gui

March Update

Hey guys,

Little late again, sort of, with February being a short month. Things are gradually, tentatively improving for me; I can’t really go into detail, but if you’ve got family members with addiction problems, you’ll understand. I sincerely hope none of you do, though. I feel like it might be prudent to tell you guys a bit about my life and why things are late/slow sometimes, but at the same time I don’t want to seem like I’m making excuses.

But we’re here for updates, so let’s get to it. In the spirit of getting everything updated, Crimson has been toiling over the map system and the assets we’re using to make them. It’s a pain to get it all done, but the longer we wait to update, the more work it will be, so it’s something we decided to get done before the next client update, especially since doing so will generally improve everything across the board.
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November Update

Hey guys,

First off, we hope everyone had a great Halloween. I spent the majority of mine writing something filthy and slightly Halloween-inspired, more about that further down.

Interface

The new GUI is coming along and looking good, already closely resembling the new mockups. The next step will be to focus on the back end in order to have the new pretty buttons perform the new moves, and have the battle change state correctly depending on if it’s waiting for input or ‘playing’ the enemy’s turn, displaying the new continue button respectively. It serves as kind of a stand in for animations, and the new position and automatic timer should be a big improvement over the current design.

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Mid-October Update

Hey guys,

Bit of a shorter one today, but as you’ve all told me before, better a short update than no update.

Things have been slow as they’ve required getting all three of us online and available at the same time. This is so we can get everyone up to speed, properly set up in the git repository, making sure everyone is set up and working so that Vahn and Crimson can work as much as possible without needing the other around. Thankfully I believe we’re now pretty much at that stage.

To paraphrase the last Patreon Dev Diary, Crimson’s currently tasked with continuing his work on the battle system. We’re quite close to having another .CSV importer for the move list, which should result in in-game weapons and armour having their unique moves attached. After that it’s a case of letting the game know what the moves themselves do (if it’s more than a basic attack and has, for instance, a chance to stun or other effects), and replacing the temporary parts of the battle system’s math with actual numbers from gear.

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Showcase: Parser & Dictator

Hi folks, today I’ll be talking (at length) about Carnal Souls’ parser and dictator systems, why I think they’re awesome, and actually showing them working! There’s also some gifs to show the current GUI in action as well. Warning: a long post and lots of images after the break.

Also, we have a gallery now! Stereo set it up today. There you can find all the CS arts made so far.

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