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Post by Lilli M. Naryune on Sept 16, 2016 12:40:15 GMT -5
@rhydoh Got it. I'll be here more often as well.
I'm remaking PG basically, and I'm doing well. Maybe I should create my own forums as well, since the game I'm making will have a multiplayer system. (Private Minecraft Server style-wise)
Hopefully things go well. I'll work hard.
Also, I might post a thread about something these few days.
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unknown
Regular Poster
I'm back! c:
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Post by unknown on Sept 26, 2016 8:31:31 GMT -5
Hey guys,
I feel like a fool for not being a more active member of the forums. It is sad to hear that you will be taking a break, rydoh, and I regret not being more active. Somewhere within me, I hope that we could somehow revive the Puppet Guardian community. I'll definitely try to be more active on the forums in hopes of starting something.
Lilli, I has no idea you were trying to recreate the English PG. It definitely sounds like an interesting idea, but still, a massive task. However, it's great to hear that it is going well. Definitely reach out and try to get more interested within it.
As for me, I have been somewhat constantly active on the Japanese servers as セン・ベン weekly, although with school and other preoccupations, it is not exactly easy to keep active. However, if we could consolidate the community of remaining and interested players and create a more active and accessible group chat (maybe Discord or Skype), we might have a chance of reviving the English PG community. Because I am an Australian player, I am normally active on the weekends during the afternoon at GMT +10:00.
For now, I will do my best to be more active and reach out, unknown.
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Post by Lilli M. Naryune on Oct 13, 2016 9:28:06 GMT -5
In the end, I will write the game so that it connects to one main server... really sorry, but I somewhat stepped away from the idea to let players host their own private servers. Maybe because of the long-running item goals and item quests that might be better to keep on an official server. I am writing the game in Python, so it will be possible to download the client and play on Windows, Mac and Linux. The name of the project is 'Cyan Code Mirage', named after a legendary book called 'Cyan Code', which contains magic to create Sky-based illusions and link Sky-based thoughts and feelings with Earth. It is the book 'in which the Earth was through the Sky weathered', and it plays an important role in my franchise. There is also White Code, Black Code, Red Code, Blue Code, Yellow Code and Green Code, along with some other. How much is it like PG? Both a lot and also quite little. First of all, it's a turn based combat game. So combat-wise it's less than PG, and more than PG Legacy. There are some different features planned that were never in PG. Making a real-time RPG like PG is would be indeed very difficult to do for me, especially with Python in my opinion, so I need to make it turn based, and somewhat different from actual PG, yet dice rolling, item collecting, gems, item crafting, gauntlets, armlets, damage calculations associated with them, stays somewhat faithful to the original. It's a different project somewhat, and it's something we should play with as friends. Everyone in the community would be able to make suggestions which would be considered by the staff -- new stages, items, features, game source code available to the staff, unlike COLD BREATH and Artifact deciding everything on their own. It is surely a smaller project, but it aims to be open, free, and full of possibilities and with ideals of a well-spirited, friendly community. Programming isn't as difficult as I perceived it to be. When I was younger, I was full of despair, I didn't understand programming well, but as I got older, it feels as if it's 'just there', and I don't need to do any effort to understand what to do. It's amazing. I tried to make a game called 'Rebirth of Lilliput' in 2011, there is a thread at which I should cringe a little, but oddly, don't. puppetguardian.proboards.com/thread/1141/mmorpg-project-slow-thingWhat more is there to say? Well... I will begin posting on my blog often in the next weeks: mintegeist.wordpress.com also here's the twitter I use: twitter.com/AutumnGwyddJapanese Puppet Guardian got somewhat Pay to Win, didn't it? Heh...
