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Topics - Schala Zeal

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1
General Discussion / Finally, vtubing as an OC "Schala"
« on: March 16, 2024, 08:47:21 pm »
So, a good portion of you might know I've vtubed as... myself, full Toriyama design and all.. However, because of C&D always being a possibility, and me wanting to do some fundraising, etc, and flex my creativity without restraint, I spent about 5-6 months making a "reboot" -- original character, original backstory I'm still trying to figure out, but with the same name with 'Zeal' dropped.



What I have so far is that Schala is an elf sorceress thrown forward thousands of years in time. She is originally the princess of an ancient magic elven kingdom, Lemuria, worshippers of an entity named Som. At a young age, Schala was discovered to be a magical prodigy, being able to weave dreams into reality. Yet her gift was squandered and abused by her mother, Queen Samelle, and she was sedated and plugged into a machine that would siphon her dream energy and use it to subjugate everyone, while simultaneously attempting to bring forth Som. Disaster struck one day, and she was awoken by an anonymous rescuer, who, in finding escape was futile, threw her into a time rift, before facing their fate.

Chrono Trigger Schala was the "foundational" inspiration, of course, but I've drawn on other design and character development inspirations. Her cold visage hides beneath it the loving, caring little girl she once was. She has a fascination with technology, yet has a fragile psyche and might sometimes lash out. My goal with her was to project a lot of how I differ from the game character, into her. This way, I can build upon her as I learn and grow myself. I wanted to make her an antihero. I wanted her to come across as someone who can be sympathised with, even in their misguidance.

Her weapon is the Masamune -- a different one of course, which is conjured using her inner mana into solid steel (think Tenchi Muyo weaponry) and it can also split into 2 blades for each hand.

2
General Discussion / Temporal Flux: Echoes of a Dream
« on: September 19, 2023, 03:08:47 am »
So about a month ago, comic entrepreneur Lucius Merryweather launched a new vtuber agency named Astraline and gave its members all new vtuber avatars and an animated backstory/lore for each of them. I had been watching Fred Knudsen since before he joined the agency, and when he did, it got me thinking creatively.

I myself have been vtubing for over a year now, not really feeling settled into a brand. Everyone knows me as Schala, and lately I settled on a Toriyama style avatar I commissioned an artist friend to draw while I learned Live2D and rigged myself. (see attached) The problem, of course, is that I had to gimp myself from not just monetising my streams, but also fundraising for charity, to keep Square's eyes off me.

The advent of Astraline lit a spark of creativity in me and I really sought out to establish an original character, or at the very least, a character that won't have a legal potentiality looming over my head. A few ideas came to mind, but nothing really solid. Then I had watched Audio Pulp's What Would Chrono Break Be Like? series. Couple that with a few ideas of my own and I had a solid idea and began drafting up a backstory for my new vtuber character -- It would be "Schala" but using the Chrono Break fan lore with some rearrangements, it would be vague enough to be considered its own thing.

So I set off writing up draft after draft of my story, every day pouring in new elements to really ground it as its own "Chrono-like" story. Around this time, I started getting intrigued by the Godot game engine while also working on my "open source Chrono Trigger engine" I mentioned some months ago, which by the way is still in progress. It was only recently that an idea hit me: a game tie-in! I had written so much draft story that I essentially made a mythos!

I have already participated in a few game jams (examples here and here) and even coded my own semi-working 6502 emulator. Having 20 years of coding under my belt, Godot is very easy to pick up, so this would make a fine test of my skills and ambition.

What I have so far is that I used the Chrono Break fan theory series as a foundation, and initially tried blotting out any legally-distinct references to the Chrono games. From there, I started putting in my own ideas and interests, along with some Lovecraftian horror elements in place of a connection to Lavos.. It actually culminated this morning with my idea for a title - Temporal Flux: Echoes of a Dream. This title implicates what the story is about as well as pay homage to the Chrono fan games such as Crimson Echoes and Prophet's Guile.

Ultimately I do want to put Echoes of a Dream out on PC, Mac, and mobile. Consoles are an eventual possibility, but beyond my scope right now. I'm still juggling around whether it should be chibi 3D or HD 2D Octopath (and rumored Trigger remake) style.

