Omnimaga

Omnimaga => Discontinued => Our Projects => Zarmina => Topic started by: Juju on May 06, 2012, 02:11:43 am

Title: Zarmina
Post by: Juju on May 06, 2012, 02:11:43 am
I'm attempting to write an RPG engine in LÖVE (http://love2d.org). Eventually I can port one of DJ_O's excellent RPGs to it.

Here's some really early demo to keep you waiting :P

EDIT: Can't upload the win-x64 version for some reason... Maybe because it's >2MB?­ Anyway you can always download the executable on http://love2d.org or from your favorite Linux distro's package manager and drag the .love file on it to run it.

EDIT2: Project officially named Zarmina. I guess a ROL2 port using the same engine might be doable.
Title: Re: Juju's Yet Unnamed RPG
Post by: DJ Omnimaga on May 06, 2012, 02:16:06 am
I don't think you can upload more than 4 MB of attachments in one single post. You should upload the other in your next post and put a link to each version in the first.

Btw do I have to run the .love file first or something?
Title: Re: Juju's Yet Unnamed RPG
Post by: Juju on May 06, 2012, 02:16:53 am
No, the .zip is just the .love packaged into love.exe and the readme, so you don't have to download it from the site. Later I'll release for all the OSes, only x86 for now.

EDIT: Nope, uploading it alone in a post doesn't work either.
Title: Re: Juju's Yet Unnamed RPG
Post by: DJ Omnimaga on May 06, 2012, 02:38:17 am
Strange. Netham45 must have messed up somewhere and set the max upload size limit to 2 MB on the server. That might explain why my song doesn,t upload either.
Title: Re: Juju's Yet Unnamed RPG
Post by: Juju on May 06, 2012, 02:42:42 am
Yeah, Netham, you might want to check php.ini. Anyway, did you lost played the game?
Title: Re: Juju's Yet Unnamed RPG
Post by: DJ Omnimaga on May 06, 2012, 02:44:16 am
Btw x86 version works on the 64 bit Windows 7 it seems. Also looks nice so far. Hopefully you can add tilemaps soon. Also you might want to increase the walking animation speed because it seems out of sync with how the char walks. It should probably be about 1.5x faster.

Btw I see you used my ROL2 characters (for a never-made PC port) ;D

I also lost <_<
Title: Re: Juju's Yet Unnamed RPG
Post by: Juju on May 06, 2012, 02:50:04 am
Yeah, that's why I didn't bothered uploading the x64 version somewhere else. And yeah, next thing I have to do on my roadmap is to do the tilemaps and collision detections. Also to fix the walking speed.

Fun fact: you can open the .love and the .exe like a .zip file so you can look at the source.
Title: Re: Juju's Yet Unnamed RPG
Post by: jsj795 on May 06, 2012, 07:35:34 am
:o walking and changing characters!
Title: Re: Juju's Yet Unnamed RPG
Post by: Eiyeron on May 06, 2012, 07:45:43 am
I lost, proof that I'm testing the engine :-°
WHen we press two opposites arroxs, the character walks, but don't move.
Title: Re: Juju's Yet Unnamed RPG
Post by: Jim Bauwens on May 06, 2012, 07:55:18 am
Looks nice :)
Also, yay that you are using Love :D
The Nspire Lua api is pretty similar btw, so maybe in the future it can be ported :)
Title: Re: Juju's Yet Unnamed RPG
Post by: Juju on May 06, 2012, 11:06:50 am
Yup, I have portability in mind. Nice to know the Nspire Lua API is similar. Plus I'm making it so it looks like a NES game, so the resolution (256x224, scaled x2) will fit on the Nspire.
Title: Re: Juju's Yet Unnamed RPG
Post by: shmibs on May 06, 2012, 12:41:57 pm
ooh! i love the sprite!
the guy's beard makes his head look a bit like an octopus, though :P
Title: Re: Juju's Yet Unnamed RPG
Post by: DJ Omnimaga on May 06, 2012, 02:40:47 pm
Note that those chars were made using a charset generator for RPG Maker 2003 called Charas.EX, though, not all by hand. I made them in 2007 or 2008 I think. Thanks though.

