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#not sure how i feel about these… i feel like i couldve added more elements of their monster selves into these designs but
howlonomy · 1 month
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What would a species swap of the cast look like? Like we already go Monster Clover, but how about Human Ceroba, Starlo, and Marlet? Possibly a Human Kanako (Would she still be an Amalgamate??)
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a fun lil exercise :3
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doctorocsid · 4 years
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THE MAKING OF PHOENIX WRIGHT’S SECOND DAY OFF
Or: The Immense Struggle of Trying to Make Decent Content
A good year and a half. That’s how much time passed between me starting Phoenix Wright’s Second Day Off and me uploading it to YouTube. What a hell of a load off my back that was. If you couldn’t tell, making this video was a bit of an undertaking, to say the least. And by “undertaking” I mean “an exercise in pure agony”. So, I figured I’d do a bit of a writeup here so I can get across to you the absolute hell of an experience making this video was.
PART 1: THE INITIAL PLANNING STAGES
The original “Phoenix Wright’s Day Off” was released in February 2018 to, though not a lot of views, a generally very positive response. Despite its janky animation, people seemed to enjoy it for its complete ridiculousness, comedic timing, and overly-choreographed fighting. Not to mention literally being the only Ace Attorney-themed Garry’s Mod video ever made that actually uses the Ace Attorney characters. (I’m still the only person to ever do that as of the time of writing. Woohoo.)
Given the positive reception and the fact that I literally ended the video with a “To Be Continued”, I was ready as I could ever be to start work on a sequel. The first one only took me a couple weeks to make, so surely a sequel wouldn’t take much longer, right?
Oh, how wrong I was. Still, I started planning out exactly how things would go. Throwing around ideas in my head. I needed it to be bigger and better than the original, of course. How was I gonna do that? Well, my initial plan was, uh, misguided, to say the least. What I wanted to do at first was create the sequel entirely in Source Filmmaker, along with giving it a darker, more serious tone to contrast the ridiculous slapstick of the first. Not a great idea for a sequel to a video that mainly relied on throwing ragdolls around for comedy.
https://streamable.com/taxrn
The original intro for PW2DO, based off the intro for “Fargo”. A lot less cool-looking than the final intro I made. (Even though I intended the video to be made in SFM, I made the intro in Gmod solely because I could just film myself driving the car instead of having to animate it manually.)
The final intro was done in a not too difficult fashion - the characters were animated in Garry’s Mod on top of greenscreens, which I then imported into Premiere and changed to solid colors. Added some extra video effects I found in places. Set it to an instrumental of Propane Nightmares. I’m proud of how it turned out, mostly. I won’t deny after I introduced the characters I didn’t exactly know what else to do with it, so I just filled it with some random actiony shots I thought might look cool. Incidentally, this was the only part of the final video that was made in Premiere - the rest of it was just edited together in Vegas Pro. Which crashed many times during editing. Fun.
PART 2: THE PAINS OF INDECISION (AND ALSO SOURCE FILMMAKER)
Nonetheless, I got to work, despite not actually knowing how to use Source Filmmaker. “I’ll figure it out as I go along,” I figured. And over time, more or less, I managed to figure it out. Sort of. And by “figure it out” I mean “become subject to the true hell that is SFM”.
Let me give you some quick background here. SFM has two main editors for animation: The “motion editor”, and the “graph editor”. The motion editor uses a relatively easy-to-understand method of animating: you select an object you want to animate (a prop, weapon, ragdoll, etc), select the span of time in which you want the thing to move to its new destination, and then you move it to the new destination. Sounds simplistic, but can be used extensively to create good-looking animation. (I myself used this method for the bar fight in PW2DO.) The graph editor on the other hand, is much more involved, depending on the tried-and-true method of using keyframes for animation. Some people prefer this one because it allows you to directly edit and fine-tune each little animation curve to your liking. 
https://www.youtube.com/watch?v=UUXnpk8xDLg
This unfinished PW2DO prototype was animated entirely with the graph editor in SFM.
Really, you can use either one for animating, whichever suits you best. For me, personally, the graph editor feels like something designed in the seventh circle of hell specifically to torture me. Why does adding a new keyframe screw up all my preexisting animation? Why does adding a new keyframe make the ragdoll’s bones stretch out to infinity? Those are just a couple questions I shouted at my computer screen while trying to figure it out.
