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sciencewarrior
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#46
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by sciencewarrior » Tue Feb 07, 2012 10:53 am
papillon wrote:The screen that's been through the most insane iterations is the class-choosing screen, because it has to have a bazillion buttons onscreen at once, which creates problems if buttons look interesting at all, and different problems if the buttons all look the same. The current version is:
http://www.indiedb.com/games/long-live- ... reenshots2 and you really wouldn't want to see most of the versions that came before that...
One way you could make the class selection screen spiffier and reduce the number of buttons is to use a map. At first you show just the map, so the player clicks on the ballroom/castle grounds/library/chapel to choose where to go for that class. Then, on the right side of the map, you show the corresponding list of charisma/physical/intellectual/faith categories, and after the category is selected, the appropriate options (if any.)
The obvious disadvantage is that this adds a click to class selection, which is something that players will spend a lot of time doing. Probably not a problem for a short game, but could get tiresome after 20+ hours. It also makes exploring all the options a bit less straightforward (which may actually be a good thing, to prevent choice overload.) And, of course, it means a few new graphics and some extra coding.
EDIT: I don't think this would be appropriate for your fine-grained stats, but Persona 4's radar chart sure looks nice:
http://www.philipmorton.com/radar-graph ... nterfaces/
Keep your script in your Dropbox folder.
It allows you to share files with your team, keeps backups of previous versions, and is ridiculously easy to use.
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papillon
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#47
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by papillon » Sat Mar 17, 2012 9:44 am
Gluh. Okay, so, my artist ran into Internet Problems, and then she became ill, and then *I* ran into Internet Problems and didn't have broadband for the past couple of weeks. Everything is conspiring to prevent me from being able to show off just how fast I turned this idea into a full game. And I would have, if it hadn't been for EVERYTHING ELSE!
We are still not quite ready for public release, the BIG arts like the title screen and all haven't been done yet. But a lot of tuning up has gone in to make the difficult bits a little more manageable, and the NPC art is starting to show up.
Like so:
http://www.indiedb.com/games/long-live- ... -encounter
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- Brin, Duchess of Hellas
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papillon
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#48
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by papillon » Sat Apr 14, 2012 9:30 am
... And then her internet screwed up to the point that we haven't been receiving each other's emails for the past month, so it's STILL not done.

However, the delay is giving me some time to fool around with more GUI tweaks.
Current stab at a logo (logo design is NOT my best skill): any thoughts?
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jack_norton
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#49
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by jack_norton » Sat Apr 14, 2012 9:42 am
I like the logo as it is personally

Depends also on the background color you'll put it on, though!
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LateWhiteRabbit
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#50
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by LateWhiteRabbit » Sat Apr 14, 2012 11:32 am
papillon wrote:... And then her internet screwed up to the point that we haven't been receiving each other's emails for the past month, so it's STILL not done.

However, the delay is giving me some time to fool around with more GUI tweaks.
Current stab at a logo (logo design is NOT my best skill): any thoughts?
I like the coloring and font, especially the crown on the 'Q'. However, punctuation doesn't belong in titles (an exclamation point is like ordering the reader to be excited), and it is too spread out horizontally. I've got some errands to run for a few hours, but if you want me to thrown together some options for you tonight I can come up with some mock-ups and suggestions. You can PM me here, or you've got my personal email.
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papillon
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#51
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by papillon » Sat Apr 14, 2012 1:53 pm
take two, slightly less horizontal, more sparkly.

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distorsion
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#52
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by distorsion » Sat Apr 14, 2012 2:38 pm
Ooooo, sparkly... Nice. I want this game. I love your work, by the way.
Thank you for all your kindness!
Will proofread (grammar/typos) for hugs!
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LateWhiteRabbit
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#53
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by LateWhiteRabbit » Sat Apr 14, 2012 4:59 pm
papillon wrote:take two, slightly less horizontal, more sparkly.

I like it. EDIT: Though I would increase contrast on the crown.
Last edited by
LateWhiteRabbit on Sat Apr 14, 2012 5:05 pm, edited 1 time in total.
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sciencewarrior
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#54
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by sciencewarrior » Sat Apr 14, 2012 5:05 pm
Shiny!
Last edited by
sciencewarrior on Sun Apr 15, 2012 8:32 pm, edited 1 time in total.
Keep your script in your Dropbox folder.
It allows you to share files with your team, keeps backups of previous versions, and is ridiculously easy to use.
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Anarchy
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#55
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by Anarchy » Sat Apr 14, 2012 5:58 pm
Really excited to play this! Princess Maker and Puella Magi Madoka Magica are two of my favorite works ever~ hope your artist's internet problems get sorted out soon!
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HikkiPanda
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#56
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by HikkiPanda » Sun Apr 15, 2012 8:28 pm
The crown is a nice touch, good work
The title is good, but I got the impression that the title is coming from DC or Marvel Superheroes comics .. since the game is anime style I prefer if the title is cute, similar to those mahou shoujo anime's title or gothic/fairy style font since this is medieval era
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papillon
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#57
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by papillon » Thu May 03, 2012 8:23 pm
And finally, we have a title screen. That means we're *basically* content complete (although I plan to add at least one more bonus before we go to full launch) and have now jumped up to beta status.
I'll be posting a larger version of this graphic later (without the dark overlay) as a wallpaper.
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HikkiPanda
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#58
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by HikkiPanda » Thu May 03, 2012 8:41 pm
no complain ... no complain ... it's so perfect that it's scares me o.o
edit: btw, what are those black threads hanging in the backgrounds? (just curious ^^ because they're pretty)
Last edited by
HikkiPanda on Thu May 03, 2012 8:57 pm, edited 3 times in total.
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papillon
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#59
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by papillon » Thu May 03, 2012 8:48 pm
Yeah, she's really good.
Her deviantart is here:
http://ikr.deviantart.com/
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borisoda
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#60
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by borisoda » Thu May 03, 2012 10:02 pm
omg the title screen looks so pretty...