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Now I only have RAGE ISSUES involving graphic design!
PentagonBuddy- 09/14/2011 08:37 PM
I always feel the pressing need that I should post more! I feel like silence gives the appearance of inactivity, but obviously if I spend all my time blogging and posting and uploading images…then I won‘t be making much progress. Ah, well! I have been meaning to find more helpful topics to write about, but really whenever I open up a blog to type I just end up with stream-of-consciousness writing. Like this. Not to mention that I am kind of terrible at explaining things sometimes!
Edit: And who am I to talk about "OH I SHOULD MAKE PROGRESS INSTEAD OF POSTING~"? Seriously I spent ages looking at birds with arms instead of working the other day.
One thing I’d actually like to get some kind of input on is HUD design. I like to think I’m good at art, but I have such huge issues with graphic design. (Yes those are two vastly different disciplines!)
Those are the two designs I’ve been fiddling with, but I’m not sure I’m happy with either of them! There are a few other graphic-design-related things I need to make, like the save screen, but I will probably put it off until the end of time. Plenty of other things to draw first!
In other news, I solved my rage issues. I FEEL LIKE I MENTIONED IT A WHILE BACK. The tiny bits of script are really, really simple, especially for the player -- I don’t know why it took me so long to figure out.
for member in $game_party.members
$game_variables = member.rage
end
Really, that’s all I do for finding out the player’s rage. The rest is conditional branches and whatnot. The “for…in” command loops through each actor in $game_party and stores their current rage in variable #2. Simple! It works for DS because there’s only ever one party member; if there were more, there would be issues with storing everyone’s rage in the same variable. Half of the bosses actually have 2 enemies involved, so there would be problems if I were to just copypasta that code and change $game_party to $game_troop. I tried a lot of silly methods that actually got me nowhere and just caused problems.
index_id = $game_variables
member = $game_troop.members
$game_variables = member.rage
Like that. USELESS. And then I realized that I could just copypasta the code I used for getting the player’s rage and use it for enemies…. But with a tiny change.
var = 49
for member in $game_troop.members
$game_variables = member.rage
var += 1
end
Like that! Variable #49 is just “Enemy 1 rage”, while variable 50 is “Enemy 2 rage”. for…in is still a looping command, so it’s performs the $game_variables code on each enemy in the troop. The var += 1 makes it so that when the code loops around, now it will store the second enemy’s rage in variable #50, rather than 49. Honestly I don’t know why it took me so long to get it right. PERHAPS SOMEONE CAN LEARN FROM MY SILLINESS.
Yeah I probably could have picked something more worthwhile to write about or list off a checklist of progress or post art but I didn’t. SO UNTIL NEXT TIME…
Edit: And who am I to talk about "OH I SHOULD MAKE PROGRESS INSTEAD OF POSTING~"? Seriously I spent ages looking at birds with arms instead of working the other day.

One thing I’d actually like to get some kind of input on is HUD design. I like to think I’m good at art, but I have such huge issues with graphic design. (Yes those are two vastly different disciplines!)


Those are the two designs I’ve been fiddling with, but I’m not sure I’m happy with either of them! There are a few other graphic-design-related things I need to make, like the save screen, but I will probably put it off until the end of time. Plenty of other things to draw first!
In other news, I solved my rage issues. I FEEL LIKE I MENTIONED IT A WHILE BACK. The tiny bits of script are really, really simple, especially for the player -- I don’t know why it took me so long to figure out.
for member in $game_party.members
$game_variables = member.rage
end
Really, that’s all I do for finding out the player’s rage. The rest is conditional branches and whatnot. The “for…in” command loops through each actor in $game_party and stores their current rage in variable #2. Simple! It works for DS because there’s only ever one party member; if there were more, there would be issues with storing everyone’s rage in the same variable. Half of the bosses actually have 2 enemies involved, so there would be problems if I were to just copypasta that code and change $game_party to $game_troop. I tried a lot of silly methods that actually got me nowhere and just caused problems.
index_id = $game_variables
member = $game_troop.members
$game_variables = member.rage
Like that. USELESS. And then I realized that I could just copypasta the code I used for getting the player’s rage and use it for enemies…. But with a tiny change.
var = 49
for member in $game_troop.members
$game_variables = member.rage
var += 1
end
Like that! Variable #49 is just “Enemy 1 rage”, while variable 50 is “Enemy 2 rage”. for…in is still a looping command, so it’s performs the $game_variables code on each enemy in the troop. The var += 1 makes it so that when the code loops around, now it will store the second enemy’s rage in variable #50, rather than 49. Honestly I don’t know why it took me so long to get it right. PERHAPS SOMEONE CAN LEARN FROM MY SILLINESS.
Yeah I probably could have picked something more worthwhile to write about or list off a checklist of progress or post art but I didn’t. SO UNTIL NEXT TIME…
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the second portrait looks like a rip-off of persona, the first one has a more original feel to it. I'd say just... stick with the first, it looks fine.
I also say go with the first one~! I like seeing Douchebag's DickBro's Mira's rage face. It matches the rage gauge.
SEE, LOOK AT THAT. CHARACTER AND GAMEPLAY COMING TOGETHER SEAMLESSLY. It's like it was meant to be or something.
SEE, LOOK AT THAT. CHARACTER AND GAMEPLAY COMING TOGETHER SEAMLESSLY. It's like it was meant to be or something.
Considering I'm already ripping off Atlus' PTB system...
Calling this done, even if the wires look a bit blocky...but this is always fixable. Rather than her unfinished face, she can use the much more dynamic one from the VS the screen! (The what?)

Calling this done, even if the wires look a bit blocky...but this is always fixable. Rather than her unfinished face, she can use the much more dynamic one from the VS the screen! (The what?)
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