Eventually, I just gave up. I came to terms both with the fact that I wasn’t satisfied with what I was making, and with the fact that trying to use SFM’s graph editor to animate was making me want to julienne my keyboard. (I hadn’t figured out, or really even considered the motion editor at the time.) “Screw it,” I said to myself. “I’ll do in Gmod, like the last one.”
PART 3: OH RIGHT, GMOD SUCKS TOO
The first PWDO was relatively simple to make, at least compared to the second one. There were two main tools I used: Stop Motion Helper (a tool for animating stuff within Gmod itself without the need for actual stop motion or whatnot), and the classic technique of “throw stuff around in front of the camera”. I had little to no experience doing 3D animation when making it, but it worked out anyway. It let me practice some camera framing stuff, too. All I was really doing for most of it was animating the characters moving along with the camera. But for the second video, I desperately wanted to up the ante. I wanted it to be cooler. More edgy. More cinematic. Turns out, there’s one main reason that proved difficult for me. And that��s that Garry’s Mod kinda sucks for long-term animation.
Here’s the difference between animating in SFM and animating in GMod. SFM is made for animation. GMod isn’t. So, if you want animating in GMod to be anything less than horrendously tedious, you need some addons to help you. Stop Motion Helper is a neat little addon that lets you animate stuff in Garry’s Mod with the “tweening” type of animation. Simply put, you pose something in point A, make a keyframe, move it to point B, and then make another keyframe. Stop Motion Helper will then automatically animate it moving between the two points. Thus, instead of the stop motion method where you have to pose every individual frame, you technically only have to pose the beginning and end. Not that it looks very good if you only do that. Of course, like any kind of animation, it’s still something that requires a lot of effort if you don’t want it to look cheap and robotic. But it works. Sort of.
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Doesn’t work too well with vehicles, though.
There were a multitude of small limitations and annoyances, however, that proved to be annoying to deal with in GMod nonetheless.
FIRST PROBLEM: Because GMod isn’t made specifically for animation, resuming a project within it is kind of a hellish endeavor at times. Unlike Source Filmmaker where you can just open a project file and everything remains the same, Garry’s Mod’s saving tool doesn’t save a lot of the addon-related data when you create a save file of whatever scenario you’ve made. That includes stop motion helper animation. While SMH does have its own support for saving animations, you have to save every single animation as its own separate file. Take the scene in PW2DO, for instance, where Phoenix shoots those cops to get the security footage.
https://streamable.com/2ikd1
There are seven moving parts in this scene - Phoenix, the picture frame, both cops, the gun, the shampoo bottle, and the camera. Note how many of these are moving in each camera shot along with how many shots there are (ignoring after the cop goes out the window, because that’s not done with SMH). That’s ten shots, if you didn’t want to count. If I wanted to save this whole scene for potential later tweaking, I’d have to make a save file for the session along with saving the animation data for all ten shots - that’s ten separate animation files for this one scene - and then I would have to manually reapply the animation to each individual moving element. 
On top of that, not everything can be saved at all just by sheer concept. The muzzle flash, for instance. While the flash graphic over the gun was added in post, the actual light emanating from it was something I had to do in-game, and it’s not something you can animate with SMH. Therefore, I had to play the animation in GMod, and then specifically time me hitting a button on my keyboard to make the flash happen at just the right point. That’s just one workaround in a program that, when animating in it, is like 80% workarounds.
But nothing about Garry’s Mod frustrated me quite as much as the final fight scene.
PART 4: THE BAR FIGHT
The final fight scene of PW2DO was the one thing that kept me from releasing the video sooner. Seriously, out of that year and a half or so, I’d say only a month or so was spent working on the GMod portions of the video. The rest was just that stupid, godforsaken fight scene. (And mostly procrastinating on making it.) Allow me to try and outline to you what I went through doing this.
Now, the fight scene went through three specific incarnations. They were all based around Maya and Athena tracking down Phoenix and beating the crap out of him, it just differed on two basic things: the location, and the fight music. The first idea I had was them fighting Phoenix in an alleyway while ABBA’s “Waterloo” played in the background. (i know that sounds silly but i swear i couldve made it work) That one didn’t get beyond planning stages - I’d kinda choreographed some of it in my head, I know Phoenix was supposed to get a crowbar at some point, but it didn’t get any farther than that.
