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> Paper Knight's Story, A Paper Mario-esque RPG that's not as flat as it looks!
amerk
post Jun 1 2012, 07:06 AM
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So I looked a bit more into this game and will definitely give you props. This looks like it will be a lot of fun once it's released, and the kick starter site seems to be hitting off. I just can't shake the feeling though that this would be a great addition to the Nintendo DS versus a PC game. I mean, you've got T-Shirts in design stages for this, and I can just imagine whatever other trinkets and merchandise that could be made to sell this. Heck, it could be the next popular "Mario'isqe" series since... well, since Mario.


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udivision
post Jun 1 2012, 07:56 AM
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If I was a competent programmer, I'd make an iOS port of this to reach more poeple. However, an indie game becoming popular is a lighting strike kind of deal. Yeah, everyone notices when it happens but it considering how many indie games there are it doesn't happen enough to try and count on it happening to you.

That being said, I'd like to treat this as my own little "franchise," with at least 1 sequel down the road and a short, browser-based platformer using the RPG's assets and probably made in construct 2. I don't have any other plans for it after that though... so time will tell.


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udivision
post Jun 2 2012, 07:19 PM
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Here's a new video showing off the battle system:

Battle Teaser

Things to note:
-"Flipping" is when you guard an attack by pressing "C" right as it hits.
-"A "Super Flip" happens with precise timing
-Right now there's a 15 frame window to perform a "Defense Flip." I want it to be easy, but that window might be reduced.
-A successful "Attack Fold" can result in increased damage or multiple hits. Failures can result in reduced damage or not attacking at all as you see in one point in the video.


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zacheatscrackers
post Jun 3 2012, 08:30 AM
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...holy crap.

Had it not been for a couple familiar RTP XP resources (nothing wrong with using a bit of RTP, though; don't get me wrong), this would have felt EXACTLY like a Paper Mario game. Jesus, you've NAILED just about everything I love about a PM game battle-wise.

Keep it up. Really.


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udivision
post Jun 3 2012, 11:06 AM
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Ha, thanks. I promised to get the video out this week so late last night I was kind of rushing. I haven't started work on my own battle animations yet, but they should be easier to do than some of the other stuff I've had to work on.



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zacheatscrackers
post Jun 5 2012, 09:16 AM
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Mk.

Keep up the good work. smile.gif


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supercow
post Jun 5 2012, 09:31 AM
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looks cute happy.gif i hope i get to see it finished yes.gif
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udivision
post Jun 5 2012, 06:25 PM
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You most certainly will.


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udivision
post Jun 11 2012, 05:52 PM
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Here's a look at the Official Strategy Guide I'm planning for PKS:



Working on outlines, move data, items and a bunch of other database stuff. Might post new screens this week though.


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Cleril
post Jun 11 2012, 06:48 PM
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QUOTE (udivision @ Jun 11 2012, 09:52 PM) *
Here's a look at the Official Strategy Guide I'm planning for PKS:



Working on outlines, move data, items and a bunch of other database stuff. Might post new screens this week though.


Is this guide coming with the game or is it sold? Then again, is this game to be freeware.


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udivision
post Jun 11 2012, 07:13 PM
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Free & Digital of course. But it'll be released a while (6+ months?) after the game so the temptation to spoil oneself isn't there for early adopters.


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zacheatscrackers
post Jun 14 2012, 10:12 AM
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Pretty much all Paper Mario games have guides as far as I'm concerned (not counting the 3DS one since it hasn't been released yet) so it's fitting to me.


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udivision
post Jun 15 2012, 09:47 AM
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More info on the Apostropha


The Apostropha are ancient spirits that have been a part of the world since the beginning. No one knows exactly what they are, but the Great Book mentions them joining with the Knight and other hero's throughout history to vanquish the rising evils.

In Paper Knight's Story, the Apostropha join Nait as he searches for the Author's Pencil. They are very helpful to his cause, especially on the battle field. Each new Apostropha is a new ally in battle, each with it's own unique traits, stats, and abilities. Typically, an Apostropha is defined by one trait.

