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Craze
why would i heal when i could equip a morningstar
15170
nothing because I... actually wrapped up/released a game for the contest

ho fuck

ALT POST:

That awkward moment when Craze actually "finishes" and releases a game? That's what I'm working on comprehending.
Adon237
if i had an allowance, i would give it to rmn
1743
I am working on my final bosses, even though I am not even halfway done with my gam, though I have noticed I have got more little things done like statuses, skills and such done by doing this, so...
benos
My mind is full of fuck.
624
more Story of Ligara finally.
I'm tinkering around with an asian-styled ninja and samurai game entitled Honorable Demise. Not sure if I'll ever release it, since this will be my starting point with learning to use VX Ace... depends on how it turns out. I have most of the ideas and basics for the storyline/characters worked out with a good deal of the database, graphics, and music I'm going to use nearly finished. I'll probably start on the first part of the game tomorrow. Just trying to figure out whether I want to use the default battle system or go with a custom one for it.

Title screen that I -may- end up using. Still unsure. Using it as a place mat for now:

http://img19.imageshack.us/img19/7752/ninjatitle.png

Some of the music that I'm considering to use, but seeing as they're 3 different styles still debating...

http://www.youtube.com/watch?v=Ee3lxSQtwO8

http://www.youtube.com/watch?v=RERXiliJfdI

http://www.youtube.com/watch?v=OjMJrzYs8gY
Puddor
if squallbutts was a misao category i'd win every damn year
5702
VX/VXA Styleeeeee

Working on MORE abilities before I work on story. Already got a Souleater and Angel's Snack ability in. Working on a Tinkler/Gadgeteer set of abilities (yes, those from FFTA/FFTA2), but having trouble deciding on what to do with them exactly. Also working on a random chance command ability (similar to Slots, but without the Slots) and also having trouble deciding what to do with that, a Terrorize command (force enemies to flee, gain 10% of EXP/Yen that you normally would if succeeds, and higher chance of getting item that enemy normally would have dropped), and the Armor Elemental/Status Bless commands, as well as a few Field abilities and more self-buff abilities for 2 physical attackers.
I came up with a couple new workarounds for my fake first person dungeon crawler that make the map and object interaction events a lot more stable. I also fixed an error in the field of view events that reversed right and left at the furthest terrain ID check... which was kind of important.

Now I just need to make an engaging boss, some extra skills to make use of otherwise useless party members, and get my forcefield objects properly integrated into the depth of field pipeline so that they don't appear through walls they are adjacent to.
benos
My mind is full of fuck.
624
Remaking Dreamwalker in Ace.
Puddor
if squallbutts was a misao category i'd win every damn year
5702
Browsed through NG and got some nice tracks (I get all my music from NG these days).

Gonna do some chores then sit down and finish up this map.
Trying to figure out WHAT THE BUCK was going through my silly mind with this file. Because there's all sorts of stuff messed up with animations, stuff incomplete in the item database... I almost feel like this isn't my most up-to-date version with what I'm seeing here... But I'll check my external hard drive.

EDIT: And now that I've found it, I'm running into a couple of the problems I had before that were basically limitations of the engine, most notably in terms of experience. I'd like a high cap, but because of how the engine combines the primary, secondary, and tertiary values you put in, if you want a high cap, you have to start high as well.

So while it may take 39350xp to get from L98 to 99, it takes 460xp to get from L1 to 2, and that seems like too much to me. I can't get a proper curve only being able to influence three variables. A possible solution is to make getting from L98 to 99 even more steep, by pumping up any of the values to to thousands. But in so doing that, I make getting from L1 to 2 even steeper - like if I make a value 2000, it'll take 195050xp to get from L98 to 99, but it'll also take 2050xp to get from L1 to 2. And to properly balance enemy difficulty-to-reward with XP is stupid difficult with curves like that.

But other than that, it's just a matter of me finding my stupid stat curve chart so I can finish inputting party member stats, or else just draft up a new one.
I'm mostly just killing time while I wait for a spriter to throw a sprite for Blackmoon Prophecy at me that I asked him to make.

