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sabao

Member
  • Content Count

    30
  • Joined

  • Last visited

  • Days Won

    2

sabao last won the day on January 24 2010

sabao had the most liked content!

About sabao

  • Rank
    Member
  • Birthday 03/03/1988

Contact Methods

  • Steam Profile
    sabao72

Profile Information

  • Gender
    Male
  • Location
    Philippines

Engines

  • Prefered Engine
    RPG Maker XP
  • Engine Level
    Good
  • Class Title
    Spriter
  • Project(s)
    Steel Hearts
  1. sabbysabao@hotmail.com Seeing as none of this is final yet, there's no problem at the moment but yeah let's talk.
  2. Not anytime soon, we're planning to release a demo without hired help first to test the waters. :P
  3. Yeah, I feel for you, kinda. We tried doing larger sprites at one point too. We probably won't anytime soon though. We're working with standard sized sprites this time. Seeing as the mechs are supposed to be 10 feet tall but are represented in sprite form so small, the tiles will have to be scaled down in proportion as well. That's mostly what you will be dealing with as tile artist, if ever. Would that be alright with you?
  4. @Chief: Sounds like a wonderful deal, actually. I'd be very willing to give more if the situation demands it though. Thank you so much for the consideration. Do you have any samples on you right now I can show my partner?
  5. @Chief: I was hoping to get quotes from the spriters themselves. We're only just trying our hands at going commercial so we don't know how rates are for hands for hire. @zane203 The school system was terminated to keep the project simple (and more likely to actually come out with something playable). The game will be a very traditional Strategy RPG with side quests/scenarios triggered by choices made during scenes in-between battles. The story itself is still very school-themed, but as far as living the life of a school boy's concerned, that's been cut down significantly this time around. Anyway, we've decided that the final game will in fact be commercial. We're releasing a free tech demo though, to hype the project up some and hopefully pull any talent for hire out there to our cause (This is also an elaborate ploy to get people to donate to the development of the project, but none of you saw that.).
  6. We could, and honestly we'd like to if we could for the sake of lining our pockets some and, I dunno, resume/portfolio material but right now it's too early to call. Spriters who'll work for free are harder to find but there seems to be plenty who'll do it for money. That's actually what got us thinking about it. If we're going to shell out cash then maybe going commercial wouldn't be such a bad idea.
  7. Weird, link worked just fine for me.
  8. So for those who actually still believe this game will be completed, thank you. If you missed the news, this project is undergoing a total revamp due to unavoidable circumstances. It's not necessarily a bad thing. Honestly, we're enjoying the whole re-thinking process and re-exploring the old concept. After all that's said and done we hope to begin actually building the game soon. Maybe this time we'll get something playable out. Maybe. ippus and I are mostly still spitballing ideas with one another, but for anyone interested in keeping up with the minute updates we have, I opened up a small blog for the project. It's not much, I just needed a place online to place all my notes on, and most of which are private. I might release some things there from time to time for everyone's pleasure though. I put up a few of our new sketches there just a while ago to give everyone an idea of how the characters look now. I must say I'm very thrilled about the new designs. It's been a while since ippus last drew anything for Steel Hearts, and her style's developed in the last few years since. http://studiopnb.xepher.net/steelhearts Sorry, the main post is being rewritten.
  9. Steel Hearts 2010 blog up + new concept art. God, I love ippus.

  10. I'm surprised Naruto hasn't popped up yet.
  11. Welcome to the forums. Post up a project concept in the projects section and I'd be glad to give critique.
  12. It's a tough call. When you think about it, throwing rocks at things doesn't sound very interesting, but then again a standard FF game has very little innovation to offer all the same. You don't buy a Wii not expecting you'll be swinging the wiimote around a lot.
  13. So I picked up a copy of this today and played about half an hour or so. Let me just say I'm impressed. This may very well be the first decent Final Fantasy title to come out for the Wii (Granted there's only been one other FF to come out. Oh, and the My Life As series but I wouldn't count those). Starting off with the most obvious, this game is probably one of the best looking games I've ever seen come out on the Wii, but considering you bought a Wii in the first place, you may not care about that a whole lot. The game starts off throwing you right into the action. There's no ten minute cutscene, no fanfare. Just a short two minute scene and then monsters start popping out of the sky, which you then have to shoot down. Having read so very little about the game beforehand it came as a mild surprise. The first bit was actually fun. Could've been just the surprise though, I dunno. After realizing how point and shoot's a huge part of this game, it then proceeds to add another element: swinging. This game's all about the swinging. Yessir. No surprise there I suppose, considering this is a Wii game. Battles are basically all about finding something to throw at the monster. Be it a rock on the ground or the Selky hiding behind a bush, you'll have to use your telekinetic abilities to pick them up and use them as a weapon, oftentimes while running for your life so battles do get hectic. This is reminiscent of what they'd planned to do in Dawn of Mana on the PS2 actually, where anything and everything on the field could be thrown at opponents (although DoM was poorly done overall IMO). Whether they add a twist to this formula or not as the game goes on still remains to be seen. I hope they do though because I can imagine this getting old really fast. The camera annoys the hell out of me. You have full control of it, sure, but sometimes when you need to do quick moves you find your camera at an angle where something or another is blocking your view, usually causing you to take damage from whatever beast you were supposed to be getting away from or falling to your death. Outside that I've had very little else to complain about though.
  14. Whatever I had that was even close to playable was lost long ago. Haven't heard of that game before, honestly, but the visual novel presentation I'd posted before was pretty generic fare. It could look like a handful of several other games.
  15. It might be a while. I mean, right now we're only re-conceptualizing so anything concrete may still be a long ways away from now. If anything though, I'll probably be bumping my thread from time to time posting concept art and the like.
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