Board index » Present Evidence » Games

Page 1 of 1[ 13 posts ]
 


AAI: Turnabout InvestigationsTopic%20Title
User avatar

Art Person

Gender: Male

Location: Live on Stage

Rank: Ace Attorney

Joined: Thu Sep 30, 2010 11:23 am

Posts: 3083

__________TURNABOUT INVESTIGATIONS__________


Turnabout Investigations is an AAI-styled Ace Attorney Case being made with AAO. It utilises the AAI styled sprites, and minis along with cutscenes and a working version of Logic Chess!
This has been a pet project of mine for quite some time, and only now am I wanting to start dedicating more time to finishing and finalising this case!

The current case is only just started in terms of scripting, but any input or feedback would be greatly appreciated!
In terms of the plot, key points like the main turnabout and the killer are all laid out, and just need to be implemented via the full in-text dialogue.

Play current demo: http://aceattorney.sparklin.org/jeu.php?id_proces=29035

Spoiler: Current Plot Synopsis
The scene for this case is set on May 19th, 2019. Miles Edgeworth has found out about Phoenix's disbarment, and is contemplating as to what to do about this dilemma. As Edgeworth meets with Phoenix, he notices Franziska von Karma has already arrived and is vehemently interrogating Phoenix, who has changed personality wise considerably, due to hus new lifestyle.

As Edgeworth pursues the issue of Phoenix's disbarment, he comes to the conclusion that in order to aid Phoenix in finding the truth, they must visit the Courthouse and gather more details. In their initial investigation, they come across a group of musicians that had come to view a trial run by Klavier Gavin (Who, due to his musical success, has gained a following even to court.). After their introduction, and decision to check out more of the scene, they come across a shocking surprise. One of the band members was lying on the ground, dead.

To be continued...


Spoiler: Victim data
Image

Name: Elenora "Stella" Hemsworth
Age: 20
Gender: Female
Occuplation: Lead Singer and Pianist for the "Guilt Trips"

Bio:For a small-time rock band, Stella was much adored by her fans, and was kind, easygoing and always tried to console the others if they were feeling down.
She was also childhood friends with Dimitri, who had a crush on her, but she never caught on.


Spoiler: Characters
Image
Name: Dimitri Bastiel
Age: 19
Occupation: Upcoming Rock musician/student
Background Info: Band member for the Rock Band the "Guilt Trips". Was at the Courthouse with the rest of his band, watching a trial run by Klavier Gavin, whom he idolises looks up to.

Image

Name: Leon Mallet
Age: 24
Occupation: Musician
Background info: Drummer and the leader of the "Guilt Trips" and Dimitri's senior. He is looked up to by the band, and despite his 'tough-guy' exterior, he is caring in his own, albeit hard to notice, way.
Note: His jacket design was inspired by a character from an Australian TV show 'Spirited'.

Image



Last edited by SuperAj3 on Sat Aug 16, 2014 5:10 am, edited 9 times in total.
Re: AAI: Turnabout InvestigationsTopic%20Title
User avatar

Gender: Male

Rank: Desk Jockey

Joined: Fri Nov 29, 2013 4:38 am

Posts: 106

I'm really looking forward to how this turns out! i havent played the demo yet, but i will soon. This is the first AAI-styled case ive seen, and im wanting to see how it would work. Good luck to ya! ^_^
Difficult-looking legal books stand in a formidable row. They mock me. I tried reading one, and it made my head hurt. When I closed it, it slipped out of my hand. Then my foot hurt too. - Phoenix Wright


My fangame: Morgan Wright: Ace Attorney is right here: viewtopic.php?t=30205
Re: AAI: Turnabout InvestigationsTopic%20Title
User avatar

Gender: None specified

Rank: Decisive Witness

Joined: Wed Oct 30, 2013 3:42 am

Posts: 214

I like the idea, though there are a few graphical issues I think should be handled differently.

First, judging by the long time it took to load all the images, I'm assuming you've merged the AAI mini sprites into the background? I have no idea about AAO V5 but in AAO V6 you can use multiple foregrounds on a place and have actions to hide or show each one. This would lead to much more efficient loading and bandwidth usage.

