WHATCHU WORKIN' ON? TELL US!
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This site makes me sad due to my inability to draw (or compose music) worth a crap Xp
ANYWAY trying to see if I can get multiplayer to work right this time..
ANYWAY trying to see if I can get multiplayer to work right this time..
The subtle change makes a lot of difference. +1 Nessy point.
I should get back into pixels and do RTP-style icons for the specific weapons you use in the cut-ins.
I should get back into pixels and do RTP-style icons for the specific weapons you use in the cut-ins.
Because you use 2k/3, which can't support that file format, resolution, or amount of colors.
User was warned for this post
Found an old tablet of mine, which is less broken than my newer one is now, and decided to do character designs for my most recent game idea so I can get re accustomed to it.
@Max: I'd like to see how it plays out.
Ive been working on a script for Revelations. It helps me get my ideas in writing and sorts our my grammatical errors before I plug everything into the editor. Apart from that I have graphically updated the DBS, Still have a few things to add technically but expect a video by next week. Shout out to Cherry for PicsInBattle.
Ive been working on a script for Revelations. It helps me get my ideas in writing and sorts our my grammatical errors before I plug everything into the editor. Apart from that I have graphically updated the DBS, Still have a few things to add technically but expect a video by next week. Shout out to Cherry for PicsInBattle.
Whilst I await the next official patch for FPSC, I decided to try my hand at making rpgs (again..)
Now I've just gotta figure my way round RPGMXP again.. I did find some cool scripts though :D
Now I've just gotta figure my way round RPGMXP again.. I did find some cool scripts though :D
Alright, sbester! Get 'er done, son. Get 'er done...
MUSIC ADJUSTMENTS -- AHOY!!!
(Luckily, this the last time I have to do this for a long timmmmmmeeeeeeeee!!! Stock Ticker's is pretty much 100% complete, and the rest are fine. Good times are sailing ahead. Next month: there will be some gameplay to show. Oh yeah, it's comin'! :D)
MUSIC ADJUSTMENTS -- AHOY!!!
(Luckily, this the last time I have to do this for a long timmmmmmeeeeeeeee!!! Stock Ticker's is pretty much 100% complete, and the rest are fine. Good times are sailing ahead. Next month: there will be some gameplay to show. Oh yeah, it's comin'! :D)
^Potentially stupid question but are those original pieces? They're really good either way.
I've realised something really important when it comes to mapping: it is much easier and infinitely more fun to fit everything onto one gigantic map as opposed to creating several individual ones. As such, I'm currently buildingan Estrana rip-off a really large town with an FFVI town tileset.
I've realised something really important when it comes to mapping: it is much easier and infinitely more fun to fit everything onto one gigantic map as opposed to creating several individual ones. As such, I'm currently building
Working on a big castle in Rm2k. Up until now I've always made my castles small, and I really wanted to pimp out once. So I made a pretty big ass castle with lots of towers, big walls, a gladiator-like arena, stables, a flower garden, a big ass fountain, blacksmith, armorer, and marketplace.
And still not done yet. I love making big maps.
And still not done yet. I love making big maps.
I finished a dungeon, or rather the functionality of it. I will make the maps prettier, but the layout, the encounters and how to get past barriers, are all done.
It's a bit worrying how hard it is to make defensive actions useful. For example, I have multi-target status spells and some enemies are 100% vulnerable to them. I still have to struggle to make using them seem worthwhile, at least to me.
It's a bit worrying how hard it is to make defensive actions useful. For example, I have multi-target status spells and some enemies are 100% vulnerable to them. I still have to struggle to make using them seem worthwhile, at least to me.
Just finished editing a ridiculous amount of sprites for my game, and now am questioning whether bare breasts count as pornography when are already on the monsters...
That, and fixing my 3d engine. Seriously, Castlevavnia rips on the walls make for a terrible forest, but a wild dungeon.
That, and fixing my 3d engine. Seriously, Castlevavnia rips on the walls make for a terrible forest, but a wild dungeon.
I'm working on how to streamline and condense the custom menu setup I have for character progression in the new build of ROTS.
I'm moving away from the more "western-rpg-ized" style of of the above, in favor of one where weapon types and skills are locked to the individual classes, but still allowing for some customization with subclasses/specializations. Instead of five pages of skills, you'll get one per class, with six skills, divided into two "roles." Upgrading them adds additional techniques/improves existing ones, as well as boosting stats.
Once the skill requirements for the sub class are met, you then gain a second page for the Subclass/Specialization's skills/stat boosts.
The rest of the party members would have a different menu which just showed their progress through their own skill sets, as well as allowing you to prioritize which skills and stat buffs their XP will get funneled into first. That will mean I have to balance the skill buy values to keep everyone from just going after the "ultimate" skills first and ignoring the rest. (Likely, the ultimate skills will grow faster based on the progress of other skill lines... still playing around with this.)

I'm moving away from the more "western-rpg-ized" style of of the above, in favor of one where weapon types and skills are locked to the individual classes, but still allowing for some customization with subclasses/specializations. Instead of five pages of skills, you'll get one per class, with six skills, divided into two "roles." Upgrading them adds additional techniques/improves existing ones, as well as boosting stats.
Once the skill requirements for the sub class are met, you then gain a second page for the Subclass/Specialization's skills/stat boosts.
The rest of the party members would have a different menu which just showed their progress through their own skill sets, as well as allowing you to prioritize which skills and stat buffs their XP will get funneled into first. That will mean I have to balance the skill buy values to keep everyone from just going after the "ultimate" skills first and ignoring the rest. (Likely, the ultimate skills will grow faster based on the progress of other skill lines... still playing around with this.)
I'm making some minor script edits to Melody's combo counter, and browsing colourlovers for some legible colors to use for the two lines instead of white. Then I'm gonna try to figure out how to change its font. But if Droid Serif looks horrible up there, then I'm leaving it alone.
Sometimes I wish I knew how to make patch scripts so that I don't get lost in all my little edits, haha. (I use comments, though!)
Sometimes I wish I knew how to make patch scripts so that I don't get lost in all my little edits, haha. (I use comments, though!)





