I hope if those are used that they're for an ROL2 remake, though, so if one day someone makes a remake of the game, the sprites can be used for it :P
Title: Re: Juju's Yet Unnamed RPG
Post by: Juju on May 18, 2012, 11:55:20 am
I just developed an early original storyline on my deviantArt account, that would be interesting to use with my RPG engine in development.

Read it all about Zarmina on http://juju2143.deviantart.com/journal/
Title: Re: Juju's Yet Unnamed RPG
Post by: Juju on May 20, 2012, 03:27:45 am
I now have some sort of tilemap working while I described a basic setting of what it will look like.

http://juju2143.deviantart.com/art/Zarmina-Around-the-Red-Dwarf-Sun-303213858
Title: Re: Zarmina
Post by: Juju on May 20, 2012, 06:32:04 pm
Oh god, triple posting. What the hell I'm doing.

Anyway, there we go. Another tech demo with tilemaps, basic collision and flashlights. Still using the ROL2 chars as placeholders. (Request if you want it shipped in a binary :))

Feedback is, as usual, welcome.
Title: Re: Zarmina
Post by: Builderboy on May 20, 2012, 06:50:49 pm
A binary would be nice, as I don't have any of the software to run .love files D:
Title: Re: Zarmina
Post by: Juju on May 20, 2012, 07:00:22 pm
You can download the software on http://love2d.org, it's only a standalone file you can drag the .love file on. I can always package the game for Win-x86 tho.
Title: Re: Zarmina
Post by: Builderboy on May 20, 2012, 07:04:51 pm
Woot, I like it!  I think you should implement some sort of framerate limitation though, since it's running way too fast for me lol XD
Title: Re: Zarmina
Post by: Juju on May 20, 2012, 08:31:02 pm
I think there's already a limitation at 60 FPS. Anyway, glad you liked ^_^
Title: Re: Zarmina
Post by: Builderboy on May 20, 2012, 08:31:42 pm
Really?  Because in the top left there is a framerate counter and it was going way over 400 FPS O.O
Title: Re: Zarmina
Post by: Juju on May 20, 2012, 08:58:58 pm
Oh? On both of my computers it never went higher than 60 FPS, as if there was a frame limiter. I guess it depends of your video card.
Title: Re: Zarmina
Post by: aeTIos on May 21, 2012, 06:53:22 am
:O pretty cool1o

for me indeed the fps is way over 400 (about 512)
Title: Re: Zarmina
Post by: DJ Omnimaga on May 21, 2012, 02:06:05 pm
This looks great so far juju. A few suggestions, however:

-Make it so the character cannot stand this close to walls from the bottom of them. Maybe a few pixels below, so it's more realistic with the character width
-Do not use that Seiken Densetsu-style camera. Use Super Mario World's instead, which is inverted, so that you see more stuff in front of you, or you can make the character centered when possible. Otherwise it's hard to see what's ahead of you.
Title: Re: Zarmina
Post by: Juju on May 21, 2012, 02:10:51 pm
Yeah those stuff aren't finetuned yet, it's pretty much a work in progress. I agree the camera could be better. Thanks for the feedback though ^_^
Title: Re: Zarmina
Post by: Juju on May 26, 2012, 01:08:53 pm
I was able to reproduce the framerate problem at school, so this should cap the FPS at 60. Also press L to desactivate night mode.

Now on working on more cool features, such as the map editor and finding a way for the camera. (Also notice new subforum ^_^)
Title: Re: Zarmina
Post by: Juju on June 25, 2012, 11:43:16 pm
And there we go, it now uses the Tiled (http://www.mapeditor.org/) TMX tilemap file format :D

And some misc changes such as new character, grass changed to snow, etc.

You can always download the latest dev version on GitHub (http://github.com/juju2143/zarmina). (Tip: Download the zip and rename it to .love :P)

Next will be teleports and actions, which will be defined in the tmx file (and a supporting lua file for actions), then make decent maps.
Title: Re: Zarmina
Post by: shmibs on June 26, 2012, 02:16:04 am
ooh =D
the latest zip doesn't want to execute, for some reason, but the last demo you posted looks pretty great. i like the night effect quite a bit.
Title: Re: Zarmina
Post by: DJ Omnimaga on June 26, 2012, 03:22:11 am
I'll have to try the current version soon. Also glad you found a map format with a map editor. No map editor makes it a major PITA to make maps (unless you use strings for map data like the original version of ROL0). :)
Title: Re: Zarmina
Post by: Juju on June 26, 2012, 10:06:38 am
Yeah, with this one it's really easy to do pretty advanced rectangular or isometric maps.

