. Special attacks have been refined to a certain amount of specialized attacks.
There are some other minor things I've been working on as well, such as more detailed map layouts, more sidequests, and I'll probably be in touch with Possum and talk about some dialogue and whatnot.
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Oh well, I've made myself happy ^.^. I added this window (attached) to the boot strapped exe's. That should convince people to do it properly :P. I know, I'm a !@#$%.
Meh, could make it look a bit nicer. Or like have a custom loading thing with "Compiled with Fusion Engine".
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Oh well, I've made myself happy ^.^. I added this window (attached) to the boot strapped exe's. That should convince people to do it properly :P. I know, I'm a !@#$%.
Meh, could make it look a bit nicer. Or like have a custom loading thing with "Compiled with Fusion Engine".
No. Thats the thing that people don't seem to understand - This is not a program that I think any of your guys will be using. Me releasing it is just coincidental and I don't intend it to become a game maker, and I will do whatever it takes to stop it.
If you don't want the screen, then you distribute correctly and don't compile stand alones :S.
Also its not so much a loading screen as just an unpacking one, its pretty short anyhow. I just want to pursuade people not to compile stand alones. If you use it properly and you do it correctly then your completely free to create any kind of loading screen you wish (FusionScript even has several multi-threaded events like OnLoading, OnLoadingFinish and so forth to help).
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Fair enough.
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I think you mean "Fair Enough, now where did I put my hex editor". XD I kid, I kid.
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(http://img207.imageshack.us/img207/8004/chazsh3.png)
Here's a small preview of the new style with some of the graphics for Chaz.
Still being worked on though. As usual, these aren't for use.
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Ah, so it is modern. I always thought it was medieval or something. <_< Then I saw this, (http://www.binaryphoenix.com/projects/CrystallineRiver/Images/Mockup.png) and had my doubts. Personally, I preferred the old style, though.
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No, it's not really modern :P he's wearing a vest and stuff, doesn't really look too modern to me. Maybe when you see the rest of the characters and tiles... dunno. There might be some more visuals at Z3.
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The new style looks great. A lot better than the other one.
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I prefer the older style... it just appeals to me more for some reason. Mainly because I like smaller graphics. Huge sprites are nice, but along with them comes a huge pain to animate. Which also brings up the fact that they take up more space on the screen, more space data wise, and just... more space.
With huge sprites, its hard to get fluent animation. I know your graphics person(s) are going to do their best, but really, its just going to be painful. Beleive me, I've tried animation on large sprites and it takes way too long to be worth it. Sure, for fighting games its good, because the sprites are supposed to be huge. But having up, down, left and right sprites for each character, then walking, attacking or what ever for all of your playable/party characters, plus extra poses for misc actions will take a really long time. REALLY REALLY long time. Then theres making monster sprites, poses and stuff... then tiles/scenery. It just takes a really long time.
Don't get me wrong, the sprites you showed are top notch. Really shiny and spiffy and stuff, but i'm just saying... unless your people already have like tons done, then I guess you shoudn't revert or change... but if its pretty early, I would suggest changing it.
Oops! I just gave constructive criticism! I hope Infinitus doesn't lock the topic again!
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Speed of development is not a factor. And the artists we employ are paid so trust me they will get the sprites done or they won't be getting any money :S.
Oops! I just gave constructive criticism! I hope Infinitus doesn't lock the topic again!
!@#$% off uma. You know perfectly well that what you did before was anything but constructive.
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Uma you are wrong, thanks to that size they now can add more detail, and it's not that hard, you just need a sprite sheet template, then add the cloth, and boom, you have a npc.
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Uma you are wrong, thanks to that size they now can add more detail, and it's not that hard, you just need a sprite sheet template, then add the cloth, and boom, you have a npc.
Right. I'm automatically wrong because I know something from experience.
But really, the only problem with templates is that when you sprite from a template, the sprites tend to look the same, just with different hair/clothes. For example, Sword of Mana had great sprite work, but most of the sprites had the exact same positions for walking and standing. Not everyone walks or stands the exact same way. I found it very distracting! And It would be very noticeable with how big those sprites are. Besides, I consider that laziness. And since development speed is not a factor, I'm sure that anything they do will be anything BUT lazy.
Seriously, I have confidence in this developmental team. I'm sure everything will be top notch! Even without my constructive criticism. Especially because I would be paying for it. Well, if I decide to buy it that is. I know the developmental speed comment sounded a bit ass-ish, but I meant it in the most non-ass-ish way that it could be used.
!@#$% off uma. You know perfectly well that what you did before was anything but constructive.
