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Project: Crystarium [C++] 
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Joined: Tue Apr 06, 2010 4:47 am
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PROJECT: CRYSTARIUM
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"This time... It'll be for real..."

Players: 1-2
Genre: Fighting / Psychological Horror
Current Game Making Program: Visual Studio 6.0
Stage: WIP


Storyline: N/A at the moment

Characters: show
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Elysium the Yellow
All Rubber = All So Deadly

Real Name: Lazario 'Existence' Smiles
Birthdate: December 20
Weapon of Choice: His clothing (Straitjacket and Shapeshifting Hat)

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Jestie

Real Name: Jester Jacks
Birthdate: October 26
Weapon of Choice: The illusions of an addled mind (And her red axe)

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Mr Furries
Not so Funny now when your teddy bear is possessed, huh?

Real Name: Teddi Gums
Birthdate: February 25
Weapon of Choice: His Claws

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Mimic
I see why the Junkyard is a scary place now...

Real Name: Mimic
Date of Creation: April 14
Weapon of Choice: ELECTRICITY!!!

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Krypt
It's gonna take more than a rocket launcher to stop me...

Real Name: N/A at the moment yet
Birthdate: December 8
Weapon of Choice: Twin Tommy Guns

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G.L.A.X
Once meat... Now a experiment...

Real Name: Glax
Date of Creation: April 3
Weapon of Choice: Unknown

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Darth

Real Name: Crow le Arave
Birthdate: November 10
Weapon of Choice: Crafted Gadgets/Traps

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The ChessMaster

Real Name: Unknown
Birthdate: May 5
Weapon of Choice: Hand and a half (Sword) / His Chess Units

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TICK-TOCK

Real Name: The Time Lord
Birthdate: Unknown
Weapon of Choice: Time and Space itself

Stages: show
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Stage:My Happy Place...
Description: Teddi's stage

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Stage:Right down the tracks...
Description: ???'s stage

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Stage:Home, Sweet Home
Description: Elysium's stage

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Stage:The MadHouse
Description: Home stage

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Stage:Caught up in my web
Description: ???'s stage

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Stage:Contaminated
Description: ???'s stage

Current Team Members: show
-Michael M [Lead Developer / Graphics Artist / Lead Programmer]
-Lee Pearson [Lead Graphics Artist]

Current Voice Actors: show
-Jonathan Jones: Elysium The Yellow
-Adin Rudd: [UnAnnounced Character]
-AdoxoGraphist: In-Game Narrator

(Yes... I'll be voice acting aswell i guess...)

Any Comments? Questions? Critique? I'll be glad to respond to them

P.S: I'm taking college classes for Direct X10, which is C++. If i manage to work out everything smoothly, i probably will stop working on a Game Maker version and move the whole project to C++. It'll be tough but worth it...


Last edited by Michael on Sat Jun 04, 2016 11:01 pm, edited 17 times in total.



Tue Mar 26, 2013 1:37 am

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I've been following this project since the beginning and it's nice to see how your spriting skills have developed since then.

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Tue Mar 26, 2013 6:05 am
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switch to c++ now

the best way to learn how to code games in something is to code games in it

all the information you need can be found online anyway so you'll just be saving time in the long run

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Tue Mar 26, 2013 10:27 am
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I can not wait to see how this turns out!

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Tue Mar 26, 2013 10:37 am
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>Psychological horror VS Fighter

The initial project had my curiosity, but now you have my attention.


Tue Mar 26, 2013 11:09 am
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There's been a huge discussion with the roster apparently. We're replacing some characters in our final roster with some new additions that'll hopefully fit in because they'll not only have an impact on family/childhood issues that certain families are scared about but also have an impact on any plans of future titles i wish to work on. I tried to place workarounds on them but it didn't feel right in the end.

So to make up for it: Another character has been placed up in the first post. Also, the first stage reveal is up.

As for C++: I will be switching to it from now on and will start on Monday. Seems like it's needed to do so and it doesn't hurt to try. Other programs i'll be using if C++ doesn't go well are Java, Unity, and Python. Game Maker will be placed aside as a last resort.

I'll be using Visual Studio 6.0 for C++.


Last edited by Michael on Mon Apr 01, 2013 11:55 pm, edited 3 times in total.