Edit: Oh yeah I know what's wrong, GitHub puts everything in a folder then zip that folder instead of just putting all the files directly in the zip. You may want to unzip it, then rezip it correctly so the main.lua file is in the root.
Title: Re: Zarmina
Post by: shmibs on June 27, 2012, 09:39:38 am
i tried that already, and it didn't work. it complains about actions.lua not being found, despite it being there.
Title: Re: Zarmina
Post by: Juju on June 27, 2012, 09:55:09 am
Odd, it worked fine on my Mac. o.o

I blame Windows.

EDIT: fixed in latest commit.
Title: Re: Zarmina
Post by: hellninjas on June 27, 2012, 10:02:19 am
Sadly all it give me is "Love.exe has stopped working" D:
Title: Re: Zarmina
Post by: DJ Omnimaga on June 29, 2012, 03:02:45 am
Ok I tried it, and glad to see some more progres. Hopefully you have more tiles and stuff like NPCs soon though. Also walking collision detection is still kinda off (one pixel away from walls below you and too far into walls above you, like about 14 pixels too far in.
Title: Re: Zarmina
Post by: Juju on November 05, 2012, 09:54:19 pm
Project isn't dead. I decided to rewrite it in C#/XNA/Monogame and will be a full-fledged indie game like Minecraft or whatever game there is on Steam. And the goal will be indeed something that will be put on Steam. There is a dev blog on http://blog.juju2143.ca, follow it and this thread for the latest updates.

EDIT: Considering just plain C?
Title: Re: Zarmina
Post by: DJ Omnimaga on November 07, 2012, 08:37:49 pm
Just make sure that you don't fall into that endless spiral of project rewrites that decimates projects every year. X.x Make sure to make up your mind after a while, unlike many people did.

That said I'm glad this is still alive. By the way, if it's XNA, will you make it available on Xbox Live marketplace?
Title: Re: Zarmina
Post by: Juju on November 07, 2012, 08:48:58 pm
Yeah that was kinda the point of making it in XNA so I can port it to Xbox 360. Plus I think it would be kinda better in either C# or C.

Now planning stage, searching artists, musicians, etc. while I make up my mind on which language is better and trying to find some nice ideas. You can help too!

And I think I have an outline of the prologue on paper, I should write it on computer and extend it.
Title: Re: Zarmina
Post by: DJ Omnimaga on November 07, 2012, 09:23:56 pm
XNA supports C?
Title: Re: Zarmina
Post by: Juju on November 07, 2012, 09:39:25 pm
No, you must use C# with XNA. Otherwise, there C with SDL or SFML.
Title: Re: Zarmina
Post by: DJ Omnimaga on November 07, 2012, 09:48:00 pm
Ah ok. I was wondering due to the wording of your previous post. Also you just double-posted lol. :P
Title: Re: Zarmina
Post by: TIfanx1999 on November 08, 2012, 12:17:32 am
Removed the double post. :) Are graphics going to be 2d sprites still?
Title: Re: Zarmina
Post by: Juju on November 08, 2012, 11:46:24 am
Removed the double post. :) Are graphics going to be 2d sprites still?
Most likely, yes. Pretty much retro in style. Also thinking of this, C would be better if I want to maximize the chance it could run on low specs.
Title: Re: Zarmina
Post by: pimathbrainiac on March 06, 2013, 12:52:04 pm
Use C and make it cross platform!

I hope this is not dead... It looks interesting!

Also: release on Steam, definitely!
Title: Re: Zarmina
Post by: DJ Omnimaga on March 06, 2013, 01:48:08 pm
A Steam release would be hard actually, considering the community there isn't too fond of retro games. Look at all the negative comments that Crystal Towers 2 got when the author submitted it for consideration. (People even voted against it)

Maybe Desura?
Title: Re: Zarmina
Post by: pimathbrainiac on March 06, 2013, 02:57:34 pm
Desura pretty much MUST be cross platform (not really, but it almost always is), though. Unless this is coded in C and not C#/some other windows-only language, it won't be.
Title: Re: Zarmina
Post by: DJ Omnimaga on March 06, 2013, 03:24:04 pm
There are definitively some exceptions, because Crystal Towers 2 came out on Desura and it's Windows-only. http://www.desura.com/games/crystaltowers2
Title: Re: Zarmina
Post by: pimathbrainiac on March 06, 2013, 03:27:02 pm
Just saying that most are...