The story so far is written to be self contained but with room to expand should it be successful. Ultimately, whether or not it's spiritually considered a sort of unofficial spiritual sequel Chrono Break was meant to be, I leave to the player. As its own series, it need not be under that pressure to measure up to the Chrono games. It can be an exciting adventure all its own, or it could give Chrono fans a sense of unofficial closure.

I'll post more info about this tomorrow. Goodnight all!

3
So for the past few months, I've been coding a project I've dubbed the Kajar Engine. What this is is not a remake of Chrono Trigger itself, but its engine. If any of you know what GZDoom, Brutal Doom or OpenRCT2 are, that saves me an explanation. It's a free, from scratch, open source reimplementation of the Chrono Trigger engine. I wanted to wait til I had hit a few working milestones with it before I officially announced it. Last night I just got it to extract and import the Steam port's game data. My goals for this project is to make this the most optimal way to play Chrono Trigger, while making it easy to mod.

Project page: https://github.com/Schala/KajarEngine

Legal considerations:
- As stated, the engine will need the assets from a retail copy of the game to import and run.
- The Steam and mobile retail ports use Blowfish encryption for some files. While the "initialisation tables" are public domain and in the engine's importer, the encryption key is proprietary, and embedded within the Steam/mobile binary executable. The Dolphin project was denied on Steam because it had copied the Wii decryption key from the system, making it legally ambiguous. To avoid the same fate, the engine looks within the EXE at a hardcoded offset, reading 64 bytes from said offset. The downside is that this will likely need to be updated with any future patches to Chrono Trigger's Steam or mobile ports.

A list of details:
- Coded in Rust to make this as bug free as possible and not make debugging a pain in the butt
- Has an importer that extracts the game data from a legally purchased copy of Chrono Trigger. Currently, only the Steam port as it is the easiest, but more ports are planned to support, thanks to the plethora of modding info the compendium has
- As this is open sourced under the GPLv3 license, this will make Chrono Trigger 64-bit capable and allow the community to keep it up to date and add new stuff. As per the licensing terms, it allows you to modify the code as you wish, but if you plan to share your work, you must also make the code available for your entire project.
- Enemy AI and other functional code will be converted into Lua scripts upon import. The modding capabilities themselves will use Lua for AI, story driven code, etc. Lua is the scripting language used by WoW addons and Roblox, to name a few examples, and as a coder, I love its embedding efficiency.
- For major modding, I want to look into developing a plugin API. This will be coded in Rust, but it can interop with C too, for those who find it easier.
- The game will use the Bevy engine to run, as I find it the easiest, powerful, and most minimal to pick up.
- The Kajar Engine is being coded to surpass the hard-coded limits imposed by Chrono Trigger. With modding, putting in new character slots, for example, will be a breeze.
- As the game data is imported, special hash table files will be created. This will allow integrity checks between the vanilla game data and modded content. If two or more mods modify the same content, an error will occur.

What's done:
- resources.bin extraction
- TIM to PNG conversion (actually for possible Cross support, but I already coded something years ago, so this was easy)
- DRP import
- CPT import
- TBT import

4
So... I decided to take Chrono Trigger and throw its text into google translate to get severely scuffed, then back to English. The result is... nothing short of amazing. Also featuring my vtuber!

Part 1- https://www.youtube.com/watch?v=4-VgLUCOtLg
Part 2 - https://www.youtube.com/watch?v=zEogaMliFwg

5
Fan Art / VTuber Rig
« on: April 06, 2023, 02:45:48 am »
So I had a prior vtuber rig, still safely put away. However I came across a vtuber with a Toriyama-style anime girl rig, probably because she streams nothing but Dragon Ball games. This got me thinking of commissioning my own artist to do something I'm surprised I hadn't thought of before.

This is still a work in progress, but my artist was able to draw a Toriyama style Schala rig based off various official and fan references. All drawn from scratch, animatable layers. All that remains is the shading and pendant, along with Queen Zeal's outfit, before I rig it next week



However, why stop there? I decided to get a little non-canon with it and buy a little extra. Did somebody say Toriyama-style Harle?





And lastly, an underwear shot!


6
Kajar Laboratories / Systems programming/reverse engineering
« on: January 21, 2023, 10:23:39 pm »
So I've been enthralled with the Rust programming language lately, which rides developers' asses to make properly working code.

