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WHATCHU WORKIN' ON? TELL US!

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I've been wanting to learn about how 3D rendering worked in classic FPS games of the DOS era like Doom and Duke Nukem 3D (though technically those would be considered 2.5D, but close enough), and I've finally gotten around to it, starting with raycasting.

Obviously this is 2D, not 3D, but a start, demonstrating wall detection.
Working on clearing up time to work on my game. I've been swamped lately.
Learning pixel art. The body proportions of the RTP sprites from VX onwards have not been my cup of tea. I'd work with templates, but a lot of popular templates work with three or more tones of a color, and I don't want to worry too much about shading at this point, so I built my own base and limiting shades to two-three tones max.



2.5x resolution on the left, 1x resolution on the right. I am loving how Aseprite can upscale lossless, btw.

Not really very readable at 1x zoom on MZ, but I really wanted to make sure the total width did not exceed the maximum 48px MZ operates with. Might look better on 2x. I can't seem to get that thing working on my MZ though, even on a blank project.

How do you even draw hands on these things
I think I'm relatively satisfied with my raycaster as it is now. I could add more features like interactive doors and such, but there's only so much you could do with a 2.5D renderer this primitive.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
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Testing tile priority. Fun fact: The square knobs on the front corners are to hide the transition between priority levels so the MC's hands don't clip through the railing.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192


Tried my hand at a pixel art portrait. My next game is going to be intense with the portraits, but I wanted a consistent art style with the low res tilesets. I can touch up some shading and anatomy errors as they're pointed out, but if the overall piece looks good, I can stick with pixel art for the portraits instead of digital art like I did before.
Hey guys, just wanted to say Happy New Year and that I hope all of you have amazing progress on your game for 2024!

Here is my roadmap. I feel confident that I can make this happen and I look forward to sharing my game with all of you that I've been working on since RMMV came out 8 years ago. If you'd like to learn more about it, you can find the itch.io page here. Haven't submitted it to RMN yet because the graphics aren't final and I don't want to post those screenshots on a page for the game quite yet. I know that's required for your game submission to be accepted. It'll come, though!

2024 Roadmap for God's Disdain
Seiromem
I would have more makerscore If I did things.
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Working on finishing something I started 10~ years ago as my first step to overcoming the fear of making. The most important result is completion, but I'm not gonna skimp on the effort, either! Doing something and trashing it for a better idea is iteration! It's still progress! I'll make sure to do SOMETHING every day this year, even if it's only opening up the project, looking around the current work, then closing the project. Only something leads to something, nothing goes nowhere!
author=Seiromem
Working on finishing something I started 10~ years ago as my first step to overcoming the fear of making. The most important result is completion, but I'm not gonna skimp on the effort, either! Doing something and trashing it for a better idea is iteration! It's still progress! I'll make sure to do SOMETHING every day this year, even if it's only opening up the project, looking around the current work, then closing the project. Only something leads to something, nothing goes nowhere!

Good luck, friend! I have often times found that I have zero motivation to work on my game but as soon as I open the editor and start looking around, I spend the next few hours working on it anyway. The feeling gets stronger the more you work on the game too, because you see so much progress and it sort of fuels you.

I think it is important to finish stuff! Whether that's a short game, or just setting goals for individual parts of your game that you can finish in a relatively short amount of time. It'll help motivate you and get you into a groove. I've taken to making lists of things I need to finish that are categorized into bigger lists. Every time I check a box I get a little burst of dopamine and it really helps me to continually work. Make sure to give yourself rewards for accomplishing bigger tasks as well!
author=Red_Nova
Tried my hand at a pixel art portrait. My next game is going to be intense with the portraits, but I wanted a consistent art style with the low res tilesets. I can touch up some shading and anatomy errors as they're pointed out, but if the overall piece looks good, I can stick with pixel art for the portraits instead of digital art like I did before.
This is genuinely cool, though I might just be a sucker for portraits like this in general.

author=Seiromem
Working on finishing something I started 10~ years ago as my first step to overcoming the fear of making. The most important result is completion, but I'm not gonna skimp on the effort, either! Doing something and trashing it for a better idea is iteration! It's still progress! I'll make sure to do SOMETHING every day this year, even if it's only opening up the project, looking around the current work, then closing the project. Only something leads to something, nothing goes nowhere!
I believe in you! You can do it, mang! Believe in the Remi who believes in you!

Uh... what am I working on?

Well, for my main game, mostly I'm sick of the rpgmaker default menus, so I'm just gonna be making my own with pictures and events, this is an ambitious project though!
(Mostly because there are so many assets I'll have to make!)

I've done some nifty looking mockups to give an idea of what this might look like, though!



This is only a small glimpse. I'd have spoiled some images but i don't think this forum has support for spoilers, so... meep!
Decided on a less clunky system for submenus, anywhere here's what ya girl has been working on. The Pamphlets Submenu is basically done!

Still got a lot to do, but after 104 pamphlets, all dynamically adjusting to what players have in their inventory, I'm very proud of this milestone.
Moving onto the brochures, I've done 26 of the planned 118. So... over a fifth done?? :3

Collectible lore has always been one of my favorite things in games, and that's what brochures are for the most part. Pamphlets is more about characters.

Also gives me a chance to flex my writing muscles. This one's description goes unfathomably hard.
Well during the site's downtime i basically fully finished the menu!

As i said in that video, the Optional Event Dossier hadn't been started on yet.

Weh-heh-heh-helll~!

What if I told you I also got it done, literally just finished today.

Since recording that video I've also fixed the equip meny to go back to the actor selection on cancel instead of back to the main menu, making it more fluid and user-friendly.

I'm currently going through the game and adding in the variables to keep track of progress. Almost done with that, too.

Then I get the FUN JOB of implementing this menu into the game wholesale, instead of presently how it is where it's isolated to a single map.

I have 400 common events alotted exclusively to optional events by the way. Yeah, I just wanted you to know that!

And over half of those slots are filled, and most of the rest are assigned future events that will be in the game's release.

Still got bunches of stuff to do but I'll probably be done fully with all my work in early july.
As part of my continued quest of questionable sanity in programming for outdated platforms, I'm working on pseudo-demakes of Homestar Runner games, starting with Thy Dungeonman and Secret Collect. I say pseudo because the original flash games were themselves parodies of games on their respective old systems.
The Secret Collect demake isn't much to look at yet, since coding for Atari 2600 is rather difficult (and not just because it's in assembly), but the Thy Dungeonman demake is almost done