:THE GAME MAKING DRIVE/BLOG TOPIC
Posts
author=demondestiny link=topic=2027.msg43043#msg43043 date=1226394469author=VerifyedRasta link=topic=2027.msg42979#msg42979 date=1226385421
VABS Progress: (Verifyed-Action-Battle-System)
Interesting. I might have to try creating a VABS.
Haha!
This is for Max:
VABS sounds like some cool system for a mech, I will use it as a different acronym... like Variable Armor Breaching Sword... or something like that XD
author=Clest link=topic=2027.msg43120#msg43120 date=1226433250
VABS sounds like some cool system for a mech, I will use it as a different acronym... like Variable Armor Breaching Sword... or something like that XD
Lol no! Dun steel mai Ackronim >:(
Well, there was bound to be a down day sooner or later. The only thing I did Monday with my project was to check the Maximum HP for two characters... which I don't think counts.
I forgot today's progress! (didn't have time for Monday)
Demon's Gate
Back attacks give a huge enemy advantage since they aren't affected by the player's row, so every back attack got replaced by a Pincer. The player can't run so it isn't a perfect solution but its better than what it was before.
Also replaced a FuckYou chest because those things are stupid and I needed more 'Return to Town' items available for free.
Demon's Gate
Back attacks give a huge enemy advantage since they aren't affected by the player's row, so every back attack got replaced by a Pincer. The player can't run so it isn't a perfect solution but its better than what it was before.
Also replaced a FuckYou chest because those things are stupid and I needed more 'Return to Town' items available for free.
I haven't had much time today but i will try and get something done later on tonight.
Progress so far.
-Fully functional database.
-Characters finished.
Progress so far.
-Fully functional database.
-Characters finished.
Almost finished with January. Just working on a few more diversions, considering poker/blackjack, or perhaps that Regents minigame from Pimp...
author=TooManyToasters link=topic=2027.msg42414#msg42414 date=1226161288VX is very powerful, I to like it more than XP. It's only limitation is mapping, but you can easily fix that by using charsets for things that waste space in a tileset, basically only, trees, mountains, and grass should be even in a tileset.
My XP trial finally ran out. I see that as a good thing, though; now that I'm screwing around with VX, I like it a LOT more than XP. I'm a big fan of the vehicles and the spiffy text system that doesn't require you to use confusing scripts. I do like XP's RTP stuff more, but that's not really a switching point.
I don't like the ridiculously big-headed character sprites or lack of actor battle graphics, though. Either way, I'll screw around in VX for 21 more days (since I actually downloaded it 9 days ago) and decide which version I want to buy then. VX is winning.
It's text engine pawns.
author=Archeia_Nessiah link=topic=2027.msg43223#msg43223 date=1226485437
Tired as hell, in the end I have to resprite the sprites to 75x75 max x.x
And one of the main heroes
That's some sweet work you got there :D
author=~Sasuke~ link=topic=2027.msg43202#msg43202 date=1226469506Exactly. I shouldn't have to download a custom script and set up confusing shortcuts just for something as simple as facesets.
It's text engine pawns.
author=TooManyToasters link=topic=2027.msg43255#msg43255 date=1226508766author=~Sasuke~ link=topic=2027.msg43202#msg43202 date=1226469506Exactly. I shouldn't have to download a custom script and set up confusing shortcuts just for something as simple as facesets.
It's text engine pawns.
So true ...
That is the main reason why XP wasn't ever my choice
: (
Spent a very frustrating and disappointing 4 hours working on Mage Duel today. First I had to waste almost three hours creating a test character of each class and playing through to the end of Act I with EACH OF THEM, because I deleted my saves before releasing the demo, something I will NEVER DO AGAIN. Then I spent the rest of today's dev time ironing out or at least trying to iron out an incredible swarm of bugs, including but not limited to:
*The KGC script AddEquipmentOptions is broken in a couple places, namely MP Convert works and MP Absorb doesn't...but MP Convert does what MP Absorb does, and there's no way to do what MP Convert was supposed to do. So the function of the Power Matrix (absorb 25% of the MP an enemy used to cast a spell on you) enchantment had to be completely changed and now is a new item called Hecatomb (restores MP equal to 10% of the damage taken each time you're hit). There's no way as of right now for me to get Power Matrix working but I guess I'm happy with the new item.
*To get scrolls working, I had to change the target of every item to match the target of the skills that the scrolls call with KGC_ReproduceFunctions's exec_skill function. Very tedious.
*Two MYSTERY BUGS I'm still chasing down are very minor, but very annoying. For some reason (I have no idea why) Gelatinous Familiar is immune to Banishing damage even though he clearly has an A (200%) weakness to banishing damage in the database. I am mystified by this. Likewise, something (I have NO IDEA WHAT) keeps randomly adding the "Ivory Mask" enchantment to my inventory at random intervals with no discernable pattern, rhyme, or reason. I have no fucking clue what's causing this.
*Arena patrons that were moving through the foyer were running into invisible events and needed to be fixed.