Recently, I've made a proof of concept 6502 CPU emulator and accompanying disassembler in it. The NES uses the 6502 CPU and the SNES uses a CPU that builds on that. One of the features I want to add that should be easy to code is feeding in a text file that maps labels with ROM addresses. I could, with Mario Bros 1, type up a ROM map that I can then feed into my disassembler and it will label things such as the sound loading function or the cheep-cheep sprite location.

Eventually, I want to take the NES emulator and extend it into a 65C16/Ricoh 5A22 emulator that will carry the same disassembler features. Using that, I've been inspired by Geiger's Snes9X debugger and want to make something modern and more robust.

I believe the Compendium has documented the Chrono Trigger ROM locations, along with Temporal Flux. Once done, I hope to have my emulator be able to set debug breakpoints in the ROM, step through, step over, etc., complete with labels for data and functions, so the user can see exactly what assembly is being executed.

Eventual future plans may include a decompiler to C, to make it even easier.

Right now the only foreseen difficulties are the graphics. I plan to use WebGPU for the graphics

7
Fan Art / Exploring Zeal Palace map by Theanine3D on Mozilla Hubs
« on: May 17, 2022, 04:27:15 am »
Bit of a late night stream VOD, but this really impressed me. https://www.youtube.com/watch?v=50kyey83SEM

8
General Discussion / Vtuber debut
« on: April 21, 2022, 03:50:39 am »
So, a lot has been looking up in my life. I debuted as a vtuber about 2 weeks ago, and ever since, my anxiety has plummeted and my confidence has shot up. I'm almost affiliate on Twitch as of this post.

I've also reflected on my twenties, including my early time here. I was rather immature and divorced from reality. I believe after being unbanned due to a misunderstanding, I still threw a tantrum about having been in the first place. It's embarrassing to think as a then-22 year old, that was how I acted, even at that age.

I still have social issues due to my being on the spectrum, but I've been trying my best to take accountability of any mistakes I've made. I used to use my Asperger's as a crutch. I still bring it up, but in the sense that I'm trying my best, but I'm slower than the rest.

I recently got interviewed on a podcast. Forgive the stuttering; I have a rather nasty habit of... I'm going to call it "speech blocking." That is, the things I want to say may suddenly elude me mid-sentence. It's embarrassing, but the alternative would be long awkward pauses between answers.


9
Chrono / Gameplay Casual Discussion / justin3009's Schala spritesheet
« on: January 15, 2022, 09:23:14 pm »
So, there was a Schala spritesheet that Justin made that had robed sprites and stuff. I had a copy of it, but lost the drive it was on because I'm a klutz. If anyone has the later revision of it, I'd very much appreciate it!

10
Fan Art / Chrono Trigger voiced by industry VAs
« on: May 09, 2021, 12:19:26 am »
So a fellow named Mr. Tim met me on Twitter and turns out he's been kinda nutty about assembling voice-over "dream teams." He's lately been using his connections and got some pretty good results from his friends in the industry.

updated video: https://www.youtube.com/watch?v=JjJSqKeB6nI

11
General Discussion / My projects from game dev school
« on: September 02, 2020, 01:05:36 am »
So I started a vocational game dev school today, and I've been trying to get a head start on lessons so I already have two games on my itch.io. I'll post more as I progress through the school year. So far, they have me starting on a 2D game engine called Construct 3, which I can certainly appreciate for what it is. Both these games are in-browser, but I could look into a desktop port if enough demand is present.

Also, note, the school gives higher grades for creativity, so... I've been doing that to the extent it hardly resembles the lessons, hehe.

Balls of Space: Lesson told me to make Pong. While I followed the instructions, I also deviated and made a strange Spaceballs parody soccer game. Version 1.3 adds AI to player 2 and mouse support!

Binny Schuut: The first lesson started me with Spacewar, which is a simple shoot the other spaceship game. I took that, and made... whatever the fuck this is.

Lunar (Zoo)Lander: I just had to bastardize Lunar Lander. This is NOT, in fact, a game for ants.

Tanks for Nothin': You like tanks? Great! You'll find this annoying lol. Now with AI!

Pickle Track 10: This one was difficult to screw with, I'll admit. Gran Trak 10....

Unnamed Metroidvania: Instead of doing a Mario clone like the platformer lesson says, I'm going the extra mile and making a metroidvania. For this, I am using some original art/music from Crimson Echoes, and crediting them as needed now that I know how to do multiple screens. I still struggle with pixel art and I love the work done on CE, so I figured I'd put them in a non-commercial non-IP-infringing game. Even dropped $25 on a silly voice pack one of my favorite Twitch streamers made, for this.

