Posts

The Tetra Interface (Part 2)

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Hey everyone!   The past few days have been devoted to packaging and shipping prints for the $35 pledgers, as well as working on artwork for the armor damage system.  A few days ago however I whipped up this design idea for the menu interface side of the new Tetra Interface system.  The image below is a mock-up of what will be the “Tetra” window, and it will replace the “Skills” window in the menu.   You’ll notice that some skill glyphs have multiple colors in the lower window, indicating that some glyphs can only be used while certain armor types are equipped. Notice the deep blue “Example Skill” glyphs cannot be equipped while Neon is wearing a Heavy Frame type armor (this armor type is associated with the blue-grey glyphs)… instead they can only be used with a Tactical Frame type armor. This will be the major way in which a character’s different armor types behave sort of like a class system. Also take note of the levels and gauges next to each glyph. Whi...

The Tetra Interface and Version 0.02

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Hey everyone! Sorry for the lack of posts in the last couple of weeks.  Getting the first release of Malise and the Machine out pretty much consumed all of my time, but in the past few days I've been able to get to work on determining necessary changes for V0.02, as well as hash out the design for a new battle menu interface.  Check out the following post I made on Patreon this morning for the details on what to expect in the next version! The Tetra Interface Original version published on Patreon, April 8, 2014 INCOMING ESSAY A.K.A. SUPER WALL OF TEXT (Don’t ever say I don’t keep you updated!!!) I mentioned a few days ago that I've been in the midst of designing a new interface, now dubbed the ‘Tetra Interface’ that will simplify using commands, skills, and items in battle, as well as give some direction to the game's skill system.  I've decided that implementing this system will be one of the main objectives of V0.02, and after three days and nights ...

Details for the First Release!

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Hey everyone! It's time to lock in your pledges!  The first test release for Malise and the Machine will be on April 1 (and no, it has nothing to do with April Fools' -- it's just when Patreon processes payments next).  Please see the linked post on Patreon for details on the release and to learn what you need to do to be eligible to receive the test version and other pledge rewards: https://www.patreon.com/creation?hid=1938924

News Updates, Screenshots, Etc.

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Hey guys! Sorry for the lack of posts here the past couple of weeks.  Hopefully you've kept up with the Tumblr and/or Patreon feeds, but if that's not the case here's what you missed! First off, a couple weeks back TK and I sketched up a design for Malise's katana, and a few days later TK had the model done.  The weapon type won't be available in the first release, but you can check it out below. In other news, I just made a post today on the Patreon showing off some new map screenshots as well as regarding what's left to do for the first release.  Keep reading to check it out!

Map Sprites in Progress

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Hey all! I decided to do a minor revamp of the map sprite system. It ended up taking me only about half of a day to get the scripts working as intended, but other less necessary features I was looking at would end up being bigger projects. The good news is I got rid of the crappy 3 frame, single spritesheet per character RPGMaker default limitations and now have a framework where each character has a separate idle/running/walking animation (8 frames) as well as the functionality to call custom pose spritesheets during events. So, in addition to having the ability to make additional poses, there's also the potential for H-related sprite scenes for things such as traps, etc (of course accompanied by high quality artwork).  No promises yet, but these are things I'm heavily considering for down the road!  Anyways, check out some preview GIFs of the high quality sprites (before they get scaled down) in action on the Tumblr: http://eromancergames.tumblr.com/post/1115181...

Promotional Artwork

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Hey everyone!  I made some promotional artwork the other day and wanted to leave it here for you guys.  I'm pretty pleased with how the motor grease effect turned out in these scenes.  Let me know what you think!

Artwork Progress + New Artist!

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Hey guys,  I thought I'd stop in and give you a quick update on where things are at with the first release. I'm currently finishing up the last of the Vorepup artwork (below is a sneak peek!). After that I only have a few more pieces left to do for a special scene. Aside from that, the only major things I'd like to address before the first release are adding some skills (obviously including the H skills for the Vorepup that I'm finishing the artwork for) and improving on RPG Maker's default sprite system for the map.   In other news, we finally have a new artist on board to help with character art. He's been helping me with some random 3D tasks throughout the project, but now will have a much more substantial role in assisting with setting up renders as well as painting and post processing in Photoshop. Even though he possesses the skills necessary, the learning curve for these tasks is admittedly pretty steep, so the past week I've been jumping betwee...