Sweet! I am queuing this up in my Watch Later playlist right now. I watched your first Devlog for the 2nd time last night, with my son. I really enjoyed your talking about other games in that Devlog--not least because of the analysis, and also because although I've heard lots of praise about many of them, I've never played them, and there was one I hadn't heard of too. Do you think you will make a Devlog or a blog post about how you accomplished what you did in RPGMaker? Or could you point to where how you learned how to do it? I *love* the look--the effect--of the hand-painted graphics and I would like to try my hand at the same thing honestly.
Designing Combat - Dev Diary Video #2
Second developer diary is out! Another 40ish hours put into this but real happy with this one even though I end up getting side-tracked as always and talk endlessly about other games, but that's the fun of making these Youtube vids. Hope my voice is alright as well, it took like 7 attempts haha my throat felt so dry.
Also really like this painterly font I found called Chocolate.
I'd like to release the very preliminary prototype of the combat I showed in the video for free to get some feedback, but I'd like to polish some animations and sound effects before I do. I really do like how hard I made the combat, I've only won like twice against the AI even though I'm the one who designed it haha.
I also made an online portfolio on Behance if ya'll are interested in seeing higher quality versions of my drawings.
You can really see how they're much higher quality than they appear in the game, especially the backgrounds. This was a mistake on my part as I set the resolution of Shivering Hearts at 1280x720 at the start of development because I felt that the user interface scaled very poorly when going higher than that like 1600x900 or 1920x1080 unless I go in and tweak the code. But months later down the line when I started importing my drawings into RMMV, I felt that quite a bit of detail is lost when sticking to 1280x720, and now I would have to rebuild the game pretty much from scratch to make it work with 1600x900. If I ever get the time I would love to rebuild the game at a much higher resolution, but I'll figure out some other things first.
Hope ya'll taking care of yourselves, remember that you're a great and amazing person. Have a space kitty.
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Oh wow, thanks so much! That's so sweet to hear you watch is with your son, I'm so honoured haha. I'm glad you enjoy me talking about all these other games as well.
Yep for sure! That's a great topic actually, I think I'll make the next Dev Diary about how I got RPG Maker to look like the way it does.
I used Parallax Mapping and a plugin/script called "TDDP BindPicturesToMap" to combine transparent PNG files together of my drawings. I used this tutorial mostly as reference to get the scripting and technical side working, but this person Photoshops existing RPG Maker tilesets to get the look she wants.
Thanks for the comment :)