Also, I glanced at what's ahead. Upcoming lessons are platformer (Mario), Snake, and adventure (Zelda), among others. I have a pretty good idea of what I want to do for some of them:

- Adventure/Zelda: Either turn-based combat or if I have enough of a spritesheet, the early Tales real-time side scrolling combat system

12
Kajar Laboratories / Heightmaps
« on: May 25, 2020, 08:15:30 pm »
My isolation project is to 3D model Zeal for VRChat or something similar (yes, VRChat has competition but it's not as popular) and for the most part, I can manage it. I'm almost done with the skyway stations, I have a good idea for the Mammon machine, but what I'm struggling to approach is how to do the actual landmass of Zeal, and possibly select surface landmasses like Mt. Woe and such.

Normally, this would be done by generating it from what's called a heightmap. A heightmap is a bird's eye view of some landscape and the height info is represented by black, white, and shades of gray in between. (black = lowest height, white = highest) Though, I could do it the hard (hopefully not necessary) way of 3D sculpting it.

As amazing as the fan works of Chrono Trigger I've seen are, I've never seen anyone make anything remotely similar to a heightmap of either the Zenan continent, Zeal, whatever. The CT Resurrection crew I'm sure is pretty hit or miss. I'm posting this in the hopes someone can point me to some resources.

I'd really appreciate any effort and by the time this is all done, I hope it pays off for a lot of fans to have a nostalgic place in VR to hang out, role-play, whatever. For now, here's a render of the in-progress skyway hub



13
Kajar Laboratories / Corruptions (Chip Furnace, or otherwise)
« on: February 16, 2020, 02:34:10 am »
Corruptions are a game phenomenon popularised by Twitch streamer and YouTuber Vinesauce. They aren't quite ROM hacks, but consist of randomly changing the data of either the ROM or RAM of the game. In the earlier days, it was common to corrupt a copy of the ROM file, but it's largely been deprecated in favor of corrupting the game's RAM in real time. This is done most commonly with a tool called Real Time Corruptor (RTC) by either auto-corrupting as the game plays or "manually blasting" the RAM, given various settings such as intensity, algorithm, which memory domains to affect, and engine. The Corruption Wiki is a good starting guide for this, as the UI can be pretty intimidating.

With the rise in use of RTC, a YouTube channel called Chip Furnace has recently gone up, who post daily submissions of corrupted game music (APURAM) for amusement. Though, corruptions can be visual and mechanical aspects as well, but it can cause seizures for those prone to epilepsy.

Attached, I've included my first APURAM blast test on Corridors of Time. Hopefully more will come.

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General Discussion / Vinesauce viewers
« on: February 12, 2020, 02:28:16 am »
I wanna take the initiative to welcome those coming in from Vinesauce's Twitch stream

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Characters, Plot, and Themes / If I had lost Janus, but survived...
« on: February 09, 2020, 04:22:32 am »
Something's been on my mind lately. For the past few years, I've gotten into Bandai-Namco's 'Tales of' series, and my first game of that was Tales of Berseria. The plot consists of a 16 year old girl named Velvet Crowe who is a very doting big sister to her younger brother, Laphicet. However, the world they live in is plagued by a demon curse, and one night, to call upon the gods to combat this curse, their brother in-law, Artorius Collbrande, kills Laphicet at this religious shrine. This turns Velvet from a loving, kind girl into a vengeful, cold edgelord, who is cursed to become a demon herself and who, at least initially, seeks to use anyone and anything to get revenge on Artorius, often then throwing that thing or person under the bus.

I've been drawing parallels between Velvet and Laphicet, and me and Janus: One loses his older sister and grows up to become a vengeance seeking demon, only seeing others as a means to forward that vengeance. Likewise, the other loses her younger brother and becomes afflicted by a demon curse, also only seeing others as a means to forward her vengeful agenda. However, Janus was bitter and introverted, while Velvet was a lot like me, except a bit more headstrong, not so meek.

My point is, considering this, if it had played out where Janus was lost, and I ended up in the middle ages, would I have become like Velvet and Magus all the same: losing everything I loved, only to become a brooding edgelord with a taste for vengeance who throws almost everyone else under the bus?

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