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unknown
Regular Poster
I'm back! c:
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Post by unknown on Oct 21, 2016 23:48:55 GMT -5
Sorry I didn't reply earlier. I have been rather busy! (:' I must say, I'm impressed at how much progress you have been able to make on Cyan Code Mirage. To be dedicated to a project that long must be pretty tough. As far as I've gathered, it seems that you're developing the game all alone? I remember in one of your tweets you mentioned getting some of your artwork reviewed by your friends, but it seems that you're the only one working upon the artwork, coding, and overall development. Because if that is the case, I must commend you for your commitment, but it also raises a few problems. Now my most major concern here is development. With the amount of progress you've made, I'm sure you have at some point considered where you're going to publish it, server size, costs, and accessibility, but I'm more concerned about how you plan to manage that by yourself. In considering this, being able to understand the target audience and end goal for the game would be incredibly helpful. In addition, like most games, it would also be helpful to consider how the game would end. I remember you said that it was a visual novel style game which has several chapters. So then, how would the game end? If you're imagining a story progression such as the one used in Puppet Guardian, then the levels in each chapter would have to be replayed until the the next one could be unlocked and eventually leading to the end of the story. If so, then, what would happen after the story is done? Would it be replayable? Now, these questions aren't essential in such a low scale game, but it would be helpful in understanding how the game will play out. And finally: art. Now I'm just being picky, but doing a fair amount of art (I started off doing cartoon, then tended to realistic art, but then quckily found myself doing graphical sketching), I think the presentation of your game could use some work. Now, I'm not saying your art style is poor, because your art style is simply whatever you want it to be and is perfectly fine no matter how you decide to present it. It is the presentation of the art that counts. From what I can gather, you do outlines and shading for your art on paper with pencil, and then colour these in on a computer program (although after taking a look at one of your images just then, it kinda feels more like copic marker too). Despite this approach being a little unconventional, it is perfectly fine if you want to achieve a storybook sort of feel. However, most of your images aren't very clean and concise. It is obvious that you have chosen to stylise your art, however your artwork is too complicated and does not communicate the image well. Consider a peice of art from Cyan Code Mirage: ( pbs.twimg.com/media/CsfB9__WAAEAhws.jpg:large ), and another Japenese-style game, Okami: ( www.wallpaperup.com/uploads/wallpapers/2014/01/14/227203/big_thumb_beff89fc55791edcfb9b5c6cbb3d9b51.jpg ). Now, I understand that the context and production budget between your game and Okami are completely different, however there are some lessons to learn. I don't have enough time to conduct an art class, but I'll point out some major points now. The colours in Okami are vibrant, complementary, and make different objects easy distinguishable and recognisable. However, your artwork for the Methane Forest is very dark and not communicated very well. Your use of lineweight to distinguish focal points from the background is very poor, and the colours you have chosen are not very harmonious. In addition, everything looks incredibly messy because a lot of construction sketching is still visible and unnecessary scribbles crowd the image. Remember, less is more. In addition, It is hard for the audience to understand the content of the image because of the lack of hierarchy. In Okami's artwork, the giant tree and stone structure are the image's focal points because of their size and detail. However, in your illustration, the player's avatar is hardly distinguishable because it is small, does not have strong outlines, and is illogically proportioned. Remember to utilise colour, lighting, positioning, size, shape, texture, sybolism, and style in order to enhance your artwork. Youtube is a great place for searching for more tips on how to improve your artwork (especially useful information about using computer programs, which I must confess I am rather hopeless at). Now, in terms of the artwork for your game, I'm not trying to tell you to go back and recreate each and every single one of your images (I mean, you've already spent years on it. However, going forth, keep these comments in mind when you create new art. I hope I haven't been too critical in my feedback without providing enough constructive criticism. I've tried to provide as much suggestions as I have critiques so I hope you do not feel overwhelmed! Once again, I really commend you for your efforts and commitment, and I hope Cyan Code Mirage turns out well. Remember not to lose touch with the community and please don't give up on the game. Oh, and one final message. To the 22 people that visit our proboards anonymously (or the one person who gets on 22 times each day): please make an account and join our community! It is the best way to get our community revived (or keep me entertained as I watch our community finally die), so please help make the community more active.
