Grave Prosperity: Redux

Show us your works in progress and request feedback

Post » Tue Dec 16, 2014 9:35 am

Here is another screen for GP Redux. I do apologize for the lack of content lately, stuff in real world land has been slowing my progress immensely. Stuff like work! SO.... The game is still coming along nicely, if even only at a crawl's speed, but quality won't be sacrificed just to make a deadline. I wanted to have Part 1 complete before the new year but I don't see that happening at this rate. In any case, I will keep everyone updated as things come along!
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Post » Thu Dec 25, 2014 2:38 am

This screen and the one from my previous post are both a part of the same scene where we finally meet Gabriel Pryst (The 3rd character that was never introduced in the RPG Maker).
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At the moment this particular cutscene is already over 30 seconds long! This will be the longest cutscene where two characters are engaged in dialogue that I have ever made!
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Post » Tue Jan 13, 2015 5:56 am

After about a month of hard work and maybe just a little bit of procrastination, I finally have a new video clip to show exactly what I have been up to since around Christmas time! The link below is a portion of the scene where Amber meets Gabriel. Enjoy!
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Post » Tue Jan 13, 2015 8:52 am

beautiful work, is too well done!
I want to see further progress :)
Open for Commission, contact email > [email protected]



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Post » Tue Jan 13, 2015 12:09 pm

Very good work I like it!! now I don't have a controller with me but I will try it...

just one question....

why you don't use Unity? :D

I see a lot of works in 3d, Unity isn't too much complicate... I mean, all of those screenshot/video/background are from your work in 3d right? if you have all asset ready, you can actually make a level in 3d with a good prospective camera...

for me would be more difficult to import all asset and make everything in 2d with construct2...

I would like to see how can be in Unity :D
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Post » Tue Jan 13, 2015 1:26 pm

Wow, that's something new. Looking really good!

-Gleison
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Post » Tue Jan 13, 2015 8:08 pm

gillenew wrote:beautiful work, is too well done!
I want to see further progress :)

Thank you! This scene nearly marks the end of Part 1 for the game. As soon as it is complete I will have the first complete chapter out and ready to play!

Ribis wrote:Very good work I like it!! now I don't have a controller with me but I will try it...

just one question....

why you don't use Unity? :D

I see a lot of works in 3d, Unity isn't too much complicate... I mean, all of those screenshot/video/background are from your work in 3d right? if you have all asset ready, you can actually make a level in 3d with a good prospective camera...

for me would be more difficult to import all asset and make everything in 2d with construct2...

I would like to see how can be in Unity :D

Not to worry! I am going to go ahead and add in Keyboard support for the release of Part 1. I've had so many people asking for it that by this point I simply can't say no. with that said, I would still highly recommend using a controller if you're able to. Otherwise it will be like playing a Ninja Gaiden or Devil May Cry game with a keyboard. Seems kind of impossible, but hey, I grew up on consoles so I really don't know if it's doable.

As far as Unity goes... I would absolutely love to use it but I would have to have a team with me in order to make it happen. I am literally programming handicapped and have simply never been able to get a grasp on it. Plus Amber's model alone has well over 100,000 polygons and I would need a good decimator program and somebody to reset the UVs and even set up normal maps... Basically all the models would have to be redone from the ground up in order to be 3D friendly. If I had a team though, and the money to pay said team, you could bet I would be taking this game into a 3D world. Until then, Construct 2 is a perfect fit for my own limitations, as I can work a project alone and only pay for assets and actors.

enjoythetale wrote:Wow, that's something new. Looking really good!

-Gleison

Thank you! Every engine I work on I always like to try and bring something new to its community.
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Post » Wed Jan 14, 2015 12:46 am

@LDCStudios I had never seen anyone have the courage to make a 3D with C2 xD Good luck.

-Gleison
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Post » Wed Jan 14, 2015 4:15 am

We'll see if it's what people want pretty soon! Here's hoping!
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Post » Wed Jan 14, 2015 5:04 am

LDC Studios wrote:As far as Unity goes... I would absolutely love to use it but I would have to have a team with me in order to make it happen. I am literally programming handicapped and have simply never been able to get a grasp on it. Plus Amber's model alone has well over 100,000 polygons and I would need a good decimator program and somebody to reset the UVs and even set up normal maps... Basically all the models would have to be redone from the ground up in order to be 3D friendly. If I had a team though, and the money to pay said team, you could bet I would be taking this game into a 3D world. Until then, Construct 2 is a perfect fit for my own limitations, as I can work a project alone and only pay for assets and actors.


That's why I like Zbrush. I can decimate (with Zremesher) a model pretty easily and then bring it back into Modo for final rendering and animation or whatnot. I can sculpt in super high res, and then bring it down so it doesn't bog down Modo with useless polys.

Zbrush does UVs decently as well with uvMaster. So, I end up using this program for more than just sculpting.

Luckily, with Construct 2 those of us that create 3d assets don't have to worry about this since it'll just be imported renders. Who cares if we make a simple treasure chest with 1 million polys, lol.

But yeah, it'd be nice to find a 3d program that had Construct's event system. I can't imagine doing my turn-based rpg in another engine that required programming.
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