The second incarnation was much more well-developed. The way I figured it was as such: Phoenix, after retrieving the security footage from his office, would go on the run and get on a bus. However, when he got on the bus, it’d be revealed that Athena was driving it, and Phoenix would fight Maya as they went down the road. (No comment on how Maya and Athena got a bus.) This was gonna be set to “Let’s Go Crazy” by Prince, inspired by the opening car chase scene from Kingsman: The Golden Circle. (Meh movie, neat fight scenes.) Eventually they’d crash the bus, all go flying out the window, and then Phoenix would get arrested by the cops as he did in the final video. Sounds neat, right? So, what stopped me from doing this?
jesus christ so many things
Everything wrong with this concept centered around one particular problem. I absolutely could not, for the life of me, figure out how to animate a fight scene in a bus that was moving down the road. In SFM that might’ve been possible, but in Garry’s Mod? Good luck with that one. I practically tore my hair out trying to come up with a single working solution to this. Allow me to present to you the various ideas I had and why they all failed miserably.
IDEA 1: Animate the bus moving and the characters moving in it at the same time
This was the fastest-thrown-out idea because the complexity of something like this was just too much for Gmod and an animation addon. What’s that? You want to be able to stay with the scene as it animates? No, that’s basically impossible to do. It’s not like SFM where you could just attach yourself and a camera to the moving vehicle and animate from there. It just wasn’t feasible.
IDEA 2: Create moving textures and place them outside the windows to give the illusion of movement
This one went out the window too, unfortunately, as rotating the camera to any degree kinda just seriously killed the illusion. I could’ve done the scene without the cool cinematic fighting camera movements, but… is it really Phoenix Wright’s Day Off without those?
IDEA 3: Create a 3d video of going down the street in GMOD and paste it onto a greenscreen outside the bus, and animate it rotating properly in Premiere
I don’t blame you if you don’t understand what the hell I’m talking about. See, miraculously enough, there is actually an addon for GMod that allows you to record 360 degree videos within it - and after a decent amount of finicking around with it, I actually managed to make one that seemed to work fine. It was from this point I actually set out and started making the scene - I got about ten seconds in, mostly comprised of driving shots, a neat easter egg with Homestar Runner (not something i’d do nowadays tbh) and a single shot of Phoenix beating on Maya. I was all set to get going.
And then Premiere just refused to work with the 360 video. Don’t get me wrong, I was able to animate it rotating and stuff, but it wouldn’t let me do this at the same time as the normal 2D video that was meant to be pasted on top of it. It frankly just. Wouldn’t let me. And after a lot of struggling, I just. Gave up. That ten seconds of video, trashed.
https://streamable.com/4omnep
I did manage to re-piece it together from the old files on my drive, though. With mostly missing sound effects.
So, that was scrapped. I wasn’t doing the bus fight. What, then, would work out better than a fight scene based off the first fight scene of Golden Circle? Apparently, my mind decided that would be the last fight scene of Golden Circle. Cool.
Thankfully, things went a lot smoother there, but it wasn’t without hiccups. Now, if you’ve seen Phoenix Wright’s Second Day Off - I don’t know why you’re reading this if you haven’t - there’s a chance you might’ve found the music choice for the bar fight scene a bit odd. If you’re not aware, it’s a cover of the 1986 Cameo song “Word Up”, by a German country band called The Bosshoss. This is the song they used in the movie so you’re not allowed to question me on this.
Given how western-y the song sounds, though, I had to at least make the context fit. Despite that, I couldn’t really find any GMod maps that had a good enough bar interior for a while - and I really wanted it to be a bar fight. Bar fights are cool. Thankfully, I did eventually manage to find one. This one, in particular: https://steamcommunity.com/sharedfiles/filedetails/?id=806759276&searchtext=
Yes, that’s a My Little Pony based map. I worked with what I had, okay? That was the least of the issues, anyway. By this point I’d had enough of trying to animate with GMod, and as such I’d decided to move back to SFM, but that caused a whole new issue. This map wasn’t made for SFM. And opening it in SFM just. Crashed. I won’t go super into detail of how I fixed this, but essentially I had to download a program called BSPSource so I could decompile the map, re-open it in Hammer, and export it to properly work with SFM.
