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Messages - Fitz

#381
After some more thought I took a different direction with that second background and made the color palette more consistent with the first one -- and the other four, for that matter:



I like not only the consistency, but the fact that it's darker, too. The crazy toxic green was a bit too much in and of itself -- and didn't looke like anything else in the game. Too bright and crazy.
#382
Gurok: Yeah, isn't that a great look? ;) Magenta has a whole lot of animations -- and the same expression in all of them. Now that I have the time, I think I'll create an object/character or two, which I can then place over her face to act as her eyes/mouth, so I could animate each of them independently. But the basic expression is still the coolest.

Stupot: Right now all the TLC I have needs to go to the real Magenta -- she's suffered enough neglect over the past month while I was making a game about her ;)

SilverSpook: That is BRILLIANT!!! :shocked: The main theme of the game is superfolks with powers related to colors -- so Alpha Chanel fits perfectly AND might be the coolest of them yet. A supervillain with the power of invisibility -- who can only be seen in infra-pink? He -- the grandson on Coco -- might've turned to the ways of crime after his designer invisibility cloak failed during a pret-a-porter show and, instead of making himinvisible, showed him naked?
#383
The game's gone LIVE! You'll find the Completed Games thread
HERE!


When the night falls and evil roams the streets of Some City - she comes to the rescue:

...a girl with the power to turn everything she touches pink (laugh)

Experience the thrill of being a night time crimefigher by playing
(scroll to the end of this post for details on gameplay/GUI)

She will venture boldly into the city's darkest corners!


She will strike fear into the hearts of the evil-doers.


She will meet new super-friends -- and have a super fun time with them:


Every superhero needs a sidekick. Or two! Meet Magenta's new posse!


Vandalism! Praise of anarchy! These are the issues a street-level superhero will have to tackle on a daily -- or nightly -- basis!


The Unprintable MAGENTA was originally meant to participate (and emerge victorious!) in last month's MAGS, whose main theme was sub-par heroes: superheroes with useless powers. I instantly thought of Magenta - a comic I'd made for my girlfriend, with her as the titular superheroine. For the game's sake, I tweaked the original concept significantly, making Magenta more cartoony -- and her adventures more goofy than heroic.

Due to time contraints I wasn't able to make it in time -- and so I decided to continue my work on it as a regular game. Now, unburdened by deadlines I can flesh out certain aspects of the game and add some things I'd previously left out. But the basics remain the same -- and so the game will feature:
- hi-res graphics in astonishing 800x600 resolution and no less amazing 16 colors of the EGA color palette:

- six in-game locations
- six interactive characters - plus two that you cannot really see, one that can't talk at the moment, AND an animal (that can't talk, either -- especially not right now)
- heavy emphasis on dialogue: Magenta's superpower isn't exactly super, so often she will have to talk way out of dangerous situations
- the danger is real, so make friends with the Save button!
- walking around in a skimpy pink dress isn't always dangerous, though. Sometimes it's just funny. Or, if you're the one wearing it, humiliating, frustrating and infuriating (but be aware that you look funny when you're angry)

UPDATE: November 24, 2015:

It this real life? :shocked:

[embed=720,540]http://www.youtube.com/watch?v=bYfFKQA51w8[/embed]

After a year and four months in production, Magenta is nearing completion. Can you believe it?!

It's actually been pretty much done for quite a while now -- just missing a few crucial bits of audio, without which it wouldn't be complete. But everything came together, eventually. And theeen, when I thought I was ready... I stumbled upon a piece of music that I instantly fell in love with. And saw a story in there that needed to be visualized. So I asked the composer if I could use his tune for the game's intro -- and the rest is history :D

And since Magenta's finally got an epic intro sequence, it's only natural to crank up the awesome in the outro, too. So that's what I'm doing now -- and hoping to make it by November 30! Not gonna be easy! I've spent some 12 hours straight last Saturday on a sequence that's not even a minute long 8-0 So wish me luck!

UPDATE: November 29, 2015:

The game's gone LIVE! You'll find the Completed Games thread

HERE!
#384
Quote from: Ghost on Mon 08/09/2014 03:35:42
But still looking forward to seeing Fitzens game take off someday (nod)

Geist, ich finde den deutschen Genitiv meines Names wunderbar :D As for the game, it shouldn't take too long to make now. Granted, there are some things left to do, which I will do at a much more reasonable (i.e. slower) pace -- and I might or might not add some things that I definitely left out due to time constraints. I definitely want to make my own font for the game -- and I'm thinking of an intro, but haven't decides yet. I'll probably want to finish it before I go into surgery next month.