I think that if it is good, you should release it online as a free alpha/beta, then move to Steam once you have a base (then charge $$$ for people who want "in" when you go to greenlight)
Title: Re: Zarmina
Post by: DJ Omnimaga on March 06, 2013, 03:38:47 pm
I wonder if Greenlight rules allow you to advertise your game on other sites so that people vote for your game or if it's like Google Adsense where telling people to click ads can get you banned or something? If they allow him, then maybe once it comes out there he could post the link in his sig so that people here can vote for the game.

That said I hope that the game is finished at least, as it has been a while since the last updates :P
Title: Re: Zarmina
Post by: Juju on March 06, 2013, 05:21:03 pm
The game is still in planning stage, there's still lots of time to change ideas about the style and programming language. And of course it will be multi-platform (and I'm not gonna change ideas about this because Linux FTW).

Of course, the ultimate goal is to submit it to Steam Greenlight, and I guess it needs some publicity or else there's no point.

For the $$$, I see a lot of people who does that, they put their project on Kickstarter, then try to get a fanbase with this, then they'll have enough money to submit it to Steam and to get the necessary SDKs to port it to various consoles and app stores.

And I think I should recruit a team because it's kinda hard doing all that alone. I already saw interested people on Facebook and stuff. :P
Title: Re: Zarmina
Post by: pimathbrainiac on March 06, 2013, 10:13:29 pm
You could code in Java and hire me!

/me runs

In all seriousness, that's good to hear! I hope this comes to fruition!
Title: Re: Zarmina
Post by: aeTIos on March 07, 2013, 07:21:35 am
The game is still in planning stage, there's still lots of time to change ideas about the style and programming language. And of course it will be multi-platform (and I'm not gonna change ideas about this because Linux FTW).

Of course, the ultimate goal is to submit it to Steam Greenlight, and I guess it needs some publicity or else there's no point.

For the $$$, I see a lot of people who does that, they put their project on Kickstarter, then try to get a fanbase with this, then they'll have enough money to submit it to Steam and to get the necessary SDKs to port it to various consoles and app stores.

And I think I should recruit a team because it's kinda hard doing all that alone. I already saw interested people on Facebook and stuff. :P
what language are you doing this in?
Also isnt release on desura easier? Plus with a desura release you can get more Linux users to play it.
Title: Re: Zarmina
Post by: pimathbrainiac on March 07, 2013, 09:42:39 am
The game is still in planning stage, there's still lots of time to change ideas about the style and programming language. And of course it will be multi-platform (and I'm not gonna change ideas about this because Linux FTW).

Of course, the ultimate goal is to submit it to Steam Greenlight, and I guess it needs some publicity or else there's no point.

For the $$$, I see a lot of people who does that, they put their project on Kickstarter, then try to get a fanbase with this, then they'll have enough money to submit it to Steam and to get the necessary SDKs to port it to various consoles and app stores.

And I think I should recruit a team because it's kinda hard doing all that alone. I already saw interested people on Facebook and stuff. :P
what language are you doing this in?
Also isnt release on desura easier? Plus with a desura release you can get more Linux users to play it.

But he's planning to use C#/XNA at this point, meaning no linux...

As I said, if he switched to C/C++ or Java...
Title: Re: Zarmina
Post by: Juju on March 07, 2013, 11:07:17 am
The game is still in planning stage, there's still lots of time to change ideas about the style and programming language. And of course it will be multi-platform (and I'm not gonna change ideas about this because Linux FTW).

Of course, the ultimate goal is to submit it to Steam Greenlight, and I guess it needs some publicity or else there's no point.

For the $$$, I see a lot of people who does that, they put their project on Kickstarter, then try to get a fanbase with this, then they'll have enough money to submit it to Steam and to get the necessary SDKs to port it to various consoles and app stores.

