Looks fantastic, to say the least!
Go Airwalk Studios! GO!
The first character's armor reminds me:
There's some darkness in the AS concep art and I like that.
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Looks fantastic, to say the least!
Go Airwalk Studios! GO!
The first character's armor reminds me:
There's some darkness in the AS concep art and I like that.
Awesome concept art fo sho!
Armen, those designs look classy. They would'nt look out of place in a full colour japanese megadrive instruction manual, ala Phantasy Star or some other Megadrive classic.
Beautiful.
You sure picked the right concept artist ;).
Great job as always, Armen!
Dammit is Armen the only pixel artist that sticks to the job? (At least he's damn good)
Thanks for your compliments everyone. :) Being an animator, I admit my style is influenced by different animation series from the 80's/90's
I'm sorry, am I the only one who thinks that the anime style has been overdone even during the 16-bit era? When I looked at first demo videos I was much more hyped about this game than I am now. It looked like you were going with something that doesn't look that anime'esque.
It's too late now I guess, but my bit of constructive criticism would be make it less like an anime. Also, Nex is Hoston from Pier Solar. Come on! No one is going to sue anybody, but it's just unoriginal looking. It's like Scorpion/Sub-Zero kind of similar.
as long as its a good game i couldn't care less, it looks great up to now. A lot , if not all, RPG's borrow from each other anyway
I've got a project for an RPG that is progressing very slowly. I hope one day I'll be able to finish it and then port it to the Mega Drive, so that everyone can see how fresh-looking a non-anime style would be.
can you post links/pics to your concept art etc please?
No, of course not, there is none yet. I am not a good artist, moreso in the pixel art domain. I do not mean to brag how good MY pictures would be. What I mean is, if I can get a team together to develop the game fully, not just the programming part, THEN it would have a different art direction.
I can make pixel art backgrounds somewhat, characters I can't unfortunately. Being more of a vector artist than a "pixel" one, most pixel art drawing software lacks features I need.
Actually, the main character's face's style may remind you of Hoston because I handled the cutscenes and artworks of PS. :)
If you don't count a couple of games made by western companies, almost every rpgs made
on the MD are anime inspired.
There is if, like me, you hate how Donkey Kong Country looks. Same problem only Vector instead of pre-rendered 3D (which I can do too). There's no pixel optimization.
See: http://www.yarrninja.com/pixeltutorial/chapter7.htm
Yeah I agree, anime is alright and all, but it would be cool to see some non-anime stuff as well. Plus I always find it silly when western devs use the anime style. It makes sense when it comes out of Japan because that's the popular art style there and it's what they're comfortable with in terms of development and marketing, but it really seems unnecessary for western devs to adopt the style unless they want to intentionally make an anime product. Which in most cases I don't think they do, I think they just want to tell a story and for some reason they default to the anime look.
Anime style is good for the MD due to the high-contrast, low color look.
What about Light Crusader? That's a style I'd like to see again on the Mega Drive.
Who knows ... Maybe for another project ? :)
:ok: The more projects for the Mega Drive, the merrier :ok:
Why 0:1? I recognized Hoston. And btw, it is stated in the thread that Affinity: Sorrow is being drawn by the same guy as Pier Solar now. It's not like anybody who was reading this wasn't aware.
If you like my style and old japanese animation, then I'm sure you'll appreciate my student short ;)
http://www.myspace.com/video/armen/h...ctions/8983854
Glad you liked it. :) Yeah I handled everything from storyboard to art/color/animation. It took approximately around 3 months to complete each segments except the for first segment which took around 4 months due to large BGs. Everything is hand drawn/scanned except the middle train camwork where the train is in cellshaded 3d (3dsmax) composited with hand drawn animation. The skies were hand painted and composited. The software used were Adobe Photoshop/AfterEffects/Premiere and Retas Pro. Sound arranged with Sony Soundforge then mixed in Premiere.
And for something a bit different and older for rpg fans ;)
http://www.lunar-net.com/sssc/armen.php
That short's pretty cool.
Thanks :)
Arm, that was a well done animated short! Have you ever thought of doing using your talents commercially?
Actually, I've been working as a storyboarder.
What happens with this project? Seems promising. :?:
If memory serves me right, the project is on hold. dra600n, who is the game developer, is currently working on two other MD projects: One is a boxing game akin to Punch Out but expanded upon (Further info here: http://www.sega-16.com/forum/showthr...sis-mega-drive ).
The other game that he is currently working on is caled ``Handy Harvy``, a mashup of Donkey Kong and Wrecking Crew (Further info here: http://www.sega-16.com/forum/showthr...y-Harvy-Thread ).
This is exactly what happened :) I want affinity sorrow to be as good as possible, and I realized after a little while that it was a very ambitious project. I'm still working on it, but right now I'm working on the story (in small spurts). I'm planning on resuming Affinity Sorrow early in 2017. I promise the wait is worth it! :)
What percentage missing for game completion?
I really wanted to avoid this question, because there's no fun answer to it, but rather than avoiding it or giving some fluff answer, I'll just go through the whole story of it and why its where it's at. (I would've responded sooner, but I was at work and didn't want to half-ass my response)
When I started Affinity Sorrow, I had only done 1 console project before that - Hangman SG. As we all know, if you leave the music and art to me, you'll get Hangman SG :) (Granted, I can make decent music now, and could probably do passable graphics, but I would like to eventually finish the game lol).
I had searched out for graphic artists to take on the art responsibilities, and found a composer. I had contacted WM, but their contract was a bit iffy (spoke with Tulio about some things and cleared all worries and such). The issue was they wanted a sum of money I couldn't afford at the time. I had found a few more artists, but the same situation - money I couldn't afford at the time. I eventually found one that decided he wanted to do profit sharing, and I thought that was awesome. Unfortunately, he ended up having to leave the project for health reasons, so I was kind of stuck.
The first composer I had decided he wanted to do random music for the game (like, the final boss battle music), and didn't like that we wanted the music in order to go with development, and left. I found a replacement composer shortly after, and I've used her for everything since. This all went on while we still had an artist. Once the artist had to leave, it's been stagnant since. Sort of. I've reignited the project here and there, but at the time, I was definitely underestimating the size of the project and the work involved.
Since then, I've done the Felix release and 5 commission projects, SecondBASIC, and now Harvy. In between each project, I've done more planning and such with Affinity Sorrow and trying to really turn it into something. I would've started it back up sooner, but the reality is, I was very inexperienced with Genesis programming, and while I'm a ways away from some of the true coding masters in the community (chili willi, sik, stef, gasega68k, just to name a few), I've learned a lot and have come a long way since Hangman SG, and I think I'm almost ready to dive into that project for real.
So what is done?
- The battle algorithms are done (combat damage, power attacks, spells, skills, etc). Of course, this has only been done on paper and in a battle simulator app I wrote to test it out and check the numbers. The other part is, is this is most likely incomplete since new skills/functions may need to be added.
- Most other algorithms are finished (encounter rate, level related algorithms, drop rate algorithms, etc)
- Story "skeleton" is done. What I mean by the "skeleton" is I know the beginning, middle, and end of the story, most of the major characters, and in between events/story related plot points known. It's mainly down to ironing out the plot, filling in the gaps where they need to be filled, and then create all of the dialog.
We're also working on a new mapper to allow potentially up to 16 MB of data (well, theoretically it'd be however large you want to get), though I can't see why I'd need that much space :P
So, giving an estimate of percentage done, I'd say maybe 5% to 10% is done, and needing 100% of everything :)