Fatal Hearts - Awaiting Release

Ideas and games that are not yet publicly in production. This forum also contains the pre-2012 archives of the Works in Progress forum.
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DaFool
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#61 Post by DaFool » Tue Aug 22, 2006 11:27 pm

I've been reading the last page; I don't know whether to respond or not.

Is the issue resolved?

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#62 Post by papillon » Wed Aug 23, 2006 9:19 am

There's not really a specific issue to resolve, I was musing over some things and discussing possibilities. I am currently using the method that was shown there briefly to make backgrounds that look like smeary paintings, but they may still be replaced in the long run.

This development is going to be going on for a very long time, after all - the images folder for the game-so-far contains eleven sprite-bases (most with multiple images) and 90 full-screen graphics (some of which are scene backdrops, some of which are event CGs, some of which are puzzle backgrounds) and I've only finished 1 of 5 main branches.

I will show a better shot of what the current possibly-temporary backdrops look like soon.

The most important thing to me is being able to have the budget to get the event CGs done *really nicely*. I think people will care less if the backdrops are blurry as long as they get super-shiny pictures of teenage girls in bikinis and tragically-gothic nightgowns, you know what I mean? :) So I'm trying to find ways to cover for the possibility of not being able to afford super-shiny scene backdrops.

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#63 Post by papillon » Wed Aug 23, 2006 4:41 pm

The temporary backdrop effect, with smeary colors and 'canvas' overlay to look a bit like a painting:

(The character graphic is still my version and not the eventual artist version.)

Obviously it's not as good as it could be, but I don't think it looks *bad*, and if I run out of money, I think I can live with this.

(The large filesize is because the canvas effect is being applied in-engine on top of a jpeg, so I have to save in higher format to preserve the effect in a single image.)
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canvas-screenshot.png (828.69 KiB) Viewed 1076 times

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#64 Post by DaFool » Wed Aug 23, 2006 5:15 pm

Definitely like the effect here much better. Doing it via engine seems to be the way to go. It feels more like an LCD screen, don't know if that's what you intended, but it looks 'shiny' at least.

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#65 Post by mikey » Wed Aug 23, 2006 5:20 pm

I am not a huge fan of textured BGs, but I know we considered using textured pictures for memory scenes and so on. I think if done well, it can be nice.

Anyway, tinted backgrounds. Would that be an option for you? Because the thing is, that BG does look okay, it's maybe the colors that are just too grey... and by having some tint in it, you could have that sort of Jerry Bruckheimer feel to any picture - it adds atmosphere relatively cheaply. :?

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#66 Post by PyTom » Wed Aug 23, 2006 5:29 pm

Well, I really like the background image you have there. How was it made?

I'm not too much of a fan of the screen effect. It reminds me too much of the effects used to darken the screen by old games that didn't support alpha. It's way too regular, in a way canvases usually aren't.

A better canvas effect can be had using the "Apply Canvas..." filter in the Gimp (or similar tools from other programs). With a little use of layer masks, it's possible to make an image that, when overlayed on top of other images, makes them look canvasy... see the attached.

That being said, I don't think the canvas effect is really the right one to have here. I think the background stands on it's own.
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canvas.png (43.21 KiB) Viewed 1807 times
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#67 Post by papillon » Wed Aug 23, 2006 6:19 pm

The canvas effect pattern I made actually has some swirly internal patterning - it's not all one shade, and depending on the colors used in the background image that can come through in varying amounts.

As for how I'm getting the painted picture underneath - layering sources, drawing lines, flat-coloring the new outlines, shading that, shrinking the whole mess down to 80x60, sharpen-more, enlarge to 1600x1200, add noise, then take the resulting mess and hand-smudge it everywhere to paint and define the shapes, with some added highlights and shadows... and sometimes a few more steps after that to play with color-contrast.

(According to at least one discussion of digital art and copyright, this is legal, the end result is not substantially similar to the originals. It's still fuzzy, but sadly EVERYTHING is fuzzy these days. And even if what you're doing is legal, that doesn't mean you can't be sued. :) )

I'll take another look at options after I have some final character art so I can see how they work together. I've been spending the past couple of days fooling around on this background art while waiting for my partner to have time to go over the end of chapter-3-Randy-path. So much still to do!

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#68 Post by papillon » Wed Oct 11, 2006 10:21 am

Spent most of September on vacation in California not getting things done - but I have moved into the start of chapter 4 Randy-path, and have also started making some arrangements with a character artist to do the sprites.

Here's some bits of test art that won't be showing up in the game itself, featuring our PC, Christina.

(I'm not linking directly to the artist's site lest you guys pounce on her and load her up with more work to do! :) All will be revealed as development progresses, or I'll tell you in PM if you really want to see more of her stuff.)
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preview2.jpg
Sprite coloring
christina_test.jpg
pencil sketch
Last edited by papillon on Wed Oct 11, 2006 11:30 am, edited 1 time in total.

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#69 Post by mikey » Wed Oct 11, 2006 10:44 am

Very nice, elegant, feminine, what more can you wish for.

Andy

#70 Post by Andy » Wed Oct 11, 2006 10:51 am

Wow. I've always wanted that kind of skill. It's just amazing. A job very well done.

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#71 Post by monele » Wed Oct 11, 2006 10:59 am

Very pretty ^.^ Stylish! :D

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#72 Post by papillon » Fri Nov 10, 2006 1:55 pm

Spending all my time at the moment handling paperwork and affiliate builds as Cute Knight has now hit the big time! Which means production on this has gotten SLOOOOOW... but I do have an artist contracted and am starting to pick up character art. With the new financing I will probably be able to get the backgrounds done eventually, for now it's still in my painting style.
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chrismom.jpg
Christina's Mom

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#73 Post by papillon » Fri Nov 17, 2006 6:13 pm

and to make one wonder what on EARTH is going on in this game... :)
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#74 Post by Matt_D » Fri Nov 17, 2006 6:28 pm

woah those are spanking graphics.

I have now become very curious, gas mask camo clad girls hmmm

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#75 Post by Glasskitten » Fri Nov 17, 2006 8:55 pm

Wow, I need to learn to draw like that. I wonder how long it took the artist to learn or if she ever writes tutorials.

Yay! Pretty game in progress! With mysterious masked figures whose significance I do not know!
Grand list of things not officially canceled:
Salt -- the heartwarming story of brain-eating space worms
Tangent -- an epic poem and/or novel about a borderline-autistic Martian imp and her relationship with God
Kittens of the Darned -- a grimdark soap opera about sexy catgirls (Indefinitely postponed until I learn to draw and color realistically)
The Other Mary -- the most perfect fic about the most perfect Mary Sue EVER
Rockheart -- a short story about a monster who kills everyone
Corrupted -- a completely different short story about a monster who kills everyone (late Worst Visual Novel Ever)
Checkpoint 36a -- the transcription of a short multi-ending dream about time travel and undead schoolgirls
In Which the Princess is Kidnapped -- an entry in the "ordinary girl ends up in an alien universe and tries to save it" genre
Pictogram Scramble: Magical Friendship Bunny Ivy -- a Flash game about a magical girl making friends (Indefinitely postponed until I learn how friendship works)

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