Dude, I was kidding... http://chillplease.ytmnd.com/
Anyways, I think that i'm gonna' stop posting in this thread until the game is released... mainly because if I do continue, I feel i'll be warned/banned. Or... well, i'm sure you can figure out the rest on your own. So, by everyone until the game is done.
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Uma you are wrong, thanks to that size they now can add more detail, and it's not that hard, you just need a sprite sheet template, then add the cloth, and boom, you have a npc.
Right. I'm automatically wrong because I know something from experience.
But really, the only problem with templates is that when you sprite from a template, the sprites tend to look the same, just with different hair/clothes. For example, Sword of Mana had great sprite work, but most of the sprites had the exact same positions for walking and standing. Not everyone walks or stands the exact same way. I found it very distracting! And It would be very noticeable with how big those sprites are. Besides, I consider that laziness. And since development speed is not a factor, I'm sure that anything they do will be anything BUT lazy.
well, 1) templates IMO are used to guide people so they actually edit the stance, and prbably the working, 2) lol, you should see project rhapsody, they use probably bigger sprites, and that doesn't mean it sucks. 3) well, if you are going to sell a game and have a limited amount of time then you need to do all as soon as possible, so it's not lazyness, and as nomber 1) said, templates are used to guide people, and make faster the production.
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Also note that we're not really using templates. I have faith that the artist can pull through with some solid, fluid animations even at this size. Sure it takes a little bit longer to do at this size, but that's a small sacrifice for the overall (IMO) quality, in regards to detail, visibility and graphical style of the game.
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I prefer the old style. The SNES-seeming style was very... nostalgic? The new one is... a little over custom. Meh, we'll see how it improves and changes anyway.
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a little over custom.
That's possible? O.o, this isn't a fan game remember...
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seeing as you seem to know what you do, i really look forward to this
graphics, especially getting it done is going to be a pain (edit: ah, paid spriters.. interesting)
good luck, and when youre done with school could you post builds frequently?
ill gladly test for you
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good luck, and when youre done with school could you post builds frequently?
I doubt it, this is a commerical venture. Its unlikly we will post builds.
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I still think people should see a mockup or an in game screen shot to judge the graphics, Keep up the good work :p, I can't wait to
illegally download it err buy it :P.
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As a binary phoenix member, I figured I'd post a little update to give you guys kinda an idea of how everything's going and give you something to test out:
http://www.binaryphoenix.com/index.php?action=showforumtopic&tid=24
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Hey guys, I realize there hasn't been much going on in this topic... anyways, I've got some screenshots Infinitus took during some tests. Please note that the graphics here are NOT the ones to be used in the final version. These are mostly taken from Terranigma and a few other RPGs.
(http://www.binaryphoenix.com/projects/Fusion/fusion_testmap_001.PNG)
(http://www.binaryphoenix.com/projects/Fusion/fusion_testmap_002.PNG)
(http://www.binaryphoenix.com/projects/Fusion/fusion_testmap_003.PNG)
(http://www.binaryphoenix.com/projects/Fusion/fusion_testmap_005.PNG)
(http://www.binaryphoenix.com/projects/Fusion/fusion_testmap_004.PNG)
Anywho, progress is going quite well.
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Looking sexy as hell :3
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Looking awesome as usual. Keep us up-to-date on whats going on :P
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I'm really digging the editor itself. Looks mighty professional, yet easy to use. Again, the anticipation is still killing me and I can't wait to get my hands on it. =3
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Sorry guys, due to circumstances... the artist quitting, me being broke, and the project just being so massive... it's not likely to be finished any time soon. At the best, it's on hold until I can manage getting enough resources for the project.
For the time being, I'll be working with Helios/Infinitus on a small scale game with resources I already have. Expect to hear about it soon enough...
Also, out of curiosity, who thinks I should release the CR soundtrack? Now that it's not likely to be finished now, or anytime in the near future, I don't have much use just holding on to it.
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Sorry guys, due to circumstances... the artist quitting, me being broke, and the project just being so massive... it's not likely to be finished any time soon. At the best, it's on hold until I can manage getting enough resources for the project.
It's awful that it's so massive... It would be terrible if you don't manage to finish it (since it's a commercial game)... BTW, I'd like to ask, how much of the game has been done (I mean, how much percent), are you able to tell us?
Also, out of curiosity, who thinks I should release the CR soundtrack? Now that it's not likely to be finished now, or anytime in the near future, I don't have much use just holding on to it.
