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Just me messing around with the now fully implemented growing/depleting health bar. :) You may notice that towards the end that the cursor starts on an empty slot, that'll be fixed soon when I implement the code for it recursively cascading back to the characters as it does in the real one.
Dude! You deserve a Nobel prize or something. That looks fantastic!!
...they award Nobel prizes to amateur videogame developers too, right?
...they award Nobel prizes to amateur videogame developers too, right?
author=Vanit
Just me messing around with the now fully implemented growing/depleting health bar. :) You may notice that towards the end that the cursor starts on an empty slot, that'll be fixed soon when I implement the code for it recursively cascading back to the characters as it does in the real one.
You know I'm so gonna play this :p
More dreamwalker, seems like there few facesets that weren't suppose to be there in the events, as I was changing the facesets for my dreamwalker characters to the ones in the picture sets. But I have abit of trouble with Earnest for some reason.
i'm working on something that started as a practice, as i learn the program but it started to become something more
i don't have a name yet but i will soon, and as for the story i have it started and i'll just work on it as i go along
but as for gamplay (or what portions of gameplay i have) i have event's set on everything from bushes to chairs and even a rock here and there as well some objects may trigger a cinimatic event
so i hope that'll make up for the noobtastic maps and such, it has also started as something serious but i had more fun doing a parody of sorts, it will be a mature rating due to language.
as a example it has influences from, family guy, team america, vete a la verse (if anyone has seen his work, it is on the lines of his pokemon parody) aswell as other fouled mouth, mostly immature humor
but i plan to make the story deep enough to make up for everything
i don't have a name yet but i will soon, and as for the story i have it started and i'll just work on it as i go along
but as for gamplay (or what portions of gameplay i have) i have event's set on everything from bushes to chairs and even a rock here and there as well some objects may trigger a cinimatic event
so i hope that'll make up for the noobtastic maps and such, it has also started as something serious but i had more fun doing a parody of sorts, it will be a mature rating due to language.
as a example it has influences from, family guy, team america, vete a la verse (if anyone has seen his work, it is on the lines of his pokemon parody) aswell as other fouled mouth, mostly immature humor
but i plan to make the story deep enough to make up for everything
I've just started work on a short Visual Novel called Pinky's Day. I'm doing this mainly as an excuse to work on my cutscenes but it's also a chance to recycle some of favorite characters from my earlier failed games.
I'm also going to have a small number of Boss type battles. These will be skippable since this is supposed to be a short story rather than an epic quest.
I'm also going to have a small number of Boss type battles. These will be skippable since this is supposed to be a short story rather than an epic quest.
I've been reading and practicing a bit on soundtrack song structures, as I have always felt so clueless about it when jamming with my loops.
Before my sections were very short, I repeated them twice and moved onto the next cue in the song, which was then followed by bridge and the pattern was repeated.
Now I think I have the idea how to be able to make every cue last that 30 seconds or so, if necessary, after establishing the chords. Here's a simple practice I started yesterday: http://rpgmaker.net/users/Rei-/locker/battlepractice.mp3
It's pretty repetitive considering the entire first cue uses a not very much varied bass line, but because the cue is around 30 seconds or so, I have lot of room to fill it with other instrument patterns in similar way as Nobuo does in his work. So while the song is pretty simple, I consider the structure to be a nice achievement to my own abilities. (= the song misses lotsa stuff, and I'm going to change those drums in the end)
I can post soundtrack progress, right? They're part of vidyagames?
edit: To be more specific, before I thought a cue is complete when I had a complete motif and then I repeat it once with no real variation. Now I understand cue can be as short or long as I want and that I can repeat motifs with variations within it, as many times I want.
Before my sections were very short, I repeated them twice and moved onto the next cue in the song, which was then followed by bridge and the pattern was repeated.
Now I think I have the idea how to be able to make every cue last that 30 seconds or so, if necessary, after establishing the chords. Here's a simple practice I started yesterday: http://rpgmaker.net/users/Rei-/locker/battlepractice.mp3
It's pretty repetitive considering the entire first cue uses a not very much varied bass line, but because the cue is around 30 seconds or so, I have lot of room to fill it with other instrument patterns in similar way as Nobuo does in his work. So while the song is pretty simple, I consider the structure to be a nice achievement to my own abilities. (= the song misses lotsa stuff, and I'm going to change those drums in the end)
I can post soundtrack progress, right? They're part of vidyagames?
edit: To be more specific, before I thought a cue is complete when I had a complete motif and then I repeat it once with no real variation. Now I understand cue can be as short or long as I want and that I can repeat motifs with variations within it, as many times I want.
Planning out everything, because I know that this game is project is going to blow up right in my face unless I have everything figured out from the get-go. Currently doing pseudocode for the Projector, then moving on to the Karma Mage.