Also, during loading, it's possible to see all the profiles that you don't want shown (like Edgeworth's). Apparently v5 assumes that if there's no frame that reveals the profile, it should always be visible, and the way to fix this is to have a frame that shows them located in a place that can't be reached (I may need correction on this one).

I also have no idea what the problem is, but the sprites (Edgeworth's, mainly) keep shifting left and right? I suspect it might be an alignment issue... are the sprites cropped or is there transparency around them the size of the screen? They also seem a bit too in the centre for AAI. I know V6 has sprite display options that have AAI settings. Maybe V6 would be better.

Your original sprites also don't have the same like quality that the canon sprites have, this is really noticeable when Phoenix's sprites change. This is salvageable without needing to redo them though. If your lineart is on a separate layer, try duplicating it once or twice to darken it some more, and perhaps Sharpen the entire image. (If you have Photoshop, you want the Unsharp Mask or Smart Sharpen filters for this.) If that's not enough, reduce the number of colours (with careful settings rather than automation), though I don't think that would be really necessary.

Finally, Logic Chess. This was actually really weird for me because I hadn't seen the actual Logic Chess before I tried the demo. So I didn't understand that the health bar was being used as a timer, maybe it would be good to elaborate on that further. Actually, how is the timer being implemented? Is it actually timing anything?
The second thing that I thought needed extra graphics was when the black pieces disappeared... there's no need to do that thing the game actually uses with the shattering, but even some random explosion or fading away transition would explain a bit more than it just vanishing. Though, now I've watched the actual Logic Chess in action, I get what's happening now so it's not as big of a deal.

Well these comments on the graphics are just presentation concerns, there's nothing too critical I can really say elsewhere because that's not my field XD
Overall, I'm interested. This is definitely a thread I'll be following closely.
AAO general / C-R dead-ish / deviantart slowly filling
Image
Re: AAI: Turnabout InvestigationsTopic%20Title
User avatar

Art Person

Gender: Male

Location: Live on Stage

Rank: Ace Attorney

Joined: Thu Sep 30, 2010 11:23 am

Posts: 3083

Thanks for the feedback! I'll answer each question one by one haha!
Spoiler: Answers to your questions
mercurialSK wrote:
First, judging by the long time it took to load all the images, I'm assuming you've merged the AAI mini sprites into the background? I have no idea about AAO V5 but in AAO V6 you can use multiple foregrounds on a place and have actions to hide or show each one. This would lead to much more efficient loading and bandwidth usage.

Some of the minis are part of the background, others are individual character animations (Like Mini Edgeworth's talking with arms crossed) I might try saving this and making a copy in AAOv6, but because I haven't used trial maker v6 at all, I'm not so sure how different it is to v5's editor.

mercurialSK wrote:
Also, during loading, it's possible to see all the profiles that you don't want shown (like Edgeworth's). Apparently v5 assumes that if there's no frame that reveals the profile, it should always be visible, and the way to fix this is to have a frame that shows them located in a place that can't be reached (I may need correction on this one).

That's just a thing in v5 I think. I don't mind if in the loading, they appear. (It's only for a few seconds, then they'll go away once the game starts). If it will contain spoilers, then I'll make sure to hide them during the image loading!

mercurialSK wrote:
I also have no idea what the problem is, but the sprites (Edgeworth's, mainly) keep shifting left and right? I suspect it might be an alignment issue... are the sprites cropped or is there transparency around them the size of the screen? They also seem a bit too in the centre for AAI. I know V6 has sprite display options that have AAI settings. Maybe V6 would be better.

The main character sprites (Edgeworth, Gumshoe and Franziska) are all from Court Record's Sprite Animation's page, so who animated them must've been a little off centre. I can easily animate them myself to fix this in the future.

mercurialSK wrote:
Your original sprites also don't have the same like quality that the canon sprites have, this is really noticeable when Phoenix's sprites change. This is salvageable without needing to redo them though. If your lineart is on a separate layer, try duplicating it once or twice to darken it some more, and perhaps Sharpen the entire image. (If you have Photoshop, you want the Unsharp Mask or Smart Sharpen filters for this.) If that's not enough, reduce the number of colours (with careful settings rather than automation), though I don't think that would be really necessary.

