Ristorante Amore [2012] - COMPLETE

NaNoRenO is an event where creators make a game from scratch during the month of March.
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Blane Doyle
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Re: Ristorante Amore [2012]

#61 Post by Blane Doyle » Mon Mar 12, 2012 6:49 pm

These look AMAZING! You already brought up the only thing I could catch on them, and I hope you can find some way to work on that, but if you can't they look great as they are!

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Re: Ristorante Amore [2012]

#62 Post by gas » Mon Mar 12, 2012 10:19 pm

I like the GUI. Neat, and good colour combinations.
Your photo backgrounds are good inspirations: I surely try something similar, thank for the "motivation"!
If you want to debate on a reply I gave to your posts, please QUOTE ME or i'll not be notified about. << now red so probably you'll see it.

10 ? "RENPY"
20 GOTO 10

RUN

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Re: Ristorante Amore [2012]

#63 Post by tuna_sushi » Mon Mar 12, 2012 11:03 pm

Wow I love the GUI and Backgrounds O_o
Going for Ethan first! XD
Keep up the good work, guys ;)
I've been stalking this thread :p

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Re: Ristorante Amore [2012]

#64 Post by Auro-Cyanide » Tue Mar 13, 2012 12:59 am

Thank you. I also keep telling myself it's just a really bad traffic jam too and that's why the cars are still there ^_^' Altering that type of thing is what as I want to look into in the future, as well as moving clouds, changing seasons and shiny stars and stuff like that.

Since people are kind of interested this is a comparison from the original photo to final background. I also managed to not save some edits for this one so I have to go redo them >:( But yeah, working on light variations!

Image

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Re: Ristorante Amore [2012]

#65 Post by Auro-Cyanide » Wed Mar 14, 2012 9:57 am

The very last background, which as an add on. I just have to do the light variations for this one and than they are all technically done (I even fixed the light direction in the morning city street one :D) I have to do a trailer for BCM over the weekend, but I'll also be trying to get a strong start on the CGs. There will be at least 5 of them at the moment, though I would maybe like to do more if I can.

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Re: Ristorante Amore [2012]

#66 Post by Blane Doyle » Sat Mar 17, 2012 11:55 pm

AGH HOW DID i MISS THIS?

These are looking amazing!

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Re: Ristorante Amore [2012]

#67 Post by teacup » Mon Mar 19, 2012 12:49 pm

Auro-Cyanide wrote:Thank you. I also keep telling myself it's just a really bad traffic jam too and that's why the cars are still there ^_^' Altering that type of thing is what as I want to look into in the future, as well as moving clouds, changing seasons and shiny stars and stuff like that.

Since people are kind of interested this is a comparison from the original photo to final background. I also managed to not save some edits for this one so I have to go redo them >:( But yeah, working on light variations!

Image
(・д・ ) Oh wow, I had no idea the difference would be that huge! I thought you were just filtering the photos, but you've done so much more than that. Amazing!
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Re: Ristorante Amore [2012]

#68 Post by Camille » Mon Mar 19, 2012 2:22 pm

A quick update...

Image

Auro's officially finished all the BGs and done all the sprite tint layers, as well. I coded them into the game this morning and this is what one of the screens looks like now that there's proper tinting and all that. All the BGs have a slight tint to them, though I think the tint layer is more noticeable in the night ones or the ones with lights. I think that helps everything blend better, yeah?

This is how it would look without the tinting:

Image

Not awful, just not so obviously night-time, I think. It'd be nice if we could use different blend modes for the tints, but this is pretty much the best we can do with what we've got, so oh well. :C

Auro's starting on CGs now and script-wise, I'm about halfway through the common scenes on the post-prologue. After that I just have to write the four character routes. Here's the latest lint report, though I'm actually writing right now (pretty rare since normally I only write at night) so the numbers will change pretty soon:
Ren'Py 6.13.9.1702 lint report, generated at: Mon Mar 19 13:19:33 2012
Statistics: The game contains 1,904 screens of dialogue.
These screens contain a total of 27,380 words,
for an average of 14.4 words per screen.
The game contains 19 menus.
EDIT: I forgot about this, but we've made a Cyanide Tea Newsletter you can subscribe to for major updates--like game releases, monthly status reports, that sort of thing. I mean, if you're reading this post right now, you might not need the newsletter, but we'll also have coupons and contests announced in there, so do sign up. /o/