Sat Mar 30, 2013 10:00 pm
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Hmm looks substantially more professional, if you need help with pixel art just hit me up :)

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Sun Mar 31, 2013 12:52 am
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Due to a certain impact on a certain issue, we decided to temporarily remove Jester Jacks from the roster.

In exchange, we added G.L.A.X. In addition, We also added in a nutshell their playstyle descriptions if anyone is curious as to how will these characters play. Since college has gone back on course successfully, i'll be working with Maya Autodesk 2013 to work on the game.

We came to an agreement on the team that it will be a 2.5D psychological horror fighting game... With 2D characters fighting on 3D stages all designed by Lee Pearson himself. Next week, i hope to post a YouTube video that gives you a glimpse of what's to come from the voice artists themselves.


Fri Apr 12, 2013 10:33 am

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Certain issue being either a certain attack that you cannot program correctly or sprite issue? Just a guess.

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Fri Apr 12, 2013 2:48 pm
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Typically when a developer is really vauge on that sort of subject there's a reason they don't want to talk about it. Sort of rude in my opinion to prod.

Can we see an example of the spritework for the project?


Fri Apr 12, 2013 3:15 pm
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Crimson Wolf wrote:
Certain issue being either a certain attack that you cannot program correctly or sprite issue? Just a guess.

Classified Issue but it's been dealt with now.

Dr.Geno wrote:
Typically when a developer is really vauge on that sort of subject there's a reason they don't want to talk about it. Sort of rude in my opinion to prod.

Can we see an example of the spritework for the project?


I PM'd you an example of spritework but i found it disrespectful to myself considering that i should be showing it here rather than hiding it.

This is Elysium's final current progress at the moment
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My major focus on Crystarium was trying to get the sprites to look way too realistic but that ended up in a bit of a failure in my opinion. Here was my minor edit/attempt of realistic Elysium in comparison to the original:
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As for Jestie, this is her original and finalized version:
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Lee is currently on work with a big project till May so it'll take a while before he comes back to draw up a few more. As for game programming, Direct3D is a pain in the back so i'm staying away from that for now and focusing generally on C++ coding. I have currently asked on this forum (Whom i know probably have some experience with C++) if there is any way that i can render 2D images in Direct3D. Sadly, no replies so i'm switching back to the old SDL library and just focusing on my college course of Direct3D so i could learn and use it.

As of spriting/graphics design, i'll be stopping with pixel art temporarily and use pencil/paper to start animating in the form of stick figures so it helps me understand anatomy better.

I'm just going to temporarily forget trying to add on top of something in WIP/Construction and focus primarily on both the engine and the first character.


Tue Apr 23, 2013 3:30 am
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holy piss, maik.
you really do got some skill in the spriting.

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Tue Apr 23, 2013 8:26 am
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GigaPichu wrote:
holy piss, maik.
you really do got some skill in the spriting.


Thank you :)

Update: After sketching for days, i found it easier to sketch the characters than to sprite them. I'm going to drop spriting if this works as planned smoothly. Cuts down time and makes the game look a lot nicer.

Here's my WIP attempt of a damaged stance for Mr. Furries. (25 minutes w/fur, 20 w/o)
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In comparison to pixel spriting (Which literally takes me more time than drawing)

I call it WIP because he's missing alot of the details (showcased in his debut photo on the first post) and probably needs fixing on alot of the anatomy (If you see any wrong with it, you can post it here. It'll help ^_^). I'm still learning progressively with anatomy and drawing characters. I'm also saving individual body parts seperate just in case.

It's going great :) Well i got finals coming up for Direct3D and AI programming today (in about 3 hours). Wish me luck everybody ^_^


Tue May 07, 2013 1:18 pm
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A sketched style, huh? That's definitely different. If it works out well it'll help the game feel like it has it's own identity. Though I truly have to wonder what is going on with his paws, the upper two are drawn much differently.

Also keep in mind that bears are designed to walk around on all fours, so his arms and legs should be around the same size. Tekken's Kuma would probably be a good reference for this, if you need it.


Tue May 07, 2013 8:54 pm
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Nextoy wrote:
Also keep in mind that bears are designed to walk around on all fours, so his arms and legs should be around the same size. Tekken's Kuma would probably be a good reference for this, if you need it.


Bar that Kuma is an actual bear and that Teddy is a teddy bear.


Also a possesed demonic one at that.



Back elbow seems kind of awkward Mike. Other then that it's a unique twist on style, I'll wonder how you're going to develop this style to fit the horror theme.

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