So after fixing most of these bugs, the extent of my progress for four hours of work today was...setting up the scroll shop. : (
Spent a very frustrating and disappointing 4 hours working on Mage Duel today. First I had to waste almost three hours creating a test character of each class and playing through to the end of Act I with EACH OF THEM, because I deleted my saves before releasing the demo, something I will NEVER DO AGAIN. Then I spent the rest of today's dev time ironing out or at least trying to iron out an incredible swarm of bugs, including but not limited to:
*The KGC script AddEquipmentOptions is broken in a couple places, namely MP Convert works and MP Absorb doesn't...but MP Convert does what MP Absorb does, and there's no way to do what MP Convert was supposed to do. So the function of the Power Matrix (absorb 25% of the MP an enemy used to cast a spell on you) enchantment had to be completely changed and now is a new item called Hecatomb (restores MP equal to 10% of the damage taken each time you're hit). There's no way as of right now for me to get Power Matrix working but I guess I'm happy with the new item.
*To get scrolls working, I had to change the target of every item to match the target of the skills that the scrolls call with KGC_ReproduceFunctions's exec_skill function. Very tedious.
*Two MYSTERY BUGS I'm still chasing down are very minor, but very annoying. For some reason (I have no idea why) Gelatinous Familiar is immune to Banishing damage even though he clearly has an A (200%) weakness to banishing damage in the database. I am mystified by this. Likewise, something (I have NO IDEA WHAT) keeps randomly adding the "Ivory Mask" enchantment to my inventory at random intervals with no discernable pattern, rhyme, or reason. I have no fucking clue what's causing this.
*Arena patrons that were moving through the foyer were running into invisible events and needed to be fixed.
So after fixing most of these bugs, the extent of my progress for four hours of work today was...setting up the scroll shop. : (
author=TooManyToasters link=topic=2027.msg43255#msg43255 date=1226508766Very true, I've even messed around with it's mapping and to my inspection it can create any map within the GBA/snes era.author=~Sasuke~ link=topic=2027.msg43202#msg43202 date=1226469506Exactly. I shouldn't have to download a custom script and set up confusing shortcuts just for something as simple as facesets.
It's text engine pawns.
Max: you could have asked us players for our saves :P would even give you less predictable starting points to work on Act II. But too late now I guess :P
AllOfTheDaysI'veNeglectedToPostForAsAWhole-
Fixed lots and lots of bugs and added completed the style, exp, enemy status display, health change, temper swap, attack selection and cancel move systems. Also finished character sketches for every playable character, and exactly half of the villains, and began drawing the world map.
AllOfTheDaysInTheAboveCategoryThatIDidn'tActuallyWorkOn-
Played Okami... for, um, inpsiration? Yeah... That's it...
Fixed lots and lots of bugs and added completed the style, exp, enemy status display, health change, temper swap, attack selection and cancel move systems. Also finished character sketches for every playable character, and exactly half of the villains, and began drawing the world map.
AllOfTheDaysInTheAboveCategoryThatIDidn'tActuallyWorkOn-
Played Okami... for, um, inpsiration? Yeah... That's it...
author=Euphorian link=topic=2027.msg43410#msg43410 date=1226554988
AllOfTheDaysInTheAboveCategoryThatIDidn'tActuallyWorkOn-
Played Okami... for, um, inpsiration? Yeah... That's it...

Demon's Gate
Revive items were showing up too late (especially how surprising power enemies can be) so they got moved to the first item store upgrade with the party heal item going back a level.
The encounter event gets stuck in a loop. I'm not sure where and I can't recreate the error but it translates into no more encounters on that floor! Yay for bugs!

Redid the first boss. A slugfest will kill him, doubly if you remove his opening debuffs, or hit him with a status that can make the fight cake, or you can still cheese him.
The game now warns you that changes classes will deequip that character's items, which is pretty important since unarmed means you do jack for damage.
Redid the PE trigger. Now once the party average level is the right amount PEs will show up in their respective areas even if the party average level drops again.
Instantaneous transitions look awful and got kicked out of the random transition list.
Random switches that were used in enemy AI weren't being reset between fights and that was screwing up AI. Now my post-battle event is doing a lot of crap that I never thought it would have to.
Saving on a map whose initial and current tileset are different causes a bug (The map will load its initial tileset instead of what was there when the game was saved). The quick fix causes a brief graphics quirk where the init tileset shows up and is changed right away. One fix means teleporting the player to a duplicate map where the tilesets are switched but this resets the parallax background which will always be noticable and argh this is having cake and wanting to eat it too. I just have to hope that the player won't notice it. Damn you Rm2k3!
Got a paty that's done the first area w/o class change, so now its time to see how long it takes before they can handle the next area and balance accordingly!
author=TooManyToasters link=topic=2027.msg43255#msg43255 date=1226508766author=~Sasuke~ link=topic=2027.msg43202#msg43202 date=1226469506Exactly. I shouldn't have to download a custom script and set up confusing shortcuts just for something as simple as facesets.
It's text engine pawns.
Even if the scripts allow a great deal more control over it?
Seriously.






