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Post by Lilli M. Naryune on Oct 27, 2016 15:55:53 GMT -5
I didn't really ask for criticism, but given that you decided to spend some time on it, I won't scorn at that. Now, there seem to be some misunderstandings about the whole "visual novel" approach. Cyan Code Mirage is NOT a visual novel. Cyan Code Mirage - the idea, started as a visual novel that I tried to create within a month to a game jam. As I experimented with coding, I realized that making a dice game is without a doubt an easy task for me, much easier than I feared. Making the map work as it should, handling data of each spot, all that was already tested and I can say it works. It was supposed to be a visual novel where one of my characters creates an illusionary dimension with the 'Cyan Code' book. It was supposed to be a game that'd cross PG and Visual Novel approach, but as I discovered that I can do much, much more than just a simple game coding-wise, I decided to make the game into something else. I improved the engine over time, until I eventually decided I'll make the game into an online multiplayer game. Hosting a server isn't as difficult as it may seem if you are making a low-profile game. All one needs is a computer that can process data and has enough RAM to handle, say, up to 100 players. All that can be done from home. I am especially aiming to make the coding of Cyan Code Mirage lightweight enough so that it doesn't send too much data or execute things that would reduce performance if more players would be logged in, given that it's a turn based game, this works nicely. Anyway as I said, Cyan Code Mirage is not a visual novel. It will have message boxes and windows like PG and Avalon have (roughly), but it won't have any complex visual novel structures or paths. It will be a game where you go explore dice game stages, collect items on fields, and if there are monsters, unleash turn based tactics on them! There are 8 elements (Sky Earth Light Dark Fire Water Thunder Wood) ---obvious Seiken Densetsu X Puppet Guardian influence here. I personally see nothing wrong with the art I am using, and budget by itself, is a thing I don't really care about. One person can do crazy things (Touhou), and I am sure I have what it takes to be one of such people --- Anyway, let me tell you that I have a soulbound passion and reason to make a game like PG one day, I somewhat grew up with PG still, even though I played it since I was 15 years old, in Fall 2013 I became ill with schizophrenia and saw and heard PG-related halucinations. Org, Yun and Shasura telepathically spoke to me in them. Even though it was just my brain being ill, I consider that fact as very bizarre and interesting nevertheless. There was a reason why it happened, and when I was in the hospital, once I managed to get access to the internet there, and saw Zorba's post about closing Mirror Realms. Ever since then, I swore I would remake PG no matter what. It's my life goal to make games and create a game development company - Mintegeist. Whatever chances or odds I have, I don't care - for I will succeed in the end. I've done many things already, I yet have to release a game to boost my confidence before returning to Cyan (Yes that's true) Maybe needless to say-- I've read that 70%+ people with schizophrenia are unemployed. I seem to be no different, as I've lost most of my stamina to even wake up before 10AM. I am getting some money from the state, but truthfully, it'not enough to cover the costs for everything for the entire month. I have very good ideas though, and I am collecting the skills to turn them into reality, polish them, and even make commercial games in not-so-distant future. I am a kind of a snob in the sense of respecting others' opinions and tastes, and I am snobby enough that I consider my artwork perfect the way it is ---- Not... Just yesterday I realized that while sketching weapons, items, locations, maps on paper and then scanning them and coloring in a program works nicely, it's much more clumsy with making character sprites and characters in general. Especially when they are supposed to have multiple poses and face expessions - I am talking about a different project now, don't worry, I can explain. It's been almost a year when I said to my friend on Google Hangouts that I aim to make artwork like Battle for Wesnoth portraits, here's my personal favorite of its portrait style: svn.gna.org/svn/wesnoth/branches/1.4/data/core/images/portraits/Kitty/elvish-shyde.pngAs a person, I prefer when things are unbiased. I don't like things that are biased and/or forceful. I personally found some kind of neutrality in Wesnoth's art style, and I wished and still wish that I can achieve this level of artwork production and use it for my projects. Of course I won't just copy it, but you know what I mean. I wish I finally dropped my anime-ish tendency of artworks when it comes to characters. Okay, so about the projects beside Cyan Code Mirage, there are multiple: Flow of Phantasmagory Four Queens of Runereia And a third(fourth) project that I haven't given a name to yet, but it is supposed to be a short visual novel that I nickame "To the next step" for now. I figured that to feel even more motivated, I should drop everything else now, and take some time to relax with a simple visual novel project, and finally release a game for some