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I've been tuning some stuff for Breach:Awakening. I way overshot the difficulty for the first area. Even knowing which units to recruit right out of the gate, and how to exploit the enemies, I was still getting my backside handed to me more often than not.
I'm also toying with the idea of re-releasing an old game of mine. It was a Star Wars RPG, mostly complete (but with its share of problems). I'd like to remake it in the future, since I've gotten better with just about everything (except making tile-sets, unfortunately) than I was when I first started working on it. I figure the old game could be like a rough draft without really taking anything away from the eventual upgrade since I'm changing about 90% of the character and scenarios.
Also, I went back to a really old project and tried making a new sprite for the main character, just to see how he would look in my current 'style'.
I'm almost happy enough with it to start seeing how the other characters would look. Seriously considering resurrecting that game now.
I'm also toying with the idea of re-releasing an old game of mine. It was a Star Wars RPG, mostly complete (but with its share of problems). I'd like to remake it in the future, since I've gotten better with just about everything (except making tile-sets, unfortunately) than I was when I first started working on it. I figure the old game could be like a rough draft without really taking anything away from the eventual upgrade since I'm changing about 90% of the character and scenarios.
Also, I went back to a really old project and tried making a new sprite for the main character, just to see how he would look in my current 'style'.

I'm almost happy enough with it to start seeing how the other characters would look. Seriously considering resurrecting that game now.
I am considering in releasing my only rm2k3 game, that I made a few years back as a joke... Will this lead me to release all of my old project? Probably not.
Holy shit -- I just spent about 9 hours, almost all of my free time, on this freakin' game! I...I haven't worked that long since the good ol' Monopolo days (and you know what happened with that game, right? :D)
Today's chores:
* Music is now converted from 312 / 400 songs, so I'm almost there! Changed and altered a few older songs I've had since I originally started the project almost 8 months ago to this date.
* All status problems are finished, such as: Overdose(Controls are reversed), Panic Attacks(Screen is frozen but time still goes on for all the other players), Flu (HP drops every turn), Stressed (Your time to make a move will be greatly increased). There are a ton of other ones, but I'll cover more on this another time.
* Added another 10 RMN characters to replace a bunch of older characters from the past that really weren't popular. Although, keep in mind, I still want about half-in-half my own people and, of course, RMN characters.
It's pretty late, right now, so I'll showcase some stuff probably sometime next week. Things have been coming along great. Now, I'm hitting the sheets. :D
Today's chores:
* Music is now converted from 312 / 400 songs, so I'm almost there! Changed and altered a few older songs I've had since I originally started the project almost 8 months ago to this date.
* All status problems are finished, such as: Overdose(Controls are reversed), Panic Attacks(Screen is frozen but time still goes on for all the other players), Flu (HP drops every turn), Stressed (Your time to make a move will be greatly increased). There are a ton of other ones, but I'll cover more on this another time.
* Added another 10 RMN characters to replace a bunch of older characters from the past that really weren't popular. Although, keep in mind, I still want about half-in-half my own people and, of course, RMN characters.
It's pretty late, right now, so I'll showcase some stuff probably sometime next week. Things have been coming along great. Now, I'm hitting the sheets. :D
Alright, so I finalized my final character roster for Stalk Ticker. I decided to replace a few older characters and add a few "RMN Legends" to fill in a couple of spots. Here's a few that you may or may not recognize:
Marian Nightingale
Night Of Marian
Charles Barkley
Barkley: Shut Up & Jam Gaiden
Talan Sydor
A Blurred Line
Len Collins
U.S.G: A New Beginning
Max McGee
RMNer
These characters can be selected as your Investment Advisor, basically your back-up character in battle. You can basically tell them to do whatever you do, but make sure you pay them and treat them nice, or they'll walk out on you and may even quit. There are a fuck-ton of other RMN legends in this game that I'll save for another rainy day.
Also, been working on status conditions:
Mellow
MP (Fortitude) will rise by the end of each turn.
Malfunction
Communications will often fail at times (buying stocks, giving out orders, etc.)
High
HP (Stamina) will rise by the end of each turn
Each status condition will alter the game music and some characters will be totally immune or not to at least one of these problems. For example, Len will more likely have Allergies and hardly be High.
I'm hoping to get my youtube account working and showcase some of the game's music for this game, screenies by sometime next month or so.
Marian Nightingale
Night Of Marian

