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The Tetra Interface

🕑 Added 2015-04-08 12:09:05 +0000 UTC
The Tetra Interface

Comments

I really like this menu-tetra glyph thing. I can't wait to actually try it out.

Faithel

Great, thanks for this nice brief =) Good work. Keep on ! ^.^ <3

Alxmir23

i guess the shoe icon comfirms kicking,nice

So, Patreon didn't save the edit I made right after I posted this... this is what the second image link was supposed to be of: <a href="http://i.imgur.com/esqfurV.jpg" rel="nofollow noopener" target="_blank">http://i.imgur.com/esqfurV.jpg</a>

This looks amazing Eromancer :D Only one thing, when you're building the new interface, think about the people who only plays with his left hand (͡ ͡ ° ͜ ʖ ͡ ͡ °)

DragonSin

Hey, i just pledged and i'm new here (sorry if i screw up somehow) but do i need to wait for the next month when pledges get taken in by patreon again or will i also receive an email in a few days?

I was actually going to ask where you got the music from. I loved it, so good job with that. I'm definitely looking forward to hearing more.

I was actually going to ask where you got the music from. I loved it, so good job with that. I'm definitely looking forward to hearing more.

Binaners

Should we ever expect seeing a feature allowing them to change armour during battle? Making that an option will allow for some more interesting boss fight mechanics, such as changing to an armour that the boss's big attack won't be as effective against, but making it balanced by making the armour-change take like one turn or two.

Trooper38

when will we see new enemies or new h attacks on current enemies?

I'm aiming for June, maybe July at the latest.

I can probably best answer by giving you a little example of how the process goes! Since everything is pre-rendered each art image has to be rendered and processed from scratch (unless it's a very minor change such as facial expression or something). Basically all of the costumes and what not exist as 3D models that I can fit to a character's body model. So, after the clothing model has been made once it doesn't have to be made again, it just has to be fit to the body model and then often morphed somewhat to account for the character's pose. Poses also only have to be made once, as they can be copied between characters, though adjustments almost always have to be made when copying a pose to another character or for another outfit. Once a scene is ready I have to set up a camera and render out all the separate 'passes', which are then composited in Photoshop. Each outfit/character has a set of scripts I made to help process, but a lot of manual work is done, including painting armor damage and, uh, juices. This basically has to be done for every image. In game, the actual equipment change is very simple. It just runs through a function every frame to see if a specified set of parameters has changed for each character, and if so, it updates the art appropriately. When a character's equipment has changed, the game catches that and if it needs to it hunts down the image file that corresponds to the new armor. But yeah, a separate image file for every combination of status effect/pose/etc. needs to exist for each outfit type, so it's a pretty huge task.

Yeah, in V0.01 Guard is pretty useless aside from spamming it to regen health. The idea is that the 'hold Shift to Guard' thing in combination with showing the enemies' targets will make for a really functional and interactive mechanic.

Correct! X (or whatever you have 'Cancel' mapped to) will still function in the same way it did in V0.01. If you are in the Skill or Item Tetrad, X will back out to the Command Tetrad, and pressing it again will swap characters. I'm considering eventually putting in an 'Expert Mode' control option that does away with the Command Tetrad entirely (since both Guard and Attack will be able to be accessed via hotkey), and starts the characters' turns on their Skill Tetrad. You would hold X to display the Item Tetrad with that option on. Basically this would reduce the # of key presses to access a skill to one.

PhatsM

Really jazzed about seeing how this whole thing will turn out. Sounds like it will be an entirely different and improved build, which is great because I thought the first release was already pretty solid. But what I'm really looking forward to, not to undercut your hard work on the battle system, is the new art. On that note, I've been wondering since you first showed off images of the different costumes: Do you have to remake every H image and sequence to reflect every costume or weapon change? To me, if you had to start over for each one that would be even more impressive, but also make me as a player want to see every H scene with every costume variation even more so just for the slight variations that might result in posing. I've never looked into 3D modeling so I don't know, but is it something much simpler where you already have the framework for the poses and just have to load a different image for each costume and then tweak it slightly instead of starting from square one for each costume? Since this is in RPGM I can't imagine costume changes work anything like your typical rpg with gear change such as Dragon's Dogma or Dark Souls.

Trolo

The two-button strategy looks really good. The original combat speed (as it is now) is fine by me, you can always pause with Spacebar (if you want to *enjoy* the graphics), but the reworked system seems a lot more strategically complex... Just a quick note, maybe it would be better to use other key than Z for attack, because of different keyboards setting. Keep up the good work!

SpinalDethpizza

Dude..... This is absoulutely brilliant! Once you get the target kinks ironed out this is going to be one of the most, if not the most, intuitve combat systems I've ever seen. Period. Mind official blown.

dudman

Nice, love the aspect of the new interface, and to be honest I love how you're breaking the RPG maker mold with every step you take, it just make the project all the more interesting and more enjoyable. And to be brutally honest I can't wait to test out the new system, it seems a lot more fluid and instinctive. But out of curiosity, do you have an ETA for the next demo?(It's really out of curiosity, haste does make waste) And honestly you rock!

I think it's good you put a bit of a nerf on the guard option. It's quite easy to let one of the girls "Take one for the team" and just re-gen the other by spamming guard. Looks good!

Aryn

Honestly, this is really nice and I dig the icon use like that. Conveys information really quickly and minimizes the menu clutter.

Frost_Octavia

Sounds awesome, I can't wait for the next update. Just a clarification on how the Tetrads work though. Say Skills is Left. If I hit Left, does the Skills Tetrad replace the basic combat one? So now Left is whatever the left Skill is and Right is the right Skill instead of Items? And if that is the case, is there going to be a "back out" command to take you back to the basic combat one?

This is way better than expected looking forward to see the ladies in the new version do some kicking

Alxmir23

quite simply, i like it a lot,especially the h defense in a way reminds me of the upcoming dungeon and prisoners game defense having many type of commands when you are h-attacked (kick,bite,struggle,submit)


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