The Phoenix sprites will all be from scratch (hopefully), so any AJ sprites used now are just fillers. (But I will darken those lines in the future sprites!)

mercurialSK wrote:
Finally, Logic Chess. This was actually really weird for me because I hadn't seen the actual Logic Chess before I tried the demo. So I didn't understand that the health bar was being used as a timer, maybe it would be good to elaborate on that further. Actually, how is the timer being implemented? Is it actually timing anything?
The second thing that I thought needed extra graphics was when the black pieces disappeared... there's no need to do that thing the game actually uses with the shattering, but even some random explosion or fading away transition would explain a bit more than it just vanishing. Though, now I've watched the actual Logic Chess in action, I get what's happening now so it's not as big of a deal.

I know in the proper Logic chess, it's meant to be a timer, but on AAO's forums someone suggested at each question asked, just deplete the bar a little, instead of it going down (As I have no idea how to make it a timer).
Yeah, the pieces breaking is something I need to work on, I initially was thinking of screencapping each shattering piece frame from GK2, but I can't now, so I might just have to use a little explosion animation.
Thanks a bunch for the feedback, and I'll try to implement it!
Re: AAI: Turnabout InvestigationsTopic%20Title
User avatar

Gender: None specified

Rank: Decisive Witness

Joined: Wed Oct 30, 2013 3:42 am

Posts: 214

SuperAj3 wrote:
I don't mind if in the loading, they appear. (It's only for a few seconds, then they'll go away once the game starts).

Well, it's definitely closer to a few minutes than a few seconds for me, but okay. XD I have really bad internet, lol.

SuperAj3 wrote:
I know in the proper Logic chess, it's meant to be a timer, but on AAO's forums someone suggested at each question asked, just deplete the bar a little, instead of it going down (As I have no idea how to make it a timer).
Yeah, the pieces breaking is something I need to work on, I initially was thinking of screencapping each shattering piece frame from GK2, but I can't now, so I might just have to use a little explosion animation.

Hmm, I thought so.

It is possible to make it a timer using the f:get_date() function and then comparing the times, if you want. The way to do this would be having three variables - one for the total amount of time ("totaltime"), and two for testing ("starttime" and "currenttime"). Before the sequence, set the totaltime variable to whatever time you want in milliseconds (because the function uses them) and the starttime variable to that time then. Then by setting the currenttime variable before every dialogue frame, it's possible to calculate the time that's passed between start and current by subtracting them, and that can be compared against the totaltime variable to see if time is up or not. If you want to use the health bar to set the timer then it's also easy to calculate how much of the health should be displayed by taking the percentage of time left and multiplying that by 120 (which is full health).

A little explosion animation sounds good. It doesn't really need to be perfectly accurate to the game, the most important thing is that it makes sense when playing XD
AAO general / C-R dead-ish / deviantart slowly filling
Image
Re: AAI: Turnabout InvestigationsTopic%20Title
User avatar

Art Person

Gender: Male

Location: Live on Stage

Rank: Ace Attorney

Joined: Thu Sep 30, 2010 11:23 am

Posts: 3083

Ah, sorry about that. I'll remove them haha.
mercurialSK wrote:
It is possible to make it a timer using the f:get_date() function and then comparing the times, if you want. The way to do this would be having three variables - one for the total amount of time ("totaltime"), and two for testing ("starttime" and "currenttime"). Before the sequence, set the totaltime variable to whatever time you want in milliseconds (because the function uses them) and the starttime variable to that time then. Then by setting the currenttime variable before every dialogue frame, it's possible to calculate the time that's passed between start and current by subtracting them, and that can be compared against the totaltime variable to see if time is up or not. If you want to use the health bar to set the timer then it's also easy to calculate how much of the health should be displayed by taking the percentage of time left and multiplying that by 120 (which is full health).

A little explosion animation sounds good. It doesn't really need to be perfectly accurate to the game, the most important thing is that it makes sense when playing XD

I'll give this a try (I've yet to learn the variables for the trial editor, but I'll play around with it a little)
Re: AAI: Turnabout InvestigationsTopic%20Title
User avatar

Mia Payne

Gender: Male

Location: Winning All My God Damn Cases

Rank: Ace Attorney

Joined: Wed Sep 18, 2013 1:11 am

Posts: 1356

I'm looking foward to this trial!