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Re: Ristorante Amore [2012]

#69 Post by Guest » Mon Mar 19, 2012 9:46 pm

Wow with the tint looks awesome..I want to try that also..It gives a big + to all the ambience
Im clua btw Im lazy to login..orz

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Re: Ristorante Amore [2012]

#70 Post by Auro-Cyanide » Tue Mar 20, 2012 4:40 am

teacup wrote:(・д・ ) Oh wow, I had no idea the difference would be that huge! I thought you were just filtering the photos, but you've done so much more than that. Amazing!
Yeah, I had to change a fair bit in that one because there were so many things in there that I didn't want XD The others do more closely resemble the original photo, though I do paint out things if they shouldn't be there, like people in the street scene.

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Re: Ristorante Amore [2012]

#71 Post by GeneDNC » Tue Mar 20, 2012 6:47 am

Why on earth haven't I visited this thread again? Everything looks amazing and yes, the backgrounds look much better and don't blend away too much like the placeholders did. I particularly love that restaurant scene. Taking only parts of a stock photo and reworking it is quite ingenious, the idea hadn't even occurred, and it's a lot easier to get exactly what you want that way.

Everything that gets put up in this thread makes me more and more excited for the game, and alleviates the panic of 11 days and counting to finish my own project. ^__^

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Re: Ristorante Amore [2012]

#72 Post by Reikun » Tue Mar 20, 2012 8:04 am

Waauugh! The all those lighting settings for the street scene were so pretty ;____; I love the harsh lights in the morning/evening scenes *A* I'm also slightly disappointed at the character popularity poll results so far! C'mon guys, it's all about Pierre!! More seriously, I'm so happy you guys are making good progress *U* This game looks really amazing and exciting!
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Re: Ristorante Amore [2012]

#73 Post by Camille » Tue Mar 20, 2012 10:42 am

Pierre's making a comeback! :O Sort of. Well, he's at least beating Lily*. XD Ethan was ahead of Liam for a little while this morning, but now they're tied. I won't close the poll until just before releasing the game (since it IS the pre-release poll) but I'll probably take a screencap of it on the 25th or so and use the results at that point in time for the special in-game scene. :3

At some point after the game's done, I'll update my much-neglected dev blog with a long post summarizing the whole process of RisAmo from start (coming up with the idea) to finish (releasing the game). Poor blog needs a good dose of tl;dr. ;w;

Also, as promised, here is the Laura and Angelina introduction teaser:



Getting back to writing now. Wordcount-wise, I'm behind where I want to be, but I'm pretty far along in terms of actual scenes completed, so I guess that's fine. The script might end up being a little shorter, but I mean it's already about 30k words right now, so it's already fairly long for a game made in a month, isn't it? o_o

Anyway, thanks so much for all the support and kind comments. Auro and I really appreciate it! ;_; I hope everyone enjoys the game once it's out in -- gosh -- 11 days. @_@

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Re: Ristorante Amore [2012]

#74 Post by Auro-Cyanide » Wed Mar 21, 2012 12:35 am

Yes, thank you everyone, I'm really touched by people's responses ;u; They mean a lot to me. I really hope the game doesn't disappoint!

I can't show any WIP stuff at the moment because it is all spoilerish CG stuff, but maybe later when/if I work on a promo image. I CAN say I'm really enjoying working on the kiss scenes. They make me giggle.

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Re: Ristorante Amore [2012]

#75 Post by Blane Doyle » Wed Mar 21, 2012 1:36 am

HNNNNNNNNNNNNNNNNNG OH MAN I CAN'T WAIT UNTIL THIS IS RELEASED I WANT TO PLAY THIS SO BADLY! Every single update makes me even more eager!

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