:THE GAME MAKING DRIVE/BLOG TOPIC

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That's pretty neat. I'm going to keep that in mind for any future projects because I love that idea and it would be pretty easy to scale something like that too (sequence of item types, item you get is based off of dungeon or character level)
*cough* *cough*

THE PRISE HAS ARRIVED!!!

http://murrayenterprises.blogspot.com
(Also you can click my ME bar to take you there! Convient and affordable!!!)

Did this thing in 3 hours, like most new blogs, this one will take a little bit of time before all the do hickeies are setup. :)

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I did only a little bit on the game, but I wanna work on lots tomorrow! ^^

Today was just a goof-off day! :D

EDIT: Judging by the bloggie, forget about what I said about NOT doing a thread, hehehehehe.
Continued updating chests. Now if the player has more dead characters than revive items a chest will always give revive items (unless they give a unique item)

When the party enters the hub town they get healed automatically and for free instead of having to pay for it. (I even had a dynamic cost that reflected how much the party needed healing that I thought was cool)

Changed the encounter system a bit so now it'll run a pre/post battle event for each fight and cleaned up some code in it so it doesn't look like a disaster. Also there's a stub that can ignore an encounter but nothing is there yet (but I might add a way to disable encounters if the player level is too high). Also in honor of STs post TPKs now bring the player back to the hub town fully healed.

All these changes are only to the first area though. That means... time to start another playtest!


Fixed a hilaroius typo. The item 'Black Powder' was misspelt 'Black Power'. No idea how I missed that for so long.

*edit*
Hahaha. If the party leader is dead when a fight ends (victory or retreat) a game over occurs. After every fight the game rebuilds the party and it does so by removing every party member then readding them. However after it removes the party and readds the party leader the game decides to check if the party can live and since they can't (only party member is dead) it game overs.
Thanks Rm2k3 and fuck you too.

*reedit*
Also added a gameplay timer. I don't know why. It gives the prebattle event something to do I guess.
Updated the page by giving a better summary of the story :)
http://www.rpgmaker.net/games/934/

Other than that my progress is going all into this damn tileset...
Lol, VideoWizard is the me on RMN! :)

Working on 3P & 4P stuff almost done!!! Almost ready to play a 4 player match!!! OH YEAH!!!

Will get some serious work on it Monday, it's off to workie soon! :-[
Oh boy playtesting started again. Cleaned up various bugs (including another 'if the right characters are dead after battle its game over'), small balance adjustments, and general polish here and there. Set it so only two-enemy parties show up on the first floor so the first random encounter of the game isn't one of the tougher four-enemy encounters too. The restriction is lifted once all solo PE battles are won. Moved the guy who gives the Noisemaze. I keep forgetting to grab it after I get one of the boots.

Done with monster names too. The worst names have been weeded out and replaced with more insteresting stuff.

Beating the first area took about 40 minutes, a bit longer than I'd hope so might try and streamline the area a bit or weakening some of the tougher encounters like Zebes and Distorted

*edit*
God damn Rm2k3, I keep finding annoying limitations or bugs in it.

If a character changed class they'd deequip all their gear but their base stats won't change. +20ATK item equipped? Change class and it becomes permenant AND you can equip the item again! Work around involved deequipping and remembering a character's gear (which isn't scalable at all because Rm2k3) and reequipping them after the class change. Fuck this is rediculously convoluted for something so damn simple.
What settings did you use? Revert to lvl 1? Change stats to current level in new class?
Yeah. Level is reset to 1, retain old skills and learn any new skills, and no change in stats.
It's a weekend but I will still work on my game so I will post what I did in like an hour
edit: fixed a lot of bugs added a weapon tested battles. Ready to move on as soon as I fix my scanner.
I adjusted the early enemies, reducing the HP of the mole to make those fights shorter and easier (and making the whole section less tedious)I also reduced the attack and HP of the solider in order to reduce the difficulty of that fight
Decoupled the class selection event into a viewer and controller. I can reuse the viwer for the class summary event and the class changer isn't a huge mess anymore and the workaround for the class change bug can be slipped in without a headache. It still isn't very good, but its a five minute hack instead of a five second hack (the original class selection was a absolutely terrible label+showchoice mess that I hated and now it ran rot in hell)

Now I can get back to proper playtesting (which means rebalancing the second area completely because now there's no more mysterious power jump after clearing the first area)
yay you fixed the mole!!! God he is so evil *insert twitch here*

Anyways I haven't done anything yet because I'm stuck until I figure a lot of stuff out. I suppose I added doors to the town though so....YAY
All of today has been fixing up my site (adding something soon)

Tonight will be probably doing the rest of the shitz for 3P & 4P. :)
Update:
http://www.rpgmaker.net/games/934/blog/

Picture:


You die if you fall on the water XD
Max McGee
with sorrow down past the fence
9159
I am really liking people's use of the site.
http://www.rpgmaker.net/games/592/blog/857/

- Minor changes to enemy movesets. It makes some armour that resists an element actually not useless (since nobody used that element except for an already trivial enemy)

- If the player dies on the first boss and gets sent back to the hub town and then goes and fights the boss again, the five second intro cutscene is skipped! Yay! (also runs the pre and post battle events so the time fighting him is recorded)

- Changing anybody that isn't the first character's class will make them look like the first character. So, uh, fixed that too.

- Small aesthetics changes to character/class selection

- Fixed minor missing sound effects. Like when the main menu is opened

- Got in a fight in the second area and got creamed. Power Enemies are a bit too strong now. Both need a rebalance.

I hope you're happy
http://www.rpgmaker.net/games/82/blog/764/#comment4888

Finished off some sidequests.

I am almost ready to start on the FINAL AREA OF THE GAME! DUHN DUHN DUHHHHHHNN...
Made first boss and practiced a lot of technical eventing.