And I think I should recruit a team because it's kinda hard doing all that alone. I already saw interested people on Facebook and stuff. :P
what language are you doing this in?
Also isnt release on desura easier? Plus with a desura release you can get more Linux users to play it.

But he's planning to use C#/XNA at this point, meaning no linux...

As I said, if he switched to C/C++ or Java...
Of course I'll submit this on Desura.

And XNA is actually ported to Linux with Mono.
Title: Re: Zarmina
Post by: pimathbrainiac on March 07, 2013, 11:45:25 am
Of course I'll submit this on Desura.

And XNA is actually ported to Linux with Mono.

I didn't know that...

I still think it should be C/C++/Java due to easier use on different platforms.
Title: Re: Zarmina
Post by: DJ Omnimaga on March 07, 2013, 01:48:39 pm
The game is still in planning stage, there's still lots of time to change ideas about the style and programming language. And of course it will be multi-platform (and I'm not gonna change ideas about this because Linux FTW).

Of course, the ultimate goal is to submit it to Steam Greenlight, and I guess it needs some publicity or else there's no point.

For the $$$, I see a lot of people who does that, they put their project on Kickstarter, then try to get a fanbase with this, then they'll have enough money to submit it to Steam and to get the necessary SDKs to port it to various consoles and app stores.

And I think I should recruit a team because it's kinda hard doing all that alone. I already saw interested people on Facebook and stuff. :P

You have to pay to submit stuff to steam, even if it never gets accepted due to Crysis fanboys? O.O
Title: Re: Zarmina
Post by: Juju on March 07, 2013, 02:21:47 pm
The game is still in planning stage, there's still lots of time to change ideas about the style and programming language. And of course it will be multi-platform (and I'm not gonna change ideas about this because Linux FTW).

Of course, the ultimate goal is to submit it to Steam Greenlight, and I guess it needs some publicity or else there's no point.

For the $$$, I see a lot of people who does that, they put their project on Kickstarter, then try to get a fanbase with this, then they'll have enough money to submit it to Steam and to get the necessary SDKs to port it to various consoles and app stores.

And I think I should recruit a team because it's kinda hard doing all that alone. I already saw interested people on Facebook and stuff. :P

You have to pay to submit stuff to steam, even if it never gets accepted due to Crysis fanboys? O.O
It's a one-time $100 fee.

Quote from: Steam
In order to keep spam and joke submissions out of the system, there’s a one-time submission fee that will enable your Steam account to submit games to Steam Greenlight. Once you’ve paid the fee, you can submit as many games as you want. All proceeds from the submission fee are donated to Child’s Play, a charity dedicated to improving the lives of children in over 70 hospitals worldwide.
Title: Re: Zarmina
Post by: pimathbrainiac on March 07, 2013, 02:26:01 pm
/me wishes he knew C# (NOT)

Change to Java!

/me wants to be a coder!!!
Title: Re: Zarmina
Post by: Juju on March 07, 2013, 02:30:58 pm
Would C++ do? Also not hiring programmers right now, sorry.
Title: Re: Zarmina
Post by: pimathbrainiac on March 07, 2013, 02:32:14 pm
Not fluent in it yet... still learning...

There is (I think) such thing as Java that skips the JVM (but it's not official (I think))

Edit: There is! http://gcc.gnu.org/java/
Title: Re: Zarmina
Post by: DJ Omnimaga on March 07, 2013, 02:38:16 pm
I don't recommend team projects. They always fail. Also Java is a good option for cross platform (and you can even play in a browser), but Juju dislikes java.
Title: Re: Zarmina
Post by: pimathbrainiac on March 07, 2013, 02:49:50 pm
Most games that get out of demos are made by teams, though...

/me just wants to be a coder (and maybe story)
Title: Re: Zarmina
Post by: DJ Omnimaga on March 07, 2013, 03:00:23 pm
Yeah but in the TI community it's different. Solo games takes longer, but they have an higher chance of success because there isn't always 1 teamate suddenly vanishing off the face of the Earth with everyone's work or stuff like that and they are often horribly managed.

