Thumbs up as always. The vividity keeps impressing me.
There's just one minor mistake I can spot in this one; namely, the missing space between the "hee-hee!" and an "And". Also, now that I look at it, the musical notes could use some spacing to their right as well.
Oh, and since technically you're in charge of my font now, would you mind increasing the height of the lower-case i by one pixel? I'm not sure if I drew them that way deliberately or if it's something I overlooked, but right now they look out of place to me being as small as they are.
Apologies for the lack of news regarding Doc Croc - I've only just gotten around to working on it.
I'm anything but sure about my approach on this yet, but Kipernal's (?) placeholder graphics are proving to be a good starting point. Here's what I've just made, a *far-from-finished* version of the first frame:
Is this a direction you guys could see this going in?
Progress will slow down, if not come to a complete halt, during weekdays - here's hoping my drawing skills won't have randomly vanished again by next weekend.
There's just one minor mistake I can spot in this one; namely, the missing space between the "hee-hee!" and an "And". Also, now that I look at it, the musical notes could use some spacing to their right as well.
Oh, and since technically you're in charge of my font now, would you mind increasing the height of the lower-case i by one pixel? I'm not sure if I drew them that way deliberately or if it's something I overlooked, but right now they look out of place to me being as small as they are.
Definitely; thanks for those. Incidentally, the lack of space after a period that might show up sometimes is because the script'll often look like this:
Code
db " Not like my dear little Munchers and Piranha Plants, the smarties, hee-hee!", $EF
%VWFASM(DryadSetToFaceMario)
db "And so resilient--", $EE
It's easier to remember the space when the strings are right next to each other, but when they're separated by ASM or something it's easy to miss.
Originally posted by WhiteYoshiEgg
Here's how things are coming along:
Amazing. Really amazing. I think the only extremely minor thing I'd change is to make him bob up and down a pixel as he walks. Other than that, aaaaah that's awesome.
Also just remember that there's no need to fit everything nicely into 16x16 tiles or whatever; it looks like his hair is scrunched down a bit when he's facing the camera, but you should add an extra tile to the top if you think it makes it look nicer.
And yeah, they were my placeholder graphics. I'm genuinely impressed that something this good came out of them.
I've made virtually no progress on the Doc Croc graphics this weekend (thanks to a stomach flu that I can only hope I've left behind now).
Nonetheless, a random thought of little interest: The Doc probably won't be moving his arms while walking. That area would interfere with his mouth, and if we want to keep walking and speaking animations apart, we'd need an awful lot of tiles in that case.
I'll either draw them hanging down lazily or crossed behind his back.
The script mentions the first scene being a "Closeup on the face of Doc Croc, grinning like a Cheshire cat." Does the need and/or possibility for that exist? I don't think I'd have too hard of a time drawing a zoomed-in face if need be, so the biggest issue might be GFX space. (Perhaps, then, after the "hey kids" line the scene could switch to the regular cutscene view.)
Any input from people who are "into" things? (Kipernal, ideally?)
Actually, it's not really useless. I understand that the space is limited, but it's not a lost cause as far as graphics argueing goes out. Small stuff like that is what helps define a character's... character; it helps tell the player so much about somebody's definition and who they are. In my opinion, there was nothing wrong with your questions/concerns regarding that WYE.
Hopefully that's the last time I'll poof...sorry about that. Again.
So anyway. Stuff. I sure am good at drawing basic human anatomy. Unfortunately this was a cat. This does mean that, for now, I'm skipping the cutscene with the tanuki boss and the jelectro. The former, as I mentioned before, I was just never satisfied with and it was eating my time like crazy with no real progress ever being made. The latter has some script issues I want to bring up in a second.
Originally posted by WhiteYoshiEgg
Nonetheless, a random thought of little interest: The Doc probably won't be moving his arms while walking. That area would interfere with his mouth, and if we want to keep walking and speaking animations apart, we'd need an awful lot of tiles in that case.
I'll either draw them hanging down lazily or crossed behind his back.
You could always just have his head as a separate body part that's just drawn over the body during the game. I.E. have the walking body tiles (without a head), and then have the talking head tiles (without a body).
The script mentions the first scene being a "Closeup on the face of Doc Croc, grinning like a Cheshire cat." Does the need and/or possibility for that exist? I don't think I'd have too hard of a time drawing a zoomed-in face if need be, so the biggest issue might be GFX space. (Perhaps, then, after the "hey kids" line the scene could switch to the regular cutscene view.)
Any input from people who are "into" things? (Kipernal, ideally?)
If graphics were to be drawn for it, I wouldn't say no, but, to me at least, it seems a bit...out of place, I guess? Like, the rest of the "commercial" is panned really far back from the rest of the action (a necessity, thanks to graphics and such), so just having this one 5-second part be an extreme close-up might be a bit jarring. Especially since it's going to be one of the first things the player sees.
But that's just my opinion. *shrug*
So anyway, about that jelectro cutscene. We have a number of problems: First off is that I can't draw Mario throwing a rock. Second, why is he just randomly throwing a rock? Third (and this kind of thing isn't something that would bug me personally, but I'm sure there's someone), even if we change it to something like a shell (shells can't kill jelectros but it's more feasible than a random rock), shells can't hit P-switches. Should we let it slide, or should we find some other way to have Mario accidentally hit that switch?
I think that's it.
MrDeePayEdit: Fixed broken link.
(Nue is a chatterbox.)
Hopefully that's the last time I'll poof...sorry about that. Again.
No need to apologize; again. Your devotion to everything you do around here is remarkable.
Originally posted by Kipernal
You could always just have his head as a separate body part that's just drawn over the body during the game. I.E. have the walking body tiles (without a head), and then have the talking head tiles (without a body).
Hm, that's true... I've drawn the poses by now, though, and they don't look all that bad not moving.
Originally posted by Kipernal
If graphics were to be drawn for it, I wouldn't say no, but, to me at least, it seems a bit...out of place, I guess?
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