Charles Barkley
Barkley: Shut Up & Jam Gaiden

Talan Sydor
A Blurred Line

Len Collins
U.S.G: A New Beginning

Max McGee
RMNer

These characters can be selected as your Investment Advisor, basically your back-up character in battle. You can basically tell them to do whatever you do, but make sure you pay them and treat them nice, or they'll walk out on you and may even quit. There are a fuck-ton of other RMN legends in this game that I'll save for another rainy day.
Also, been working on status conditions:
Mellow
MP (Fortitude) will rise by the end of each turn.

Malfunction
Communications will often fail at times (buying stocks, giving out orders, etc.)

High
HP (Stamina) will rise by the end of each turn

Each status condition will alter the game music and some characters will be totally immune or not to at least one of these problems. For example, Len will more likely have Allergies and hardly be High.
I'm hoping to get my youtube account working and showcase some of the game's music for this game, screenies by sometime next month or so.
I'm missing... :-(
Where's the gam pag? Which engine is this made with? I hope you sticked with RM2003...
Where's the gam pag? Which engine is this made with? I hope you sticked with RM2003...
author=Deacon Batista
I'm missing... :-(
Believe it or not, your actually have a small role in this game, along with a couple of other RMN regulars that I just ran out of room in the character selection process. Although it's a small role, it's nice to know that I tried to add as many people as I could in the story mode's 200+ cutscenes.
author=Deacon Batista
Where's the gam pag? Which engine is this made with? I hope you sticked with RM2003...
I'm going to wait a little bit before putting up the game page for this one...and it will be on 2k3, since I'm the most comfortable with that engine. :D
I'm currently doing a picture sequence for my art folio which is basically silly snapshots. Camera shy, being caught eating, girl who was caught eating hitting the camera shy one for taking a photo of her eating, etc...
Since I am considering picking up an old project again, when I got home tonight I did some testing with the sound effects for the weapons, as well as the delays between shots. I'm able to get to within 50 of the actual rounds per minute for my fastest automatic weapon, of course since the projectiles generate so fast, the events tend to jam up.
With some more tinkering, and double the number of player bullet events I expected to have to use, I've got it running a little better. The bullets will still jam up some for the fastest weapons, but the range it occurs at increased a little. During locked open full auto fire, the first, and eighth rounds go their full distance, with the rest jamming up and canceling out at about half that range or so. The effect is a close range deadly leadstorm, but only sporadic accuracy downrange, which kind of works for the weapon model anyway.
With some more tinkering, and double the number of player bullet events I expected to have to use, I've got it running a little better. The bullets will still jam up some for the fastest weapons, but the range it occurs at increased a little. During locked open full auto fire, the first, and eighth rounds go their full distance, with the rest jamming up and canceling out at about half that range or so. The effect is a close range deadly leadstorm, but only sporadic accuracy downrange, which kind of works for the weapon model anyway.
Tedious item storage system and ABS I don't think I'll ever make any of those from scratch ever again...
SupremeWarrior - Do you still have that Robocop style pulse trigger event we came up with? The Auto-9 would make an excellent easter-egg weapon.
If anyone is interested, I am thinking about recording a Skype interview or chat with someone who wants to talk about their games or design philosophies or anything RM related. PM me if you're interested and what you would like to talk about.
author=Killer WolfOf course I would never delete that! It's been made to a H&K VP70 though... and correction it was YOU who coded that fully.
SupremeWarrior- Do you still have that Robocop style pulse trigger event we came up with? The Auto-9 would make an excellent easter-egg weapon.
I'm working on a game that tries to place a random criminal into the role of an unexpected Hero.
By doing that, I figured the best way is with a huge plot twist as the main focal point of the entire game.
But this is the most that I can really tell you, or else it'd give it away and not really be a good plot twist.
But how does that type of character sound as becoming a random hero while he is on the run?
By doing that, I figured the best way is with a huge plot twist as the main focal point of the entire game.
But this is the most that I can really tell you, or else it'd give it away and not really be a good plot twist.
But how does that type of character sound as becoming a random hero while he is on the run?
right now i'm beginning the prep work for my engine open-source. among other things, everything needs to adhere to a standard naming convention, and i'm still trying to figure out how to deal with that. also a lot of features need to go through a massive restructure in order to be useful to people who are not me. but i can still do it!
I've spent the past couple of days revamping the first town in Catharsis for what seems to be the fourth or fifth time since starting this project (2008). It's the largest one in the game so far with lots of optional areas. Parallaxing the outdoors is tedious and time-consuming to me, but I think it's worth it in the end. Interiors are my favorite--they're fun and quick to finish!
A WIP of the center area:
The fuschia-topped building is the local branch of a church, and the blank area at the top will be the sea. Sheesh, I'm sick of brown--can't wait to finish this place. The old, unparallaxed versions over the years were pretty shitty, trust me. :v
A WIP of the center area:

