WHATCHU WORKIN' ON? TELL US!
Posts
Hey those are looking better than usual.
http://rpgmaker.net/users/geodude/locker/boss.it
decided to do megadrive music instead. must sort out the filesize, i don't think these samples need to be 16-bit
decided to do megadrive music instead. must sort out the filesize, i don't think these samples need to be 16-bit
Soldier 2: Temporary, soldier 3, but hated the second idea for the second soldier idea and will properly scrap it up or leave there for a soldier 3. Working on some first major battle scenes in a town called Brim.
The start of the game where you choose a nation, one of Star and Moon. Both enemies against another. So I'll go from there. Alot of choices and endings. That's up to speculation of course.
I'm gonna work on another town in SOLDIER, the first game, in the first soldier area, I made a blog here for some details. And I'll try to give some characters a flashback or two. Like the second character you.
The start of the game where you choose a nation, one of Star and Moon. Both enemies against another. So I'll go from there. Alot of choices and endings. That's up to speculation of course.
I'm gonna work on another town in SOLDIER, the first game, in the first soldier area, I made a blog here for some details. And I'll try to give some characters a flashback or two. Like the second character you.
Just a little game about treasure hunters using VX. Even though I've had RM for quite a while I've never actually made a full game with it, so I just wanted to make something quick and fun to sort of get my name out I guess, but mostly just for fun. It doesn't really have anything special and it uses mostly RTP stuff (though all custom music and sprites), but I'm having fun with it.
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
Screenshot topic is the other topic.
(Also the plants have black outlines which make them harshly clash with the rest of the tileset)
(Also the plants have black outlines which make them harshly clash with the rest of the tileset)
I rewrote a scene in Cosplay Crisis which meant I had to sprite a boss for it. I just finished, I need to put him into a battle set now.
(will post in Pixulz)
(will post in Pixulz)
nice title Julev.
I'm working on making the game engine for the RPG i'm making
It's written in C++ and uses SDL for graphics (so that means it will run on Mac and Linux too)
Right now I'm figuring out how best to implement 3d maps (the graphics will still be 2d)
I'm working on making the game engine for the RPG i'm making
It's written in C++ and uses SDL for graphics (so that means it will run on Mac and Linux too)
Right now I'm figuring out how best to implement 3d maps (the graphics will still be 2d)
About to finish off a cutscene where Kumo falls out of the 69th window of a 70-storey building. Always wanted to do someone falling off a building :O
Initially it was going to be Levi and then Kyer catches him because of her angel wings, but none of the buildings in the local where it happens are tall enough for that, so it got cut. I changed the characters and setting involved to Kumo, and Shadz (as Chaos) that catches him. :D
The scene was always planned that way, but I've never gotten around to it D8. Now that you actually fight a boss there I've got the motivation to do so :p
I've also planned out a lot of the DSRC background info, which explains why the bosses at the bottom are there. You find research notes haphazardly scattered amongst the ruins in DSRC, which basically warns you of what is to come.
Also going through all my custom tiles and setting passabilities. My friend has been testing, and hilarity (and awkwardness) often ensues. Y'see, I only walk...where I know I can walk.
Initially it was going to be Levi and then Kyer catches him because of her angel wings, but none of the buildings in the local where it happens are tall enough for that, so it got cut. I changed the characters and setting involved to Kumo, and Shadz (as Chaos) that catches him. :D
The scene was always planned that way, but I've never gotten around to it D8. Now that you actually fight a boss there I've got the motivation to do so :p
I've also planned out a lot of the DSRC background info, which explains why the bosses at the bottom are there. You find research notes haphazardly scattered amongst the ruins in DSRC, which basically warns you of what is to come.
Also going through all my custom tiles and setting passabilities. My friend has been testing, and hilarity (and awkwardness) often ensues. Y'see, I only walk...where I know I can walk.
I just finishing debugging an accuracy issue which toke an unnecessarily long time. I'm using Yanfly Melody which includes a dexterity stat. To make a long story short, only playable characters need the dexterity stat in my game. Of course, just because the monsters aren't supposed to have it, it doesn't mean they don't have it anyway. Cue me noticing that the monsters are hitting more often than they should and trying to figure out where the code went wrong for hours until I realized they are getting almost 50 hitrate from the dexterity stat.
If you want to negate DEX for all enemies just change the script. I don't know the exact Melody naming scheme but you can just go something like:
Replace "base_dex" with what Melody uses when retrieving a battler's dex, I think it's dex though. I can look it up tonight if need be.
*edit*
Even better!
vvvvvvvvvvvvv
class Game_Enemy def base_dex return 0 end end
*edit*
Even better!
vvvvvvvvvvvvv
New Battle Stats has a segment where you can change the base calculation of DEX (which I think by default is the Average of STR and AGI). Change it to 0. It's in all the standard "configure me!" stuff, no need to dive into the deeper script.





























