WHATCHU WORKIN' ON? TELL US!
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author=Skie Fortress
You should totally give everyone shades now.

Wow, he looks totally f'in' stoned, now, in that pic. :D
Still working on assembling that soundtrack. God damn...I'm up to 428 songs and trying to cut it down to less than 400. It's really hard stuff, ugh. This is probably why I should stick to smaller games since most of them don't go over more than 60 songs at a time. Oh well.
That, and I'm working on updating the game list, again. This time, I managed to write down a couple of silly game ideas; and a few sequel ideas for some older projects! Yay! Of course, Stock Ticker is my bitch until it ends, then Sugar, but the future is extremely wide out there.
So, yeah. I'll work on this stuff for a few hours before the Rugby match. :)
Learned AGS today and I'm making my dreams come true by creating a Day of the Tentacle game :D plus I have other ideas.
This engine rocks!
This engine rocks!
Slight update while I was working.
Since I need a 16th game mode in order to make my Main Menu more...um, ' attractive-able,(?)' I thought I would borrow a page from Final Fantasy X & Rogue Galaxy and make a Sphere Grid myself, simply called: "The Grid!
All the points you earn ONLINE through "Wins," "Tourney Wins," "etc.," can be used to move across a grid and gain access to more "Trumps" (Items), "Charms" (Equipment), and "Stat-Boosters" (since you only go up one stat each level increase). You only get one grid every single profile you set, and will remain the same even if you decide to set your BROKER back to Level 1 and start all over again; unless you decide to make a whole new game, you'll be able to have another "Grid".
Thanks FFX for the idea! I'll think about more things to dress it up a bit more so I can call it my own, but, for now, I think I'll just sleep on the idea. :D
EDIT: Time for Rugby! :D
Since I need a 16th game mode in order to make my Main Menu more...um, ' attractive-able,(?)' I thought I would borrow a page from Final Fantasy X & Rogue Galaxy and make a Sphere Grid myself, simply called: "The Grid!
All the points you earn ONLINE through "Wins," "Tourney Wins," "etc.," can be used to move across a grid and gain access to more "Trumps" (Items), "Charms" (Equipment), and "Stat-Boosters" (since you only go up one stat each level increase). You only get one grid every single profile you set, and will remain the same even if you decide to set your BROKER back to Level 1 and start all over again; unless you decide to make a whole new game, you'll be able to have another "Grid".
Thanks FFX for the idea! I'll think about more things to dress it up a bit more so I can call it my own, but, for now, I think I'll just sleep on the idea. :D
EDIT: Time for Rugby! :D
author=calunio
Making a forest map with overlapping trees from a custom-made chipset.
Worst experience ever.
I agree with you so much im doing this right now. I will NEVER make a forest map again.
I am working on a game called Rain at this time. My Idea is to have the Last boss area available from very early on in the game to allow to players go when ever they feel ready. Dose this sound like a good idea?
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
Overlapping trees are so easy in RMXP because you get three layers. In the lesser makers it gets old pretty fast.
Lately, I am just trying to work up the enthusiasm and motivation to work on my game. And failing.
Gourdric, I've played a few games like that. Generally I hate it. I hate being able to overpower enemies so that the game isn't challenging or fun any more, and when you can do that to the final boss it just makes the entire game feel like a let down. Once the player is strong enough to beat the final boss, I don't really think they should be able to get any stronger, certainly not easily, and certainly they should not be encouraged to get stronger. Make sure the player is guided into doing things when they're challenging. Rant rant rant. I've posted like 30 rants about this. Go play Dragon Age instead of listening to me, you'll probably learn more.
Lately, I am just trying to work up the enthusiasm and motivation to work on my game. And failing.
Gourdric, I've played a few games like that. Generally I hate it. I hate being able to overpower enemies so that the game isn't challenging or fun any more, and when you can do that to the final boss it just makes the entire game feel like a let down. Once the player is strong enough to beat the final boss, I don't really think they should be able to get any stronger, certainly not easily, and certainly they should not be encouraged to get stronger. Make sure the player is guided into doing things when they're challenging. Rant rant rant. I've posted like 30 rants about this. Go play Dragon Age instead of listening to me, you'll probably learn more.
My idea wasn't to make the Final boss easy i wanted to make him a Challenge even if you did get the max level. i agree that just simply over powering opponents gets boring fast and i see your point, Ill look more into it once i get to the point of making that area.
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
If he's a challenge even at the max level, there's no reason to make him available sooner. If he's beatable much sooner, there's no reason to let the player keep getting stronger.
I could probably be convinced of allowing the player to fight the boss early in a game with a ridiculous shitload of character customization, like Final Fantasy Tactics, where 90% of the player's power is actually gained just from understanding the system and building the right types of characters and using the right strategies. Or, alternately, in any kind of action-rpg hybrid where a lot of the player's power can potentially come from reflexes and coordination. I just can't see it working well in a standard simple RPG. (Even though a lot of JRPGs have so many sidequests at the end that it feels like they're doing this anyway...)