The fuschia-topped building is the local branch of a church, and the blank area at the top will be the sea. Sheesh, I'm sick of brown--can't wait to finish this place. The old, unparallaxed versions over the years were pretty shitty, trust me. :v
Woooooo...pretty spiffy stuff, Melkino. :D
Pullin' another all-nighter (two in a row) trying to do some more last minute editing for the Story Mode and finishing going through my final selections for the game's Music. It looks like everything is coming into its own now, which is a good thing because I'm getting kinda bored of this stuff.
Pullin' another all-nighter (two in a row) trying to do some more last minute editing for the Story Mode and finishing going through my final selections for the game's Music. It looks like everything is coming into its own now, which is a good thing because I'm getting kinda bored of this stuff.
Working on coding the FAB/FABBS for Karsuman and I's project.
The Free Action Burst Battle System is all about bursting out free actions. Anybody is free act at any time, but every non-burst ability has a cooldown; burst abilities don't use up one of the party's actions but require you to spend burst points from the party-wide pool, added to by landing hits on enemies. If you hit a weakness or get a critical hit, you build even more burst points! You get five actions each turn.
It's fabulous.
The Free Action Burst Battle System is all about bursting out free actions. Anybody is free act at any time, but every non-burst ability has a cooldown; burst abilities don't use up one of the party's actions but require you to spend burst points from the party-wide pool, added to by landing hits on enemies. If you hit a weakness or get a critical hit, you build even more burst points! You get five actions each turn.
It's fabulous.
I've just "fixed" a bug in Yanfly's Rage system. I wanted to use Rage as a stamina system instead of what it's actually meant for, so I used the script event command to introduce a growth in rage every turn that depends on the level of the actor. However, I encountered a bug, as soon as one character's rage bar is filled up, the rage bar refuses to update for other characters. I assumed the bug was introduced by me fiddling with the system and I tried to track it down. Eventually I got the bright idea to test if that bug is present in the unaltered YBEM and sure enough, it was. The demo just has one character that uses rage, so you can't detect the bug by default.
Anyway, the so called fix was to alter the display so the bar doesn't fill up completely even if a character has maximum rage. I'll try to make a real fix later, but for now I'll settle with a workaround.
Anyway, the so called fix was to alter the display so the bar doesn't fill up completely even if a character has maximum rage. I'll try to make a real fix later, but for now I'll settle with a workaround.