Is this going to be a series or a one-off?
Re: AAI: Turnabout InvestigationsTopic%20Title
User avatar

Art Person

Gender: Male

Location: Live on Stage

Rank: Ace Attorney

Joined: Thu Sep 30, 2010 11:23 am

Posts: 3083

Blizdi wrote:
I'm looking foward to this trial!


Is this going to be a series or a one-off?

This one so far is planned as a one-off. However, if I can get this case done (if anyone would like to help, that'd be great!) I could make it into a series. (As I'm trying to make it close to canon, and a way to fill in the 7 year gap between GK2 and DD.)
Re: AAI: Turnabout InvestigationsTopic%20Title
User avatar

Art Person

Gender: Male

Location: Live on Stage

Rank: Ace Attorney

Joined: Thu Sep 30, 2010 11:23 am

Posts: 3083

Hi Guys,
Just added some details about the victim, as well as a murder scene shot I'm working on:
This does contain a bit of spoilers, as it shows you the crime scene.
Spoiler: Victim data
Image

Name: Elenora "Stellar" Hemsworth
Age: 21
Gender: Female
Occuplation: Lead Singer and Pianist for the "Guilt Trips"

Bio:For a small-time rock band, Stellar was much adored by her fans, and was kind, easygoing and always tried to console the others if they were feeling down.
She was also childhood friends with Dimitri, who had a crush on her, but she never caught on..

Also, our mysterious man in white now has a name!
Leon Mallet:
Image
Re: AAI: Turnabout InvestigationsTopic%20Title
User avatar

Scratch spriter

Gender: Male

Location: Mexico

Rank: Medium-in-training

Joined: Mon Feb 03, 2014 12:09 am

Posts: 323

I really want to play this!
I can´t believe you´re developing this in AAO, they say there are a lot of limitations
Re: AAI: Turnabout InvestigationsTopic%20Title
User avatar

Gender: Male

Location: Dominican Republic

Rank: Prosecutor

Joined: Sun Jun 02, 2013 6:06 pm

Posts: 715

HenryPark wrote:
There ARE a lot of limitations, even more than PYwright.
:edgeworth:



I have only one thing to say...

http://aceattorney.sparklin.org/jeu.php?id_proces=42063
Signature loading, please wait...
Re: AAI: Turnabout InvestigationsTopic%20Title
User avatar

Scratch spriter

Gender: Male

Location: Mexico

Rank: Medium-in-training

Joined: Mon Feb 03, 2014 12:09 am

Posts: 323

Hey in this thread!
http://forums.court-records.net/viewtopic.php?f=12&t=26933
They have the logic black chess piece effect when it brokes :basil:
Re: AAI: Turnabout InvestigationsTopic%20Title
User avatar

Art Person

Gender: Male

Location: Live on Stage

Rank: Ace Attorney

Joined: Thu Sep 30, 2010 11:23 am

Posts: 3083

HenryPark wrote:
Dude... AAO is dragging the quality down...
Better use PYwright or PWlib.
:edgeworth:

Hesseldahl wrote:
I really want to play this!
I can´t believe you´re developing this in AAO, they say there are a lot of limitations

I started this back in 2011 using AAO but I've been learning PYWright, just I find the trial editor a little easier to navigate in AAO. I could make it in PYWright (Just complex things like logic chess I'll need help with)

Hesseldahl wrote:
Hey in this thread!
http://forums.court-records.net/viewtopic.php?f=12&t=26933
They have the logic black chess piece effect when it brokes :basil:

Thanks! I'll add these in soon!
Page 1 of 1 [ 13 posts ] 
 
Display posts from previous:  Sort by  

 Board index » Present Evidence » Games

Who is online
Users browsing this forum: KamiPanda and 2 guests

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum
Jump to:  
News News Site map Site map SitemapIndex SitemapIndex RSS Feed RSS Feed Channel list Channel list
Powered by phpBB

phpBB SEO