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Hello developers, I hope you are all well.


Hi Eroism, I have been asking my brother to get in touch with you for the past few weeks, as he has been busy with some processes and part-time work, he didn't get in touch until yesterday, the shameless guy :,( .


But I hope you can talk and that he can help you continue with your project.


I have been checking the image files of the original game and these scenes that you will implement in the game will be very complete, I believe that you are having difficulty putting them together in the correct sequence since the sequence of images in the file is small, since I was unable to run the original game I don't know how long the scenes are and the game over method for them must be a challenge for you too since you have a comment saying that you will need to change the logic of the other scenes as well.


Have a great Sunday (11/24)

(+2)

Generally speaking, before you do this, you need to place each part of the separate actions in categories, such as jumping or crouching, and after placing the pictures in each separate area, organize the order and play them together by connecting the separate axes through a master control, as if it looks as if the protagonist's movements from crouching to jumping appear to be done together at the same time.

This may look like an animation in the game, but it's actually the result of countless images stitched together.

This is part of the production style of the artist “atera”, who was keen to create these differences in detail and eventually merge them together for playback, which has the advantage that the animation is slightly different every time you watch it, because he designed different movements in the script. left hand the first time you watch it, then the next time you watch it it might be the right hand. (That's just an example, of course.)

If the game was its own work, it would be fine because he knew exactly how to design it, but if we try to imitate its style, it will be very difficult.

First of all, you have to make sure that the movements of the pictures are smooth and not jumbled together, which requires a lot of skill and experience, and along with that, the number of pictures needed is huge, as “Rumia” already has 97 CG pictures for the events alone. These images had to be placed and stitched together repeatedly to get a complete animation.

It's not a problem to put them together correctly, as the original author's data file retains the framework for placing the CGs, so it's just a matter of placing them one by one. This part may sound convenient, but it's a tedious and boring process, and you have to concentrate on it, as placing the wrong one makes a very noticeable difference.

Creating new and original CGs can be a bit of a challenge for both Eroism and the illustrator, because at that point there's no data from the original author to use as a reference .....

Lastly, the length of the playback animation, in the short case it's played 6 times, while in normal mode it's doubled (keep in mind that in the original version, all the events can't be skipped ..... So you should understand how long it will be .....)

Hello Grimreaper3234, thank you for the support :).

I’m yet to receive the email as last time I checked I didn’t have any reach out from him, maybe he sent to the wrong address?

Indeed, the logic I came up with to migrate the complex scenes from the original to the remake is not the best, and it takes some long time to convert scenes, specially if their big. I would imagine that new scenes would have some little deviations to simplify the implementation process.

Anyway, I might have a fix to the broken scene not being unlockable, so on version 0.90, this scene might finally be available in the recall :D.

eu irei ver com ele se realmente enviou o e-mail. 

Que ótimo vai ser muito gratificante ver o processo de desbloqueio funcionando corretamente. 

Assim que possuir uma equipe de animação esse processo será muito mais rápido pois " acho eu" que já poderia criar o arquivo em conjunto para cada seção de imagem que deixar muito mais simples a implementação no código do jogo.