(I thought you had already released it... -.-'') Well, if Infinitus lets you, I think there's no problem. I think people would only hear it if they don't mind playing a game whose music they've already listened to. (But I'd rather wait for the game)
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Percent wise... not much. We had a few tilesets and the game dev kit done. Music was done... I can't really be sure of a percentage. Probably under 10% though.
Also, I released the soundtrack, but it costs money :P I was thinking of releasing it all free though...
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Percent wise... not much. We had a few tilesets and the game dev kit done. Music was done... I can't really be sure of a percentage. Probably under 10% though.
10%... Since you've been working on the project for 1 year then... it would last about 9 years? o_O (aw, I hope it doesn't...) No, since Infinitus was working on Fusion at that time, I expect it gets ready in less time then... But it might take some years.
Also, I released the soundtrack, but it costs money :P I was thinking of releasing it all free though...
Ah, I see...
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Percent wise... not much. We had a few tilesets and the game dev kit done. Music was done... I can't really be sure of a percentage. Probably under 10% though.
Also, I released the soundtrack, but it costs money :P I was thinking of releasing it all free though...
Nah you need the money wait until CR's released.
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The thing is, no one's really all that interested in buying the soundtrack. Not to mention the music itself probably isn't even worth selling :P
And on top of that I don't even know if CR will be done.
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The thing is, no one's really all that interested in buying the soundtrack. Not to mention the music itself probably isn't even worth selling :P
And on top of that I don't even know if CR will be done.
The game isn't advertised enough for good soundtrack sales, nor completed enough. Keep developing.
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The thing I keep repeating is that we *can't* continue working on this game. Unless I come across a large sum of money and cheap+skilled artists... hah.
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The thing is, no one's really all that interested in buying the soundtrack. Not to mention the music itself probably isn't even worth selling :P
Your music is great, anyone who views the Sound&Music topic likes your music. I think I know what the problem is. Most soundtracks are released after the game, aren't they? People are more likely to buy the CD after they play the game. So the person plays the game, and if the person likes the music of the game this person might buy the CD. But in CR's case, people don't know very well what they're going to hear, because they haven't even played the game yet.
BTW, how many people have bought the soundtrack until now?
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*Yawns* Just before I decide to go to sleep I felt I might as well tell you what became of this topic.
Its dead, it was impossible to continue without a supply of art which was near impossible to get from our current artists (who decided to scarper).
However the engine lives on, I've converted it into a game called 'LOZ: Vengeance' you will probably see it in the Zelda WIP section soon.
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Yep... I guess I'm partially to blame too, the artists ran off, I ran out of money, and I'm having trouble finding anyone that still wants to work on the project. The project is dead, but there's the Zelda game Helios is working on... and if some people agree, it might be possible to see a small scale game similar to CR come about... although on a much smaller scale. Of course that all depends on if my contact agrees to do some art for us, and Helios doesn't mind working on it along with the Zelda game.
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Why don't you just make up a different game? Like, a completely different story and get people who will do !@#$% for free to work for you.
Try taking a different approach. Rather than making a serious game, why not make something like Chrono Trigger; It was light hearted, had a great story and was serious when it needed to be. Or think of a story thats never been done before. Originality, even in the commercial industry, is severly lacking now or days.
And if you do do this, DO NOT, I repeat, DO NOT start a topic right when you've start a project. I've been working on my game for over 6 months now and I haven't said anything except SECRET PROJECT. Keep it secret until your close to a demo. Hype is good(To an extent), but only when something won't phail(Not that CR was a phailure in the sense that it was bad, but rather it was too early to spill the beans).
The above is infact why many games go incompleted... Oh and also, this time, make the game free(Plz :P). It will expand your audience to the people who are too lazy to shell out like $15 for an indie game(Like me lol).
If any of this sounds offensive or anything, I mean it in the least offensive way. Its just some constructive advice. Trust me, I've learned these the hard way the past 2 or 3 years, but I'm NOT making the same mistakes the 2nd(Or 5th >_>) time. So you shouldn't either! :D
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I think they were really close to the demo, but the spriter just wanted more money and they didn't had the funds to pay him so, basically they could have shown a demo just with missing sprites.
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Why don't you just make up a different game? Like, a completely different story and get people who will do !@#$% for free to work for you.
CR was too massive, and specially now that most people are busy with college and that stuff, people should prefer doing small projects, not massive ones. I agree with you, but take care on how you express what you think... you even used swear words.
Originality, even in the commercial industry, is severly lacking now or days.
QFT.
And if you do do this, DO NOT, I repeat, DO NOT start a topic right when you've start a project. I've been working on my game for over 6 months now and I haven't said anything except SECRET PROJECT.