While I wait for it to be sent to me, I'm doing last minute revisions and such (minor balancing and mapping tweaks for the most part).
Took the MCAT today so back to Revelations. Haven't updated the page but I was working on some treats before I left.
A test project of insane pseudo-randomness in ACE. The demo will be a 3X3 map, with each submap having a possible 10 other maps, with 6 different actor sets per map. Submaps will be 50X50. No exceptions.

Final version will be 10X10, with 10 possible choices for each sub map with 4 different actor sets to populate the area. Each area will co-align on the grid, and Characters will only reference areas that are generated, all thanks to the magic of variable scripting.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=trance2
XP curve bitching

It's no secret that RM2K3's XP curve is awful. In fact, the engine doesn't actually allow you to alter the curve. No matter what you do to the three variables, level 40 will always cost twice as much XP as level 20. All you can do in the customization screen is multiply the cost of every level by the same number.

So you can either make a custom experience system, or you can follow what I assume Craze's advice would be:
author=Craze
RM2K3 is awful, use a newer engine.
author=LockeZ
It's no secret that RM2K3's XP curve is awful. In fact, the engine doesn't actually allow you to alter the curve. No matter what you do to the three variables, level 40 will always cost twice as much XP as level 20. All you can do in the customization screen is multiply the cost of every level by the same number.

So you can either make a custom experience system, or you can follow what I assume Craze's advice would be:
author=Craze
RM2K3 is awful, use a newer engine.

Or I could just deal and balance the enemy XP drops accordingly, which though probably more time-consuming and possibly more frustrating to make EXACTLY how I see it in my head, it's better than completely dumping everything I have for another engine just because of one facet. Which honestly seems like the better plan to me.
Craze
why would i heal when i could equip a morningstar
15170
LockeZ
Craze
RM2K3 is awful, use a newer engine.


alt response:

"levels are dumb, stop using them and make some actually meaningful progression kthnx"
author=Craze
alt response:

"levels are dumb, stop using them and make some actually meaningful progression kthnx"

alt answer: I'm stubborn. .-.

That being said, I'm am actually dealing and working on the stat curves right now. I can't find the docu that I put all of them into, so I'm checking out what I actually have IN the editor and see what the patterns are. The curves are based on Chrono Trigger's idea of stat progression, in that there are different patterns of stat increase between certain levels (at least for HP/MP; other stats have sillier patterns). Just gotta do that for seven more characters (including two temporary ones oh boy) and that should be done. Then it's on to brainstorming skills again.

I'm such an aesthetics person that I'm also trying to figure out in my head how to display the names of the skills. Like what glyph to use for them - whether to do a single one for all of them, make them based on what kind of skill they are (offensive/defensive), do a thing like Wild Arms 3-5 and have glyphs for specific types of skill response... There's a couple of things.

Plus finishing the monsters since my brain is stuck on a bestiary idea due to that turn-based patch making it so I have a custom option in the default menu and that's what I decide to put there. .-.
Craze
why would i heal when i could equip a morningstar
15170
well, I mean

I don't really like stats either. =x
I'm working on a monk battle animation set and a enchant element system



The only reason i'm always drawing my sprites in that pinkish background, is because i saw that a lot of people used that color while spriting for MUGEN
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I think it's the default background color for RM2K3 sprites and monsters.

It works well as a background color because it contrasts sharply with almost every color you would ever consider using.

Sprite looks good, very good pose. I am ultra terrible at battle poses. All my battle poses are just kind of... copied and pasted from the one-foot-forward versions of the walking poses. I need more gun and magic users in my game so I can justify my stiff upright battle poses. You'd think in a modern game they'd all use guns anyway, but nooooo. I have a guy with an enchanted ancient egyptian sword, a grenadier, and one chick using a fuckin' chainsaw. And thus the battle graphics get procrastinated on until the end of time.