General Types of Apostropha
Elemental - These are based on one specific element, learning high levels of both physical and magic skills that use that elemental. They are also very weak to the opposite element but resist their own element.
(At least 4, one for every element)

Support - These apostropha specialize in helping out Nait through either healing him or providing status buffs.
(At least 3)

Special - These apostropha provide unique abilities and are typically optional or hidden. They specialize in stealing equipment/items/gold bills from enemies, raise the experience/gold bills gained at the end of battle for the party if the apostropha is alive, or simply draw 90% of the enemies attacks to them. Although their abilities maybe less conventional, a skilled player might figure out the best way to use them. (At least 2)

As of now, there are 10 planned Apostropha in the game, and there will be secret ones for the player to discover on their own. Apostropha do have their own levels and gain experience, so the player must keep this in mind when switching up their party.

This post has been edited by udivision: Jun 16 2012, 07:45 AM


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Shaddow
post Jun 20 2012, 08:56 AM
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As many have said before me, this game truly looks incredible, I am very very impressed. I play a lot of games and so I'm a bit of a snooty gamer when it comes to RPGMaker games, but I will play this on day 1, no doubt about it.

As far as your search on how to remove that clutter from your battle screen, why not put the hp/sp above the characters head in a smaller icon? This will let you know who it's for and save space, plus would look rather nice. A way to really keep it clutter free is to only have the hp/sp show up when that character is highlighted, either for their turn or as the subject of a healing/buff.

It is only a small suggestion, but I really feel like it would fit the feel of the game and really help reduce that clutter.


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udivision
post Jun 21 2012, 08:25 PM
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I think the revision I posted solves most of the screen real-estate issue. Another thing to keep in mind is, because of the perspective I'm using, I can't place characters in the bottom third or top third of the screen without breaking the perspective so that space can't be used for much except for scenery. I may further reduce the size of the menu though. I don't want to get rid of it completely because I do like how when you switch menus in the battle separate pieces of paper come and go representing a literal menu.


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MagitekElite
post Jun 24 2012, 09:22 PM
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This looks amazing! I always loved the "paper" effect of Paper Mario. It was one of the best features of the game. I love it when I see a game like this; so much difference that it is very, very exciting to see and keep an eye on!

Its so cute. So. Cute. T.T


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udivision
post Jun 26 2012, 04:27 PM
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^Thanks!

(Sorry about the quality, but click the image for the video)

Here's a video of me playing around with an early version of the Paper Arts/Paper Crafting system. The pop-up menu will be context sensitive, meaning that certain abilities will be shown for certain types of objects. Of course, you'll gain new abilities as you progress through the game and won't start off with much.

And a random screenshot of some of the first indoor tiles I've made for the game.


This post has been edited by udivision: Jun 26 2012, 04:27 PM


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udivision
post Jul 9 2012, 03:15 PM
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Particle Engine

(scenes from the upcoming intro video)

Today I was able to make a simple particle engine for use in Paper Knight's Story. It's certainly a different type of script than what I'm used to doing, and not terribly original, but it's important that I figure out how to do these kinds of things. I want to release the Particle Engine, and other scripts I make, to the public before PKS is officially released.

In other news, I've been able to put in consistant work on the introduction of the game now that my focus has shifted from battle. There are still a few more scenes I need to get out of the way, but overall the production has been going well.


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zacheatscrackers
post Jul 11 2012, 10:36 AM
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That's great to hear, man.

Here's to hoping progress stays steady. Loving that look of that particle engine, btw.

This post has been edited by zacheatscrackers: Jul 11 2012, 10:37 AM


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thatgreenalien
post Jul 15 2012, 05:07 PM
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Looks really neat, I love the art and the story is pretty unique as well tongue.gif

I would recommend having more attacks/skills and even puzzles based on book/paper themes, kinda like PM but add your own twist to it.
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