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WHATCHU WORKIN' ON? TELL US!

Posts

Puddor
if squallbutts was a misao category i'd win every damn year
5702
I'm messing around with VX. I am never going to get this game looking how I imagine it in my head but god damn I will try.
author=TDS
A script that I always wanted to make for VX, but for some reason never got around to do it.



Footsteps!

If anyone has any better footsteps tiles for VX and is willing to share, let me know.
ha! neat.
Are the footsteps generated only on certain tiles (ie- snow and sand) or do they always show up?
Craze
why would i heal when i could equip a morningstar
15170


Just an example of how I work, I guess. I keep my VX window down there so it doesn't get in the way unless I'm mapping, at which point I'd simply maximize it. I like to take advantage of a widescreen setup!

If a name is prefixed with an exclamation point, it means that it's not fully working. In the notes box, it'll say something like "!! INCREASE COINS DROPPED." If it ends in a question mark, it means that I want to bring it up with karsuman because I'm unsure about his choice of cost/damage/implementation/whatever. (There are no question marks in the image because we sorted the last batch last night!)

EDIT: Okay, I threw in that question mark on Cheat Death as an example. We already sorted out my issue with it.
Been quite stagnant as far as game-making goes. Thinking of taking a page from Lennon and going all-custom on the graphics for The Looming Spire. How does this look as a base for character sprites?



author=narcodis
Been quite stagnant as far as game-making goes. Thinking of taking a page from Lennon and going all-custom on the graphics for The Looming Spire. How does this look as a base for character sprites?




It looks like every other undeveloped crappy snes styled sprite that people make if not worse, so... why does there have to be an opinion on this?
Quit trying to troll, Ravenite1.
author=kentona
Quit trying to troll, Ravenite1.

lol what? I'm giving an opinion, and my opinion is, I don't like it.

Besides you and your little click "troll" ALL the time.
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
Uh, Kentona, lighten up. That wasn't trolling. That was just negative feedback.

And besides, Ravenite is right. Generic sprites all look pretty generic. There's no real plus or minus to them until you start making characters with them.
Fine.

I think they look pretty good as a base.

why does there have to be an opinion on this?

so that he has an opinion on the base before investing a lot of time creating full sprite sets. That's pretty obvious.
author=narcodis
...How does this look as a base for character sprites?

Reminds me of Pokemon... I dunno, I think is too "cute" a style for your game, what you need are tall charasets.
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
Yeah, I don't know, bases are all pretty much the same. I guess compared to the RTP it's shorter, so you won't have as many pixels for clothes. Which means the end result will be less detailed, but making them will be less work. But you knew all of that already, since you designed it, so... I'll just shut up.
well it is a rather cutesy style, it's up to you to decide if that's the style you want for your game since you'll know best what wil work and what won't from a stylistic standpoint. i know it's the style i always seem to want but you are gonna know best (as far as the quality of the base sprites go, it looks pretty good to me)

Craze
why would i heal when i could equip a morningstar
15170
The arms on the side look pretty awful compared to the front/back views. Try using colored and shaded borders, at least for overlaps.
author=narcodis
Been quite stagnant as far as game-making goes. Thinking of taking a page from Lennon and going all-custom on the graphics for The Looming Spire. How does this look as a base for character sprites?




It looks good, the shading and proportions are just what you'd expect from a super deformed sprite. There's absolutely nothing wrong with the template.

Incidentally Ravenite: nobody gives a crap if you don't like chibi sprites; he was asking for feedback, not for you to be a twat for no reason.

Be a twat while stating something wrong with it if it make's you happy.

...Looking at Craze's post, he does have a point; the arms could use some touching up.
author=LockeZ
Uh, Kentona, lighten up. That wasn't trolling. That was just negative feedback.

And besides, Ravenite is right. Generic sprites all look pretty generic. There's no real plus or minus to them until you start making characters with them.


It was trolling. Do not mini-mod.

At least try to be vaguely helpful, Ravenite.
Versalia
must be all that rtp in your diet
1405
ARRANGING SPELL PROGRESSIONS. I have a bad habit of directly doing this in the DB.