Working on a main character sprite (second attempt at spriting, 96x96 this time, and with at least 70% less pillow shading than my first attempt at spriting) and trying to get things to match with it/it to match with things at least somewhat.
http://rpgmaker.net/forums/topics/8021/?post=252655#post252655
Hopefully once this is out of the way I can actually do some work that LENGTHENS GAME TIME. As opposed to just systems, databasing, sounds and graphics.
http://rpgmaker.net/forums/topics/8021/?post=252655#post252655
Hopefully once this is out of the way I can actually do some work that LENGTHENS GAME TIME. As opposed to just systems, databasing, sounds and graphics.
I'm about to open up my Limit Break pixels again. This is taking a while :<
But I've also been planning the final battle of Blood Rose. The battle itself will be five battles long; three of those will be fought with a temporary party member because I have my reasons.
He'll be able to cover all the functions that the other members covered except for the member he's fighting with. The final fourth battle will be fought with a full party before the party confronts the main villain.
The 'temporary party member' has been in the game the whole time so it's not like I'm just introducing him for the sake of it. I wanted sole/dual member fights, but because of the way Blood Rose is made it can't be done with default members (because they're mutually dependent on one another) so I decided that he'd be playable during the ending. He'll also have the best skill in the entire game because he's legions above your default members in power and experience (cough- he's about 37,000 years old in Blood Rose so you tell me whether or not he should be stronger than your on-average 22-year-old party F| )
But I've also been planning the final battle of Blood Rose. The battle itself will be five battles long; three of those will be fought with a temporary party member because I have my reasons.
He'll be able to cover all the functions that the other members covered except for the member he's fighting with. The final fourth battle will be fought with a full party before the party confronts the main villain.
The 'temporary party member' has been in the game the whole time so it's not like I'm just introducing him for the sake of it. I wanted sole/dual member fights, but because of the way Blood Rose is made it can't be done with default members (because they're mutually dependent on one another) so I decided that he'd be playable during the ending. He'll also have the best skill in the entire game because he's legions above your default members in power and experience (cough- he's about 37,000 years old in Blood Rose so you tell me whether or not he should be stronger than your on-average 22-year-old party F| )
More RM2KSurv- I mean BeggarRPG stuff. :p
A creepy alleyway, but locked due to early stages in the game.
And some common event for a friends list, who you trust, and properly if
you don't. You even get to call them to get access to a telephone if you
got enough money. With phone numbers intact, hope i don't accidentally
end up revealing phone numbers people have in real life. :)
A creepy alleyway, but locked due to early stages in the game.
And some common event for a friends list, who you trust, and properly if
you don't. You even get to call them to get access to a telephone if you
got enough money. With phone numbers intact, hope i don't accidentally
end up revealing phone numbers people have in real life. :)
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=benos
With phone numbers intact, hope i don't accidentally end up revealing phone numbers people have in real life. :)
Start all the phone numbers with 555. This is a fake telephone number prefix that is not used in real life, and is widely used in TV, movies, and other media to portray ficticious phone numbers. In fact it's specifically reserved by telephone companies for use only in fiction, to prevent exactly this problem.
Working more on dreamwalker, uploaded a screenshot of Whisper, just a test area for other picture faces.
Thanks to Infection for that picture face fix!
Thanks to Infection for that picture face fix!
Well I've got seven and half pages of dialogue written up for Pinky's Day including a couple gems like.
"Alex: Your clever logic is no match for my blind faith. Die pointy-eared pagan scum."
and
"Rheen: Behold the Chicken God.
Gort: We're going to deep fry him. :)"
I'll probably finish writing the whole thing out before I begin any serious work on the RM Game itself.
"Alex: Your clever logic is no match for my blind faith. Die pointy-eared pagan scum."
and
"Rheen: Behold the Chicken God.
Gort: We're going to deep fry him. :)"
I'll probably finish writing the whole thing out before I begin any serious work on the RM Game itself.
author=benos
Thanks to Infection for that picture face fix!
Hey no problem man! Glad I could help. :D
I wasn't able to do a left side correctly, but I think just having right works good too!
I just stopped working for the night on a design document for a game idea I think has commercial developer potential. Once I am done, if I still think it is of professional quality, I might actually try to lobby it to some independent developers, see if anyone is interested in picking it up.
Working through the script of Dragon Fantasy: Venaitura II. Making good progress on that, but I'm starting to get lazy with it. I really have to pick up the pace. Sadly this laziness is not limited to writing and RPG Maker; it's infecting EVERY ACTIVITY I do. It's real sad.
I'm also working on the maps for DF:Origins. Mainly focusing on Venaitura II for now however, seeing as how Origins just got a demo.
I'm also working on the maps for DF:Origins. Mainly focusing on Venaitura II for now however, seeing as how Origins just got a demo.

