The only reason why big team projects like free to play MMORPGs succeed is because money is involved in the end (through ad revenues and in-game items such as experience boosters). When teams work for nothing it seems like there is an higher chance of seeing a member stopping caring althogether.
Title: Re: Zarmina
Post by: Juju on March 07, 2013, 04:27:36 pm
That always depends how you manage your project. If you have more than one programmer, always a good idea to put a git repo up to store all the code. But the best is either to work alone (with occasional contributions from others such as graphists and musicians) (Example: Team Shangai Alice, maker of Touhou, is actually a one-man team) or to work in a real studio, but in that case you still have to start somewhere, loan a studio (unless it's in your basement), pay employees (unless they agree to not be paid until money comes in), have a work schedule and stuff like that.
Title: Re: Zarmina
Post by: DJ Omnimaga on March 08, 2013, 12:34:18 am
Yeah in general the most successful team projects for calcs were when only 1 person programmed the game (with someone helping optimize, like Runer112), while another person did the entire sprite work and storyline. But even then it can still fail, like Escheron: Shadow Over Rangaroth, which died because Zera vanished with the story script and most important related info. There really needs to be better management for such project as you say. In E:SoR's case, for example, the entire story and info should have been sent to Iambian right from the start or as it was written down, in case something wrong happened.
Title: Re: Zarmina
Post by: Juju on March 12, 2013, 11:05:23 pm
And we began the writing process. I already got 2.5 pages of script (2 cutscenes) written by the lead writer and it sounds pretty awesome to date.
Title: Re: Zarmina
Post by: DJ Omnimaga on March 13, 2013, 12:46:32 am
Good to hear. :) By the way is the lead written a fan of forums, especially gaming/programming/computer-wise? I wonder if he would be interested in updating us as well? :)
Title: Re: Zarmina
Post by: aeTIos on March 13, 2013, 09:28:40 am
Who is "we"?
Title: Re: Zarmina
Post by: DJ Omnimaga on March 13, 2013, 03:50:21 pm
As he told me IRL the other week, he got a friend to help him continue writing the storyline.
Title: Re: Zarmina
Post by: Juju on March 13, 2013, 05:19:40 pm
Yeah, we as in me and a lead writer I appointed.
Title: Re: Zarmina
Post by: aeTIos on March 13, 2013, 05:21:54 pm
Ah, cool. So you decided which language this is gonna be written in?
Title: Re: Zarmina
Post by: Juju on March 13, 2013, 05:24:37 pm
Right now, it's written in English. The rest still have time to wildly vary.
Title: Re: Zarmina
Post by: aeTIos on March 14, 2013, 09:13:00 pm
I actually meant the programming language :P
Title: Re: Zarmina
Post by: Juju on March 15, 2013, 12:18:18 am
Yeah, I know. I didn't fixed it yet, but it might likely be some sort of C.
Title: Re: Zarmina
Post by: DJ Omnimaga on March 15, 2013, 05:04:07 am
Is the style still like SNES RPGs with 16x16 tiles and with 2D tilemaps?
Title: Re: Zarmina
Post by: Juju on March 21, 2013, 12:23:42 am
Maybe not. Someone on IRC gave me a pretty good idea, something like 2D SNES-style characters with a 3D voxel background, or something like that. I guess it might be cool, mixing 2D with 3D.

Also update on my blog where I introduce the lead writer. http://blog.juju2143.ca/
Title: Re: Zarmina
Post by: aeTIos on March 21, 2013, 03:57:44 am
That "someone" was me, FYI :)
Also can't wait for first screenies :D
Title: Re: Zarmina
Post by: Juju on May 01, 2013, 12:03:41 pm
Quick update here. We now have a fair amount of pages of script and we're waiting after art so programming begins... And now we're on a little pause because it's end of semester exams and everything.

But the Julosoft server is expiring real soon, plus we would like to get the game on Steam Greenlight and port this to Xbox 360, but I can't afford none of them alone right now, so you might want to donate. Plus you get the game for free with a Steam key (if it gets greenlighted) when it gets out!