I think I should break it off into notepad or whatever, and not use the "actual" names. Entangle -> AGI DOWN 1. Etc. SO I can draw up a smoother skill progression.
Status effects! Man, status effects are my single biggest cause of schedule (though I can't call it scope) creep. Makes me wish I'd found a different way to accomplish some things in the design, kind of.

Specifically, I've been regularizing the framework for how the AI knows conditions change during a turn it's still figuring out (e.g., when it defeats a player unit, that unit no longer blocks a space or projects ZOC, so the AI's units that move afterward can move differently - which is information it can use after it decides to defeat a unit to figure out which units to use to do that). There's been a version handling just defeated units in for a long time, but it needed reworking to allow a broader range of possibilities, especially since this is tied into some other stuff like pathing - it's not solely an AI-turn concern.
Craze
why would i heal when i could equip a morningstar
15170
Versalia
ARRANGING SPELL PROGRESSIONS. I have a bad habit of directly doing this in the DB.

I think I should break it off into notepad or whatever, and not use the "actual" names. Entangle -> AGI DOWN 1. Etc. SO I can draw up a smoother skill progression.

For the LOVE OF GOD use notes. Holy shit, son.

Karsu and I have .txts for skill descriptions, skill descriptions redone, general notes, character descriptions, skill progression, the battle system proposal/mechanics, passive skills, to-do, quests (probably multiple of these and a spreadsheet or two) and enemy skills/boss ideas. He might have more that I haven't even seen.

A different game that I never made has the following documentation: Character Creation, Chracter Creation v2, Craze as a Real Person (I made chaos and I as guildies), Dracocide - Adventuring, Dracocide - Character Creation, Dracocide - Guild Matters, Dracocide - Party Cohesion, Dracocide Skills, Easter Eggs, Equipment, Equipment (2), Guild Story - Azrade, Ideas, Microcide (Small Game Idea), Potential Advertisement 01, Stuff I Can't Put in Docs (spoilers; the .rtfs were to be bundled with the game).

A second (try fourth or fifth, really), WIP round of the game design (I really like it, okay?) currently has: Character Creation, Exploration, Guild Integrity Council, Guild Relations, Party Enthusiasm, Personal Relationship, Skills (as in Manipulation and Negotiation, not combat skills) and Traits (purchasable passives). It will grow if I work on it; I haven't touched it for a week or so and a lot of it is just refining previous ideas and systems.

In Praise of Peace used at least twenty notebook pages for the battle system and skills alone. The original V&V had 5-10 documents, and Karsu & I's other projects have (at the very least) a character doc, a skill doc, a settings doc, a story doc and a general idea doc.

Side-note: Because I know that working with Karsu will eventually generate a higher-quality result than working by myself, I just plan out games instead of work on them to pummel any urges. The only game I'm making at the moment (and the only one I have been making for a month+ now) is V&V. It's a little slow because I'm settling into new friends and a new roommate and being in an actual classroom and Karsu is all "I have to draw shit a lot." Still, we talk about the game (or design ideas/refinement) for ~hour at least every other day, and I try to work for a half hour each day. It doesn't always happen, but it's better than just showing a fake screenshot each week or something.
I'm currently plugging away with Undying Eternal, slowly bringing it closer to release. The creator of Vacant Sky has also left some rather disheartening (but valid) feedback which I will eventually remedy. The main priority at the moment is to lay the groundwork for the mechanics and make a playable game. I hate it when my projects are in the early stages - there are a lot of things I want from the game (in terms of presentation and visuals etc) that I won't be able to even think about for a while. As atmosphere is a key component of the game (being inspired by gothic horror) this is disconcerting.

This all seems to be a lot easier by keeping notes. I've got .txt files planning out skills, equipments, items, quests and a whole folder of files listing the game's conversations, conversation branches and adjustments to the variables that track the player's morality and NPC relationships. These conversation files are essential to me as I don't know how I would remember all of the consequences of the different dialogue choices otherwise.

I am the mouse of my computer,
pixel is my body and palette is my blood.
I have created over a thousands sprites.
Unknown to rest nor known to stress.
Have withstood pain to make many styles.
Yet those hands shall never finish anything.
So as I pray, Unlimited Spriting Works!


I can't wait to get to eventing x_x