I need to quit talking about making games and get back to actually making them.
I could probably be convinced of allowing the player to fight the boss early in a game with a ridiculous shitload of character customization, like Final Fantasy Tactics, where 90% of the player's power is actually gained just from understanding the system and building the right types of characters and using the right strategies. Or, alternately, in any kind of action-rpg hybrid where a lot of the player's power can potentially come from reflexes and coordination. I just can't see it working well in a standard simple RPG. (Even though a lot of JRPGs have so many sidequests at the end that it feels like they're doing this anyway...)
I need to quit talking about making games and get back to actually making them.
Well it wont just be a place where you go and fight him to get to him you would have to make it to the end of a 100ish Floor dungeon. you are not spoused to be able to get to him at the beginning of the game but its a whole you are free to try. while there will be many other quest and things to do other than just the Boss's 100ish floor dungeon.
But yeah i get your point if you can't beat him why have him out yet. unfortunately my coding skills are up to par so i cant put in system like Final Fantasy Tactics in my game.
But yeah i get your point if you can't beat him why have him out yet. unfortunately my coding skills are up to par so i cant put in system like Final Fantasy Tactics in my game.
I actually find this a rather fun idea and if the boss IS as hard as all that, it shouldn't change the evolution of the gaming much?
working on the first page of a little Cosplay Crisis comic.
I'm working on a first person shooter from scratch. I'm pretty much doing game mechanics. Grenades, boomerangs, guns, homing missiles, flame throwers, fire, ice guns, mud guns, slick guns, stupid stuff to amuse myself. Also climbing, hanging, and clinging to ceilings.
I want to make a 3D Contra 3: Alien Wars. Unfortunately I'm terrible with uh the look of things so right now everything is literally boxes.
I want to make a 3D Contra 3: Alien Wars. Unfortunately I'm terrible with uh the look of things so right now everything is literally boxes.
@Killer Wolf
Wow that looks fantastic! How did you do that? Which Maker are you using?
Right now I finally finished my first block-push-set-open puzzle, with a little help from some tutorials. Basic stuff, but I'm happy that I finally know how to do it. :)
Wow that looks fantastic! How did you do that? Which Maker are you using?
Right now I finally finished my first block-push-set-open puzzle, with a little help from some tutorials. Basic stuff, but I'm happy that I finally know how to do it. :)
@Lucidstillness
I'm using Rm2k3. I just keep track of the x and y values for the player event, as well directional facing. Based on those figures, an event checks the terrain ids for every tile within a certain range in front of the player. From there, the stored IDs get kicked out to the show picture event series which uses them to determine which surface gets displayed where.
An added bonus is that with just a couple of graphic tweaks, I can use the construction events as an in-game overhead map!
I'm using Rm2k3. I just keep track of the x and y values for the player event, as well directional facing. Based on those figures, an event checks the terrain ids for every tile within a certain range in front of the player. From there, the stored IDs get kicked out to the show picture event series which uses them to determine which surface gets displayed where.
An added bonus is that with just a couple of graphic tweaks, I can use the construction events as an in-game overhead map!
So i sat down and fought my last boss and it took me 20 Mins at level 99 with best items in game so far. I had to use about 40 potions that give 1001 Hp. Is that good or should i make the Fight last longer? (thinking about pulling a final fantasy and giving the last boss more than one form).
author=SorceressKyrsty
working on the first page of a little Cosplay Crisis comic.
Heh, I see that Neok has started a whole new craze around RMN, lately, with comics and such.
Working on updating the "Game List." Had some new game ideas over the last couple of days, so I thought I would take the time to write them all down. I believe tomorrow, I'll get back to work on Stock Ticker. :D
author=Gourdric
So i sat down and fought my last boss and it took me 20 Mins at level 99 with best items in game so far. I had to use about 40 potions that give 1001 Hp. Is that good or should i make the Fight last longer? (thinking about pulling a final fantasy and giving the last boss more than one form).
Max everything and it took you 20 min? Wow man, I'd at least cut that time in half. I'm scared to imagine how long it would take with an under leveled party.
author=arcanauthor=GourdricMax everything and it took you 20 min? Wow man, I'd at least cut that time in half. I'm scared to imagine how long it would take with an under leveled party.
So i sat down and fought my last boss and it took me 20 Mins at level 99 with best items in game so far. I had to use about 40 potions that give 1001 Hp. Is that good or should i make the Fight last longer? (thinking about pulling a final fantasy and giving the last boss more than one form).
I see your point it was hard for me at max level. But i used the games Basic items i want to try to implement Strengthening system for the weapons like Suikoden's Sharpening.






















