Five Petals

A couple of the new tracks I’ve been working on are sounding pretty close to being finished, although at the moment there is a definite drop in quality from the first track. The “bamboo” track I’ve been trying to make has been taking the longest to finish, as it’s the most different. I’ve also started working on the boss theme, which has been fun. For this piece of music, I’m ignoring most of the rules I’ve read about pentatonic scales and traditional Japanese percussion, and simply tried to keep the themes running through the instruments I’m using and the way I’m using them. The Boss Theme is a little homage to Final Fantasy in a lot of ways, as I’ve taken inspiration from multiple Final Fantasy battle themes for the intro and from the Shinra theme from FFVII for the main drum rhythm.


As the pieces are coming together, I’ve made myself a system in Game Maker to describe which background music to play in which room. Instead of stating the music that should be playing in every single individual room (as I have done for other things…) I’ve started the music playing in each main part of the level, and simply made sure it keeps playing even if buildings and caves are entered. To do this, I’ve made a basic script which is called when the player enters the main stage of each level called soundInit:


This states that if the music is not already playing, the music should play on a continual loop. This script also sets the global variable music from true to false, meaning that the music cannot be changed. When the player leaves the level, I’ve reset the variable to true so that a new piece of music can be played after the previous one has stopped! When this script is called in the level’s creation code, both of the arguments are defined. For example, in the first level the arguments are defined as:

The other thing I’ve been working on today is the game’s petal system. I came up with this idea before I had any idea how to program it, so I’ve left it out until now. I’ve learned a lot from making the game’s menus and inventory systems, and this is basically an addition to the inventory system I’ve made so far. The idea is that each of the game’s characters gives you a petal that they have found, and five petals makes a whole blossom, which is added to the game score. I’ve had a space in the inventory for this for ages, which I’ve recently revamped to make it nicer:


To test the system, I started using the Priest character, as he was the first character I made. I’ve renamed him Bura-san in the GDD. I’ve created two different variables that depict whether or not the character can give the player a petal, shown either as flower_give = true or flower_give = false. If the character’s petal hasn’t yet been added to the itemList DS list, then flower_give is true.


When the player talks to the character by pressing the X button, this activates the petal given by the character and changes the variable to false:


The petal given appears at the top of the screen, and can be seen in the petals section of the inventory.



I’ve created three new global variables called “petalscore” 1, 2 and 3 – one for each level that the player can receive petals. When a petal is received, the petalscore value will increase by one depending on which room the player is in.


This is then drawn into the inventory, so the player will only be able to see their petal progress for the level they are currently in. When the petalscore reaches 5, one blossom will be added to that level’s gamescore, so in order for the player to collect all 30 blossoms, they will also have to collect all five petals in each level. However, the system still needs a lot of work, as my NPC characters currently don’t do very much. Ultimately, I would like to slow the whole process down so that when each character is spoken to, an animation plays where the character takes out a petal and holds it until the player takes it. This way the whole system seems a lot more obvious, as at the moment a petal simply pops up at the top of the screen without any explanation. I’m still working on the AI for most of my current characters too. Bura-san doesn’t move about, so he was easy to try out the system on. “Kaze” who I’ve renamed “Kyo” constantly moves away from the character, but currently gets stuck to walls…


The Panda character that I recently put in runs about frantically, but again sometimes seems to get stuck on uneven terrain. I like this character because there is no way of catching up with him, you have to chance running into him and pressing X at the right moment!

My latest character is called Koto, and is the game’s instrumentalist. She appears in the first three levels, and sits by her koto playing each level’s music. This character was originally going to be male and called Camui after the Japanese singer Camui Gackt, but when I checked on the internet for a character basis it seemed that koto players were generally women. I found a lot of images of koto players dressed in traditional Japanese kimonos, so my koto player is also dressed very traditionally.


And in her pixel form:


All of these characters are placed in all three levels, but I’m hoping to create one unique character for each level to make up for the fifth petal.

“Momoiro” Finishing Touches


Today has been pretty similar to yesterday. The first level Momoiro is now looking pretty finished, from now until the end of the project I’ll probably just be tweaking little bits rather than making huge changes. In the screenshot above you can see the second cave part of the level, which probably has way too many lights! So there’s something that could do with some rearranging.


Here’s a screenshot from another part of the level, which leads down to the cafe. I was previously trying to play around with things I could do with the red brick tiles and some of the shadowy overlay tiles, but in the end I’ve decided to try and keep things simple.



The part of the level which has been changed the most today is the cafe itself. To set this apart from other buildings, I’ve added outdoor table arrangements and a unique flag which reads カフエ “cafe” in katakana. I’ve also added a new table light, which shines a small circular light which at the moment is the same colour as the hanging lights. It might be a little too bright at the moment, so I might dim this later. Also, I’m trying to work out how to create a flickering effect to make it seem like candle light, but I’m not currently sure how to do this with the EasyLighting system.

Other than that, there’s not much more to do, except for adding the extra characters and working on the background imagery. I’m still happy with the silhouette at the top of the level, but the rest of the level looks very dull without anything in the background. I’ve also got to add the trees back in before I forget!

Some of the characters are more developed than others. This afternoon I started working on Kaze, a resident of Momoiro who wears a face mask and scarf due to his cold. I’ve given him a walking and climbing animation so that he can manoeuvre around his home, but haven’t programmed any movement in the engine yet.