How would they get artists without announcing their game?
(Not that CR was a phailure in the sense that it was bad, but rather it was too early to spill the beans).
In fact it was because they didn't manage to get the artists.
but I'm NOT making the same mistakes the 2nd(Or 5th >_>) time. So you shouldn't either! :D
I'd be doing it roughly the twentieth time... <_<
I've started about 20 RPGs and I only concluded 1 of them. But I only posted 1 of them (which I didn't finish) (note: minigames don't count here, I've completed about 50 minigames)
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Maybe I'm just taking for granted that I can draw, sprite, compose and utilize the things I need effectively to make a game on my own...
I forget people usually can't do that. :-[
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Yeah... but you do that because you can do a bit everything. I can't! I can only program and make MIDIs... and depend on those **** spriters who have almost literally abondoned my project - [okay, enough of offtopic]
Yeah, I guess Infinitus feels the same... he can't even compose, all he can do is program... at least he had Q.K. to do the sounds and music, but he didn't manage to get good or responsible artists to work on CR.
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mrawr, stopping by yet again to answer these latest replies.
@uma: CR is dead. It's pretty damn unlikely we'll be able to start it up again. I also said that I'm considering getting some people to work for free, on a game "similar" to CR. Not CR, just similar. By similar I simply mean an RPG with a similar atmosphere to the game, possibly borrowing concepts from it.
As for the tone and atmosphere of the game... how do you even know what CR was like, it's not like it was finished lol. There were quite enough "non-serious" parts to satisfy even you, I'm sure.
And originality? CR might not have been terribly original, but the foundations were those of a 13 year olds random ideas 3 years ago. The concepts I've been working on since CR's death have sought in every possible sense to push the boundaries of originality.
As for you being able to draw/sprite, compose and do everything to complete your game alone... I doubt that lol. Well, so you might be able to pull that off with a certain level of decent quality, but you can't hope to achieve the same standard you get by hiring people who specialize in that area. First off I haven't even seen any of your spriting, and last time I checked your music honestly wasn't amazing. I'm not saying I'm any better! Just that there are quite a few people far better than any of us here. Regardless, I'm just stating an opinion, good luck with your secret project there.
Oh and for old time's sake - not that I have anything against you - !@#$% off uma. >__< (No, I'm kid, I kid. I don't mean to offend you)
@sjegtp: Helios can code damn well lol. Without him this project would never have properly started. Although I'd like to clear up the fact that I didn't just write some music for him... CR was my project from the beginning, the concept, plot, characters, enemies, level layout and game mechanics. I was even doing the graphics before I managed to hire an artist. Artists that I spent time searching for, recruited, and paid out of my pocket for. Helios is a great guy, and a great coder; he's essential to the project if I ever want to have a chance, but I feel I'm always just getting downplayed as "the guy that wrote some music for Helios' game".
*sigh* if anything ever does come of the new game I'm planning I might let you guys know. :s you guys could probably care less though. XD
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And originality? CR might not have been terribly original, but the foundations were those of a 13 year olds random ideas 3 years ago. The concepts I've been working on since CR's death have sought in every possible sense to push the boundaries of originality.
Seriously, Q.K., don't ever do that again. The base of an RPG is the story. What would've been of FF6 and FF7 if they didn't have a good story? Unless you have a very creative or innovative gameplay (as in Zelda or Metroid - but they aren't RPGs, they are action/adventure games), it's usually the story what calls peoples' attention. Maybe that's the reason for the lack of interest in Zelda fangames in ZFGC: the story is just basic in most of them, and almost all of them have the same gameplay.
The first thing I do when I make an RPG is to write the story. Then I usually give up the project because the story isn't good enough. Either because I realise that the story is too cliché or the project is way too massive or when I realize that there is a "hole" in the story that would make the rest of the story sound unreasonable. Only 4 of the stories that I wrote were worth making a game of. But I've noticed that programming RPGs is a bit boring, I prefer making more dynamic games such as action, platform or fighting games.
I feel I'm always just getting downplayed as "the guy that wrote some music for Helios' game".
Sorry about that -.-" I'd never have realized the game was yours, because Helios was the one who was always posting updates, info, screenshots, etc.. And he was the one who posted this topic too. I had noticed that it was you who made the updates about the story and the graphics though.
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Yeh I guess its my fault that QK didn't get as much notice, as I was doing the programming I had access to all the most recent developments so I tended to post the updates. But yes QK is right, it was his game - I just do the programming :P.