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Still left me with some annoying issues though, as you can see. Not too difficult fixes, though - The first one I just covered up with another corkboard, and the second thing was fixed by typing mat_specular 0 in console. Was a bit annoying that I had to do that every time I reopened SFM, but whatever. It was working, at least. (that’s something you’ll think to yourself a lot if you ever get into using SFM.)
 Anyway, things went pretty okay from this point on. You know, aside from me proceeding to barely ever work on the thing for like a year and a half. I didn’t have many hardships during it other than my own procrastination, so instead take a look at some of the funny tricks I pulled to get this scene to go the way I wanted.
https://gfycat.com/OldfashionedForkedFlatcoatretriever
Engineer telekinetically swooces his shotgun back to himself.
https://gfycat.com/SleepyShadowyLadybird
I had to make Phoenix hover over Engie to let his arms reach him without his legs obscuring the camera.
https://gfycat.com/AptHomelyGoral
The rope was way too short to reach the soldier, so I had to have Phoenix basically throw the rope in order to reach his gun. I also forgot to detach the rope from his hand afterward, so it kinda gets flung around with it off-camera.
https://gfycat.com/AgonizingScrawnyAbalone
Phoenix apparently decided for himself he wanted to go out the window.
Aside from all that, though, things finally went okay. Eventually. I managed to finish up the animation, add some extra ending stuff in GMod, and do a neat credits sequence to David Bowie music. All in all, it went okay.
And that’s it. After all that waiting, I finally managed to put an 8 minute video out from one and a half years of it not being finished. It was quite a load off my mind, for sure, and to this day it stands as my proudest video. It’s silly, has its down moments, but I can at least confidently say it’s the best Ace Attorney gmod video. If only because there is basically no competition.
So, what’s in store next? Not much of anything as far as I feel right now. I could make a third one, one day - I did envision it as a trilogy - but although I do have some ideas for it, I still have zero motivation to actually make it. So who knows. We’ll see how it goes. Maybe Phoenix Wright will escape from prison one day.
So, this was the experience of making Phoenix Wright’s Second Day Off. I hope this gave you something of an idea on how agonizing this video was to make, and totally means you should go and share it everywhere to get me more views because I DESERVE it after the hell I went through.
Seriously, though, thanks for reading, and may this post serve as a warning if you ever decide to do Garry’s Mod or SFM videos. Not a warning against it, mind you, you can make some totally cool stuff. Just be prepared to suffer a bit in the process.
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episodeshadow · 7 years
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ok im still letting a lot of the game sink in and while i had a genuinely good time playing forces theres a couple things i just gotta get off my chest as criticisms.
spoilers under the cut
ok so gameplay wise, i liked it! especially custom hero and tag team stages. modern sonics stages were almost as good, but there were times when reactions wouldn’t happen, or trying to turn was less responsive, he just felt a little too loose and slippery, but still pretty good. the classic stages were alright but after playing some of mania they just felt kinda eh :/
ok
one thing that bothers me is how tails was written... he’s depicted as helpless and can’t fight back, completely ignoring how capable he is.  in sa2 when he thinks sonic is dead his reaction is to fight eggman more determined than ever because sonics not there so he has to act alone.  in forces.. well knuckles says that he lost it a little but its not really said what.. but he isnt helping the resistance.  tails would have been at the forefront of the war effort with knuckles amy and the rest but instead hes off doing god knows what because?? and i know if he really thought sonic was dead it would be a lot for him to handle but i dont think the way they portray him accurately represents that. he only comes back when he finds classic. and anytime he is approached by an enemy he only ever cowers away even though its established he is very capable of defending himself in a fight. i dont feel like this game did any favors for tails. :/
also.. why is classic there? like story wise it just didnt feel like his presence was a big point in the plot, overall tails and classics little side story felt like just that - a side story that didnt quite gel w the rest of the story.  he was added to appeal to the 2d sonic fans but i feel like that wasnt necessary.. we just got mania, and if they hadn’t tried to shoehorn him in the dev team couldve spent more time working on modern sonic and custom hero’s gameplay and really adding depth.  instead, we get classic gameplay that feels just a bit too lackluster and modern gameplay that, while enjoyable, felt a little too shallow.
