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 Post subject: Re: Nanolife [2012]
PostPosted: Fri Mar 16, 2012 12:25 am 
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Solid =3

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 Post subject: Re: Nanolife [2012]
PostPosted: Fri Mar 16, 2012 3:16 am 
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Completed: Freezing v1.0
I didn't see them before, but I love the little people in the logo, it really brings across a sort of whimsical feeling.

And I agree with solid for the skill slots.

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 Post subject: Re: Nanolife [2012]
PostPosted: Sat Mar 17, 2012 10:51 am 
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Location: The Netherlands
Completed: Days of the Divine, Nanolife, Firefly
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Thanks a lot people :D! It seems solid is the winner, so we'll be using that. And here's another update, the finished logo can be seen in the first post of this topic and we finally finished the title screen:

Image

The normal size is 1920x1080, so this is just a preview. Also, the characters you see will appear once you finish their respective routes~

Now, time to work on sprites <3!

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 Post subject: Re: Nanolife [2012]
PostPosted: Sat Mar 17, 2012 11:07 am 
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Cute. So cute. Too cute! I really really can't wait for this! I know this isn't really a constructive comment... But it's so cute, it made me speechless...

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 Post subject: Re: Nanolife [2012]
PostPosted: Sat Mar 17, 2012 11:23 am 
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Wow, 1920x1080 is huge. Have you tried running it in a tiny 1024x600 netbook to see if it scales well?

I love the idea of making each silhouette be replaced by the character's image after the player finishes a route, it really makes players want to "catch'em all." Great job, there.

As for the chibi, it is cute enough to make a grown man squeal. :)

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 Post subject: Re: Nanolife [2012]
PostPosted: Sun Mar 18, 2012 8:19 am 
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Nellie wrote:
Cute. So cute. Too cute! I really really can't wait for this! I know this isn't really a constructive comment... But it's so cute, it made me speechless...


Haha, your comment is fine, it made me very happy :')!

sciencewarrior wrote:
Wow, 1920x1080 is huge. Have you tried running it in a tiny 1024x600 netbook to see if it scales well?


The engine we use can switch between pre-scaled image sets according to your resolution, so a netbook of that size shouldn't be a problem :).

sciencewarrior wrote:
I love the idea of making each silhouette be replaced by the character's image after the player finishes a route, it really makes players want to "catch'em all." Great job, there.

As for the chibi, it is cute enough to make a grown man squeal. :)


That was my coder's idea, I was really happy with it too haha. And thanks! I'm glad not even grown men are immune to the chibi. We're considering making the game icon a toothbrush.

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 Post subject: Re: Nanolife [2012]
PostPosted: Mon Mar 26, 2012 1:21 am 
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The art is absolutely adorable~

I think this is quite a unique take on the 'being sucked into another world' concept and seems really interesting. Plus, I have a thing for false RPG settings :3 I really look forward to play it when it finsihes.

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 Post subject: Re: Nanolife [2012]
PostPosted: Thu Mar 29, 2012 2:50 pm 
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Completed: Days of the Divine, Nanolife, Firefly
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Oops, while we were working our asses off, we forgot to update this haha. So let me make up for that.

Current Status:

sprites - finally done ($%^&^7* poses!)
script - done
music - nothing (the last thing on my to do list, I'm going to die ;_;)
GUI - done
BGs - half of them done
coding - K-chan's currently cursing me for delivering the sprites so late and trying to finish all of the code while praying no big bugs will get her <:D... I'm sorryyyy ;_;

And there are a ton of other images which are used for tiny animations, attacks, minimap, titlescreen etc. which are also done. To give you a better idea, here's a screeny:

Image

All buttons you see are click-able and bring up pop-up menus about said item/skill/class etc.

And now we'll return to working our asses off! /o/

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 Post subject: Re: Nanolife [2012]
PostPosted: Thu Mar 29, 2012 4:24 pm 
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Completed: Chasing the Sun
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Wow, that interface is gorgeous! It's such a unique style for the text box, and the pop-up menus sound nifty.

Also, I love how bright and colorful the whole game is. You folks did an awesome job of using a lot of colors but still making it all go together well.

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 Post subject: Re: Nanolife [2012]
PostPosted: Thu Mar 29, 2012 10:29 pm 
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the characters look so adorable, the bgs looks polished too 'o'

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 Post subject: Re: Nanolife [2012]
PostPosted: Fri Mar 30, 2012 12:09 pm 
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Completed: Days of the Divine, Nanolife, Firefly
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Thanks! I'm happy you like the backgrounds too! Though as an artist who likes drawing backgrounds this is killing me, because I think they look very messy but I have to rush things ^^;. I'm really sorry if some seem sloppy.

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 Post subject: Re: Nanolife [2012]
PostPosted: Fri Mar 30, 2012 2:38 pm 
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Anna wrote:
Thanks! I'm happy you like the backgrounds too! Though as an artist who likes drawing backgrounds this is killing me, because I think they look very messy but I have to rush things ^^;. I'm really sorry if some seem sloppy.


asdfgh; ;v; i think the backgrounds look polished and beautiful. i think many of others here think so too ovo

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 Post subject: Re: Nanolife [2012]
PostPosted: Sat Mar 31, 2012 1:56 am 
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looks so cool 8D
the BG, gui and characters all look so cool *_*

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 Post subject: Re: Nanolife [2012]
PostPosted: Sat Mar 31, 2012 2:00 am 
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Definitely the first game I'm playing on 1st April! XD

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 Post subject: Re: Nanolife [2012]
PostPosted: Sun Apr 01, 2012 7:09 pm 
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Completed: Days of the Divine, Nanolife, Firefly
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I took ages writing the post on our blog, oops ahaha XD but DONE! DOOOONE~

here: viewtopic.php?f=11&p=190536#p190536

And sleep, sleeeeep~~~

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