Blog post explaining why you should donate. (http://blog.juju2143.ca/post/49315009954/donate)

EDIT: Early birds will alpha test!
Title: Re: Zarmina
Post by: DJ Omnimaga on June 12, 2013, 07:35:44 pm
I think you should forget about Greenlight and try to get it on Desura instead. Crystal Towers 2 was put on Greenlight before and it was met with lukewarm critics, because it was a retro game and people on Steam are tired of seeing new retro games over and over. It seems the community there only care about 3D graphics and stuff x.x

Has the server issues been solved yet btw? I can't donate atm because most of my donating budget was spent on Omni already, but I could maybe help in the future I guess.
Title: Re: Zarmina
Post by: Juju on June 13, 2013, 12:05:26 am
Yeah, server issues solved. And now we're in a complete lack of artists. We need artists so it can continue.
Title: Re: Zarmina
Post by: DJ Omnimaga on June 13, 2013, 11:56:56 pm
You could ask in the art section or separate thread here (with what you want and criterias maybe, in a separate thread so it gets noticed). :P
Title: Re: Zarmina
Post by: pimathbrainiac on June 21, 2014, 03:07:49 pm
Bumpity Bumpity Bump!

/me prods Juju with a progress update request.
Title: Re: Zarmina
Post by: Streetwalrus on June 21, 2014, 03:16:42 pm
Yeah that'd be great. :)
Title: Re: Zarmina
Post by: Juju on June 21, 2014, 10:50:43 pm
Sorry, nope.

Actually I thought about it while I wrote about cancelling Project Thundercloud: The Game and/or if something happens to that franchise like a C&D from Hasbro. The idea of Zarmina is still on the backburner, ready to be developed on when the time will come. (Yeah, I realized it was kinda too big for me when I came up with this, so I decided to pause it and get back to it later when I'm ready.)

Meanwhile, some design notes: I liked how I did the 2D/3D mix in the Project Thundercloud game demo (which is the same concept Playerdotexe used in the movies), so I might want to do the same in Zarmina, some sort of 2D characters/3D backgrounds mix (or vice-versa). I'd also need to expand some more on the universe. I already have quite a few characters: Miyuki, the main character, Daisuke, the childhood friend, the old wizard/priest, Neil and Edwin, the first pair of astronauts from Earth who came on Zarmina via warp drives, crashing into Miyuki's backyard... Yeah, I'd probably rewrite the premise and write about it...

Also if you wanna help, please do so. I'll need some 2D/3D animators/artists and maybe some ideas too! (I feel like I'm on a writer's block since years. But artists will definitely be useful.)

EDIT: Yeah it's totally what I'm doing right now, I'm (re)writing a pitch bible for Zarmina with a few new ideas I just came up with.
Title: Re: Zarmina
Post by: DJ Omnimaga on June 21, 2014, 11:44:53 pm
Wait, Project Thundercloud as in the game you were working on recently? O.O Aren,t you sure you could develop a different game from it that has some inspiration from ponies but aren't necessarily them?

I also hope you don't cancel Zarmina (although you might want to be careful to not have a C&D from Dans une Galaxie Près de Chez vous :P).
Title: Re: Zarmina
Post by: pimathbrainiac on June 21, 2014, 11:46:53 pm
EDIT: Yeah it's totally what I'm doing right now, I'm (re)writing a pitch bible for Zarmina with a few new ideas I just came up with.

YAY! I'd be glad to help with spriting, and I might be able to get XiiDraco to do the 3D, if he's interested.
Title: Re: Zarmina
Post by: Juju on July 13, 2014, 12:26:34 pm
So that pitch bible is going into a fully-fledged novel I guess... Of course I can adapt it later into something else such a RPG.
Title: Re: Zarmina
Post by: Juju on July 30, 2014, 01:44:00 pm
So I'm currently at what is currently the Chapter 2 of that book, and I thought of that, this should be released with a soundtrack, so if you're good at art and/or music, you should be able to help.
Title: Re: Zarmina
Post by: pimathbrainiac on July 30, 2014, 01:47:42 pm
Yay a progress! How do I help with the soundtrack?
Title: Re: Zarmina
Post by: Juju on July 30, 2014, 01:56:55 pm
My idea is that each chapter or so would be accompanied with its theme song. Don't think you can help yet, since I only wrote the beginning, but the basic idea is that you would write a song based on the story, kinda like if you were to write for a videogame soundtrack. Or the Homestuck soundtrack, if you know what I mean.

In short, Homestuck, which is a webcomic book or something, has a soundtrack and it's kind of the same principle.
Title: Re: Zarmina
Post by: DJ Omnimaga on August 07, 2014, 04:01:31 pm
A game based on the novel would be nice as well, such as one that would use the engine for the cancelled Project ThunderCloud game