Again, congrats to Stu! Thanks for keeping me company in the contest, and sorry I couldn't keep up.
#385
Hey guys! I haven't heard back from Atelier about the deadline -- which I was, sadly, unable to meet. It'd be unfair to ask for another extension -- plus, doesn't it always feel like "just three more days and I'm done"? Those past few days I've worked non-stop -- and yet there's still a hundred and one things to do. I'm going to do it, the project is very much alive -- and the last week as inspiring as it was exhausting. But it was also insane, and I need time off.

So, congrats to Stu :D I haven't played Hen-Man yet (just like I haven't done pretty much anything else not related to my game), but it looks fun!

Meanwhile, let me share the fun I had making those absurdly colorful locations -- in EGA color palette, just as I planned:





Is it ok if I start a regular thread for the game in the GIP forum?
#386
Quote from: Baron on Sat 06/09/2014 05:00:11
I wonder what the ice bucket challenge would look like for the Little Mermaid.  I mean, she's already wet... what's the point?

My thoughts exactly. And Elsa! Even if you dumped a bucket straight from the Arctic Ocean on her head, she wouldn't be phased in the least.
#387
I absolutely love the blue-green tint to the locations. Also, I'm looking forward to brushing up my Portuguese (I'm not fluent in it, by any means, but I have a passable understanding of written Portuguese, and only a bit of practice with actual spoken language).
#388
Congrats, Stu! Looks fun, I'll definitely give it a try, myself.

Yeah, Saturday definitely sounds realistic -- and a weekend release = I'll be available for impromptu troubleshooting/hints if required (though I hope and pray none will be needed). Still a lot of work to do, but I'm excited with how it all is shaping up!
#389
Yowza, that's worse than the 56 kbps I had in 2000! Keeping my fingers crossed!

Ghost, Atelier, can we have... three extra days, if that's not too much? These past few days I've been working on the game non-stop, my brain is hot, spinning jello. Haven't driven myself this crazy since... the last MAGS I took part in? Need to chill -- AND save some processing power for work, too.
#390
The Rumpus Room / Re: Name the Game
Tue 02/09/2014 15:17:34
Surplusguy: Corrrrrrrect! The Japanese version was called Tokkyu Shirei Solbrain. Your turn.

Gribbler: Dude! Those games rocked -- and Solbrain was by far my favorite. Also, if you ever had a C-64, you'd really appreciate the console's negligible loading times.
#391
The Rumpus Room / Re: Name the Game
Tue 02/09/2014 13:38:20
Correct! It came about a year after SF 2010. It was released in the US by Jaleco -- and that version looked slightly different:



I played the original version (with the android guy) on my Pegasus (a NES rip-off) -- so Grib, I'm counting on you, as I'm assuming you had one, too.
#392
The Rumpus Room / Re: Name the Game
Tue 02/09/2014 12:14:32
Did I just kill the thread? ;) Come on, you guys, you can do it!
#393
Meanwhile, I'm drowning in the endless sea of sprites -- which I've focused at the expense of... well, everything else. They've consumed ridiculous amounts of time to make, and right now I'm nowhere near finishing it. I was hoping to be putting finishing touches today and testing tomorrow. Gaaah... What do you say to an extension, guys?
#394
Oh, Stu, you shouldn't feel embarrassed. If anything, you should weep for me ;)
#395
Yeah, I was wondering where you'd gone. Good to hear you're back to work, because man, these screenshots are mindblowing.
#396
This game gets more and more epic every time you post an update. Loving the character design :)
#397
I'm getting close -- but not as fast as I would like. The animations are allllmost done and those that are done are mostly composed into interactions/cutscenes. But there's still a bit of work to be done on the gameplay side and the dialogs need to be more fleshed out. I'm a bit behind schedule -- and I'm not always comfortable cutting corners, especially in the animation department. I ditched the intro altogether, though, and I'll probably make the backgrounds very simple. There are still three days left (not counting today, it's Magenta & Karbon's third anniversary so I'm busy), so if I pull an all-nighter or two, I might just make it (laugh)
#398
Yeah, definitely picking it up - especially with the discounts over at Steam Store: Part Two -10% and Part One at -90%
#399
The Rumpus Room / Re: Name the Game
Fri 29/08/2014 16:29:30
Nope - but it does look similar, indeed! You didn't miss by much, either -- in a way, it was a very close shot.
#400
The Rumpus Room / Re: Name the Game
Fri 29/08/2014 12:40:56
OK, here ya go!

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