and thats another point i wanna make, is time.  the whole game feels rushed, both plot-wise and game-play wise.  the game itself is not long, i cant remember how many hours it took but it was not many, the stages were all. pretty short. it would have been cool to see a few more locations maybe? and more variety of boss fights or at least showing up in the stage. like why add chaos in the game and then not use them at all.  shadow wasnt a boss fight but he got his dlc so. metal and zavoks fights were ok too. they just. couldve done more. theres only so much story/cutscenes, with the passage of time just shown as text.  it doesnt really let the player feel  the consequences.  oh sonic spent six months in prison? its fine tho here he is again five seconds and one cuscene later.  it wouldve been stronger if we got to see at least a little bit of what happened in those six months.  how battles were lost. its implied a lot of people died, and while they likely wouldnt have shown that, they could have depicted the struggle.  the heroes fighting against eggman but without sonic they find themselves outmatched and caught off guard for the first time, and they tell themselves its ok its just one battle.  But slowly, over time, they win less and less, they see more and more people in terror realizing that this man who they saw as just a ridiculous scientist whos always defeated is suddenly a much more real threat.  We are told that 99% of the world is conquered by Eggman, but I don’t know if it’s just me, but it’s kind of hard to see that.  I just think it would be easier to get emotionally invested and really feel the sense of danger and urgency if we could actually get to see what led up to the point they were at.  They were all inside one bunker.  How did the whole planet become under an iron grip of Eggman that there were hardly any safe places to group?  I also can’t help but feel like the world was “reclaimed” too quickly.. all you had to do was take out the base and the whole area was free again? was the base the only thing that eggman had there? sure you take out enemies in the area but somehow it doesnt feel quite so impactful.  Although i will admit they do acknowledge this during the end, how the effort isn’t over and theres still a lot or work to be done.
likewise, theres just a lot of elements in the game that seem like they are supposed to be dramatic but don’t carry a lot of weight because they were not given time to stew... sonic was thought to be dead for six months but we don’t see them struggle without him and he seems just fine when he comes out of the prison; he’s ready to jump right back into action.  you could have just said he went on a space vacation and the effect would be essentially the same.
then theres the episode shadow dlc, where infinites “backstory” comes up.  we are told that infinte is a mercenary and was working for eggman, as a part of his army?? he was defending eggmans base, the rest of his squad had already been taken out by shadow.  shadow beats up infinite, infinite gets pissy bc he lost and decides hes not gonna be weak anymore, wears a mask and has the ruby.  Why did he react like this? He yells out that he’s not weak, almost like a mantra, even though Shadow never specifically called him that, just worthless and pathetic (damn, Shadow, chill).  Had he been called weak before? A problem he was already dealing with and Shadow just drove him over the edge? We don’t know. Actually, there’s a lot of stuff we don’t know about Infinite. He’s a guy, he was weak but then he wasn’t, and ? That’s it, the game doesn’t divulge anything about the Jackal Squad, we don’t know where Infinite came from, and we don’t even get to see his face in-game.  Although it could be argued that they left his story vague on purpose so that we could all apply our own theories, but.. there’s just so little to go on.  It’s hard for me to come up with specific questions because there’s hardly anything there to ask about.  
that was the main issue with me, everything was rushed.  i think i was expecting the game to go a lot deeper than it did.  Forces seemed to just gloss over a lot of the kind of details that would have made the story so much more gripping and worth getting emotional over.  Instead it felt more like going over a bulleted list of events; the cover summary instead of the novel.  Maybe I was expecting too much but I do think that they had a lot of potential that just wasn’t used to the best it could have been.  The story was there, it just, needed to be fleshed out a lot more. I’m sure there’s some plot holes too but I can’t remember off the top of my head.  Basically, I was hoping there would be... more.
ok thats what i wanted to say, i know im forgetting things and i dont know that any of that made sense but i just wanted to express the things i felt could have been done better/ be improved... i enjoyed the game despite all these things though and now that i typed up this lil mini essay im free to focus on the positives! :)
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