Perhaps I can find new ways to motivate them.
Randal Graves: Which did you like better? "Jedi" or "The Empire Strikes Back"?
Dante Hicks: "Empire".
Randal Graves: Blasphemy.
Dante Hicks: "Empire" had the better ending. I mean, Luke gets his hand cut off, finds out Vader's his father, Han gets frozen and taken away by Boba Fett. It ends on such a down note. I mean, that's what life is, a series of down endings. All "Jedi" had was a bunch of Muppets.
Everlasting Journey
Characters, magic, stats, charm, plot, ADVENTURE!



RMN Demographics

Rhoooooode Island, USA. Grew up in NH though.

What are you jamming to?

I'm jamming so hard to this right now:

Happy Everyone's-name-is-pink Day!


New world map & some shake-ups -- download still on my radar

Yeah that's true. I might leave Isis alone. It'll be a couple years before the game is done anyway. Maybe they'll be gone by then. :P

It's a very finicky plugin. Make sure you are using @load_map_to_texture on any new map, and reinitialize everything via the other commands, ending with your @init_mode7 command. You could also try @unload_mode_seven before the new @load_map_to_texture to ensure the other map's stuff is getting cleared first. Your event issues may be parallel process related. Those tend to cause unexpected issues in general. Not sure what you're trying to do with vehicles though. Out of the box, it's a BITCH to get to work with vehicles. I ended up writing a second plugin that takes the vehicle's direction commands, and works around a few things. Getting it and mode7 to play nice with my custom menus was another story. One day I hope to make this easier, so that people can just throw in another plugin, get in their vehicle and call it a day. I'll probably look into this more after the DynRPG update and my gamejolt plugin.

I would say just don't give up easily and experiment like hell to see what works and what doesn't.

Whatchu Workin' On? Tell us!

Haha, it is a relic, but at least the c++ coding I'm doing is a marketable skill, so it's not a complete waste.

I saw that someone made a VX Ace script for the game jolt API, but it doesn't have an interface or anything, which is kind of a bummer. Someone could easily expand on that if they wanted to though. The gui is kind of important to me, because I want developers to just plug in a few values and have it up and running without worrying about any sort of coding.

Screenshot Survival 20XX


:-o ... I want to play that. That looks beautiful. Are each of those dungeons I assume?

Whatchu Workin' On? Tell us!

Thanks! I'm not sure how many people will use it, but it's certainly a fun side project.

@Blindmind. Definitely! I'll need some testers, although it's pretty stable so far. I'll send you a PM when it's done.

Finished coding the achievement list yesterday. It's VERY cool. As soon as you go into the screen, the achievements shoot up from the bottom into their proper places. There's a minor bug I have to fix with the scrolling though. Overall, the hardest part (for me anyway) will be getting full keyboard input for the login screen. Unsure about the best way to do that, but give me a few days. :)

Whatchu Workin' On? Tell us!

My latest wizardy:

Working on a Game Jolt plugin/interface for 2k3 games, so that people can add achievements and scores! Caveats: It'll require a game jolt username/token. Tokens are like temporary passwords you can use with games. The UI is going to be completely plugin-based, so you can literally add the dll, set a few settings in dynrpg.ini, and it will have some kind of presence in your game. What I think I'll do is have some kind of notification at the title screen that says either "Press F10 (or similar) to log in, or if the user is already stored, it'll say "Logged in as User12345." Alternatively, if you're like me and you have a no title screen patch (but build your own), you'll be able to load that process via comment command.

So far, I have login/achievements mocked up (leaderboards in the future), and the toast notifications mocked and coded. The actual process of logging in is coded too, but I just have the user/token set via ini at the moment. Basically, you log in once, and it will store your info in a Settings.ini that will autoload in future sessions. Additionally, I had to write a sweet text engine in order to use the font below. That could probably be a plugin alone. So far, it supports ASCII, and extended ASCII, but that will probably be it. Now, on to the screens!

"Toast" notifications (probably the most important part) work splendidly:

This will be the achievement/trophy list:

Finally, this is a mock-up of the login process:

There's some other stuff I need to mock up and figure out (like unsuccessful login attempts, logout, leaderboards, etc). The current color scheme is based on Game Jolt's official scheme, but I'll probably add some way of customizing it. Before I get too deep coding this thing, any thoughts? Suggestions?


Is the town flat, though?

Yeah, it's kind of a stylistic choice I guess. I don't need EVERYTHING to pop out... just the stuff that feels like it should. Compared to other things, I don't see towns as being that tall.

Flat stuff:
Mountains (lower elevation)
Jagged rocks in the water

Things that stick out:
Mountain peaks
Palm trees
Misc trees (there's a large tree in the gloomshade forest)
Tall things


@Picoffee: I'm guessing something like Norton Anti-virus/spyware/etc is installed, and it removed the game exe as soon as you tried to launch it. I've seen that before on pcs. Disable it completely (because it's a garbage program anyway) or add an exception for the game (which can be a pain in the ass). If that's not the case, disregard!