Tag: Angelic Orbs

Transforming Tia

Transforming Tia

Having some time between my last commission and another big project coming up, I’m working on getting some more CGs finished. Some of that work has consisted of fixing or redrawing a couple of old CGs. One of these are safe to show here, since it was one of the first screenshots I ever showed anyone from the game – here you can see the old and new versions of this picture:

The date of the old picture says “3.-10.-07”, almost a year ago. I guess that means that you can see almost a years improvement between those two images. I find it kind of strange myself to look at these pictures – it doesn’t feel like so much should have changed in that time, but that new picture is still a huge improvement. There is still so much left to learn though…

I hope that doesn’t mean that the images in the game will vary too much in quality ^^; I’ll try my best to avoid this. Fortunately that picture was one of the worst in the bunch.

Apart from that I can happily say that all linearts for the CGs are done at this point. I only need to colour 3 more, and get the last piece of music!

I’m such a slowpoke…



…. I hope.

It’s about time I make another update about the AO game I guess. Lately I have been pretty stuck, so not much has happened – somehow I just couldn’t get any further with the remaining CG’s. At least all Tia’s CG’s are now finished, so I don’t have to worry about her anymore.

Today I managed to get another one of Yoko’s CG’s out of the way, though. I’m not all pleased with it, but the lineart itself was kind of bad to begin with, and there’s a limit to what colours can save…. In the end I found another technique for spiffing up CG colouring by complete coincidence, and with that I made the finished picture look a little more bearable. Now I have declared it as finished, and with that I hope to have broken through the wall that was standing in my way – next up is colouring another CG with an annoying amount of background in it, and then getting some lineart finished…….. *sigh*

I’m finding it really hard to live up to my own expectations with this. Looking back at the finished CG sets, there are a few that I would like to redo as well. At other times I just tell myself that I have to live with some crappy art here and there.

I want this game to look great, but at the same time I feel that the story is inferior, and then maybe it doesn’t even deserve for me to work so hard for the graphics.

Hmmm this is tough…. I’m still hoping to get this game released this summer though, so let’s hope I can get my act together.



Time for some kind of progress report on the AO game.

Since the only thing I have to do at the moment is finishing the art for the game, there rarely is anything new to talk about. I got a composer to help me with the game a short time ago though (Alessio), and he has sent me a few samples to demonstrate what he’s doing. It sounds great already, so I’m really looking forward to what my game will be like with music and everything in it ^^ (He’s also the first person to actually play the game.)

On the art front I finished the lineart for a couple of Zyra CG’s today, and finally pulled myself together to fix the “front” pose for Yoko. You can see the difference here – I believe it helped a lot:

Now she doesn’t look like a gorilla anymore….. Instead her head looks a bit huge. But I noticed that almost all my sprites have huge heads, so maybe it blends in <_<;;
I also noticed an error on her sideways pose now. Sigh. I don’t know if I will fix it….

Yoko: Why is it always my sprites that are broken….?

Tia: I don’t know…. maybe because Vatina isn’t as used to draw you as the rest of us?

Yoko: …. I have disgraced myself.

Tia: Nah, lighten up Yoko!

…… …….


Tia: Wait, where are you going….?

Tia: Nooo stop Yoko! let go of that sword!

A new milestone reached!

A new milestone reached!

Yesterday I finished inserting the script and programming of AO: Glass Wings! Yay!

All that is left now is (a lot of) art, and of course the music. This will probably take a while, since I’m really slow a colouring…. but at least I have a working game now, that’s kind of amazing.

And now for the fun stuff – the Lint report:

The game contains 4889 screens of dialogue.
These screens contain a total of 50443 words.
For an average of 10.3 words per screen.
The game contains 17 menus.

I didn’t know it would reach 50.000 words, so I’m very pleased with that ^^ And a very short scene still need to be fixed and re-inserted, but it won’t change a lot.

Here’s some W.I.P art for you:

Deep in the forest….

Deep in the forest….

Hoorray for Photosh… uh, Paintshop Pro.

Since I can’t draw proper BG’s, especially not the amount needed for Glass Wings, I use slightly altered photos all the way. I’ve been able to use pictures I took myself almost all the way through, with a few exceptions inside the mansion.

But not long ago I added a couple of scenes that made me come a couple of BG’s short… and I still have trouble with them. In the end I tried making a photo manipulation for the a scene in one of the paths, where the characters rest at a small ruin in the forest. take a look at the evening version:

It looks like a lego-set or something 😛 Oh well, I guess it works… in an odd sort of way….
Obviously I’m no good at photo manips.

I’m still having problems with the last CG for the final battle. In the end I may have to rewrite the whole scene to make it fit whatever I have lying around. *Sigh*…….

Oh, and I’m almost done coding Zyra’s path. That means I can look for a musician in the not so distant future.

PS: I really need to add links for the other Lemmasoft blogs like others have done – I’m sorry >_< It’s just because I’m so lazy…. but I’ll get it done….




I really should update here more. Maybe that could also motivate me a bit.

Something with the complete opposite effect though, is when I come across blogs or sites like this: No Boys Allowed
Looking at that can really make me feel like my game is pure crap 😛 Seriously, just look at those screens with the school and all the girls on the streets…. gah….

I guess something that would really help my game along would be to have some proper backgrounds, instead of just edited photographs. I need a lot of BG’s though… it’s an impossible task, really. I still wonder what I should do about the last two BG’s that I need.

But what about progress on the actual gamemaking? Not much. I have finished a couple of CG’s, and I have just spend quite some time creating a special ‘swoosh’-ing effect for the battle scenes. It’s finally starting to look good, but I am getting worried about the filesize of the picture needed for this effect. If I don’t watch out, this game is going to be way too huge. Oh well, maybe I can do without the effect in the end, if I can’t make it smaller in size. It would look good if I made it work though…

Oh well. Better get back to work.


AO 2 page 17 and 18 (b/w)

AO 2 page 17 and 18 (b/w)

Pages 17 and 18 are up.

I need your oppinion! As you may have noticed, these two new pages are both b/w lineart only. I have been considering this for a while, and even though changing styles in the middle of everything is a little weird, I still did it in the end.

Now, what would you prefer?

1) I keep updating as usual with shaded pages, like page 16 is, with the danger of me missing some updates. So far I have been able to keep up pretty well, but it gives me less time to actually draw future pages…..


2) I update with these b/w pages, and sometimes I will return and re-upload old pages to new shaded versions (without stalling the actual updating schedule of course). This way consistent updates will be easier, and I may also update with more than one page a time as well.

Now, please don’t reply with “whatever you want/think is best”, because I want to know what you prefer 😛

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