fun time. On this project I actually noticed how EASY it is to do terrible flaws with pencil sketched graphics turned into character sprites. Because of that, I am redoing them at this very moment, traced them digitally, and now I need to figure out how to color without the help of my noob tool "Airbrush". That's right. The most stupid tool turns out to be actually useful and easy to mask with underlying pencil sketches and the shading already done. I need to get myself some tablet, and learn things different than I am used to. I know perfectly when this trend of mine began to do scans, and it's actually quite a fast process surprisingly (I know people who take days to finish a full drawing in some cases using a tablet), but I can't ever hope to use this method for the kind of art I want to produce. I will improve things as I go, this is why I think I should take a break from creating new Cyan Code Mirage stages' graphics (but still do the coding when I have time) and instead work on releasing a small game first. At any rate, thank you for taking the time to write such a long response for me, I feel better now that I was able to type out the thoughts above. I clearly need teammates to work with me, and I believe I will succeed in finding some people once I begin to start small in the sense of a whole project release, and build my way up. I won't stop doing traditional drawings for Flow of Phantasmagory though, since that game heavily relies on them. So in short, I'll pursue those tutorials and YouTube videos as you suggested, while enjoying the fall season and possibly making a few crafts irl ^^ This year was the first when I carved a pumpkin ~ So happy. Regards, Tela
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unknown
Regular Poster
I'm back! c:
Posts: 8
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Post by unknown on Oct 31, 2016 3:31:13 GMT -5
Great to hear that progress is happening (: Well, I don't really know what else to say now. Perhaps you should start up your own forum thread to talk about Cyan Code Mirage and perhaps your other games if you want to try and get the community more in touch with your projects, and maybe you can conduct polls for game design choices on there if you felt really stuck in the design process. Oh right, and I forgot: I'm sorry to hear about your schizophrenia; you've certainly put up a great effort to make so much progress. Other than that, keep up the hard work and don't forget the task at hand by becoming too distracted with other projects.
Good luck, unknown.
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Post by victorui on Nov 30, 2016 22:42:07 GMT -5
blog.artifact.jp/?p=12331Held a fighting event "December's 7th Christmas Cup"in magicaloss room in jp ver. Only the squiers hired between 0 o'clock on Saturday, December 3 - Sunday, December 4 (Sunday) 24 o'clock can participate in the fighting.(in jp time) The final round is December 18. Good Luck
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unknown
Regular Poster
I'm back! c:
Posts: 8
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Post by unknown on Dec 5, 2016 2:56:51 GMT -5
Alright, thanks for keeping us up to date on the Japanese news, victorui. Keep it up (:
unknown
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Post by victorui on Dec 5, 2016 8:53:11 GMT -5
Thank you,unknown artifact.jp/guardian/event/2016/1210.phpThe Christmas event will be held in Japan on Saturday, December 10, 2016 to 25 December 2016 Monsters and items seem to increase artifact.jp/guardian/event/2016/1210minna.phpIn addition, at everyone's achievement event In addition to obtaining items by delivery、 From the person who delivered, five people will get a rabbit series, silver shoes and magic candies by lottery (you can choose your favorite color) Those who are further out gifted Zoa Frost Great Sword to 30 people by lottery everyone, good luck.
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Post by victorui on Dec 29, 2016 2:08:46 GMT -5
It is a golden event from January 1, 2017 to January 9 in Japan time. A huge mimic will also appear at season 1 on January 1 am 0: 00
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unknown
Regular Poster
I'm back! c:
Posts: 8
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Post by unknown on Jan 1, 2017 19:48:25 GMT -5
Hey victorui,
Good to see that you're still staying vigilant for us non-Japanese players (: Before this thread gets flooded though, may I please suggest that you move this to a new thread in the News and Announcements channel? I think it'll help keep everything organised and simple to navigate, that's all. And before I forget, thanks for keeping active in the community; it is hard to try to keep it alive when there is so little around after all. I'm sure you've been a great help.
unknown
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Post by victorui on Jan 2, 2017 15:34:17 GMT -5
thank you unknown.I was invited by rhydoh02 and I came here. Please do your idea. I'll leave it to you. I am saved by you.
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Post by michael on Jan 2, 2017 16:50:36 GMT -5
Hey guys! I played this game pretty seriously when I was younger and I have started playing a bit lately on the japanese version.
My username is マイケル・ガエーシア
add me! I'd love to play with everyone
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