WHATCHU WORKIN' ON? TELL US!

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author=LockeZ
author=Neverm0re
I'm making puzzles for my survival horror game. It is surprisingly hard to make puzzles that would believably be in a real world setting. So I'm not.
Puzzles where you have tools and you have to figure out where to use them are pretty doable in a real world setting. You know, Zelda and Wild ARMs type stuff. Use a lighter on the right lamp in this dressing room full of mirrors, and you can create a beam of light that goes through the correct hole into the room below. Then in the room below you can use a magnifying glass on the beam of light to turn it into a heat ray, and burn through a locked door.

Really if you're having trouble coming up with modern-day real-world puzzles, you just need to watch more episodes of MacGyver. Or if you want puzzles in the form of dialogue, maybe watch Burn Notice, where the puzzles are more about tricking people instead of the mechanical problems so common in MacGyver.

Just random thoughts!


Food for thought, thanks. My issue is coming from the fact that when I think puzzles my mind immediately jumps to resident evil and the like and won't leave, so I'm getting ideas that don't make any sense in a real world setting lol.
Puddor
if squallbutts was a misao category i'd win every damn year
5702
e-environments

I was working on a Legend of Dragoon Addition & Battle system for 2k3 a few months ago... The core mechanics were nearly completed. I should really finish it soon and share.
benos
My mind is full of fuck.
624
Doing a guessing game side-quest in Liberated Arms that helps you build up some cash to
recruit one of the first character. Seem it would take a long time to fight monsters, as you get
less early in the game.
Ripping NPCs and such for mah fangame. And how odd is it that some of the animated tiles have four frames while others have only two or three? Does that seem odd to anyone else? And we're talking the same kind of animations, here - specifically flames and candles. Really strange, but oh well.
Yet another entry into the Dragon Fantasy series. I wanted to make another NES-like installation, 'cause I ALWAYS have the most fun working on that type of game. This time is definitely no exception to that, either. I don't know why, but working with NES Chipsets and the like is just so much fun and very addicting.
I'm currently working on a tiny (i.e. three dungeons, four bosses, maybe an hour and a half long) video game for my brother's birthday. Since it's so small, I'm playing with custom graphics and getting a basic handle on RMXP.


This is an RTP edit for the main character.
Wow, those tiles are pretty damn good. I'm not much of a fan of the trees, though. Any chance of you releasing them for other people to use when you're done?
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
The trees are good, and I actually really like the random, uneven shape of the branches and leaves. But it looks odd when you use the same random, uneven shape on every tree. If you made three or four different tops to the trees, it would look really good.

The art style is really good, overall. Very different, very pretty. Holy shit that water...!
benos
My mind is full of fuck.
624
The Clan of Magnalada: PROLOGUE/CHP.I is still being worked on.
Just when I thought I was done with it, back to working on Weapon Bless some more ;_; Fixing it up for the 4 dual-wielders that I have, starting with the one that has the absolute most. Have to do a branch for every possible weapon combination (that's about 15-20 for this one character) and for every element (so roughly 11 elements), so that's roughly 4000 blocks of code I have to change, if not more....oi vei. Who said I was gonna regret making this ability system for this?


Also trying to fix up the physical attack damage formula (for regular attacks) so that the Attack command is more useful. May require some more testing though as I haven't tested it myself...and requires me to fix every skill in the game to use a magic formula instead for weapon attributes, with the only problem being that for me to use elements with physical skills, I still have to have them with the Weapon attribute. Ughhhhhh 2k3 why you do dis!
dethemtal: I think I'll definitely release the tiles once I'm done. No use hoarding 'em all for myself. The trees I'm not happy with either, but I'm kinda trying to have a "get it done" attitude since it's my first game and my first set of custom graphics.
LockeZ: Thanks for the compliments. I'll definitely think about adding different shapes to the tree tops.
benos
My mind is full of fuck.
624
Wild Fate. Not Wild Arms sequel/sidestory universe. No relation.
Caz
LET'SBIAN DO THIS.
6813
Have tried out making some custom autotiles. Trouble is, I've been staring at this thing for so damn long that it's all merging into one giant blob of colour in my brain. I can't tell what looks okay anymore, so I'mma leave this here and ask if the colours are too weird against eachother, or maybe if more shadowing is needed, or something less obvious that I'm missing.

Feedback hugely appreciated, good or bad. I just need another person to tell me what's wrong with it really.

(Oh and I'm aware that the door looks like pants. I just threw an RTP door in there to show it's actually a house and not some weird rock formation. Will make a new door later.)

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
The building looks kind of flat, but I can't really figure out why. Something about the roof seems off.
The tiling on the dirt is super obvious, it's got that diagonal line through it over and over. Maybe try making tiling a 1x2 or 2x2 patch of dirt instead, if you can't get rid of that?
Everything else seems good to me.
Caz
LET'SBIAN DO THIS.
6813
Yeah I was never truly happy about that dirt, but I couldn't work out why. I'll scrap it and do another one with far less detail.

I see what you mean about the building being flat. I think it's to do with the colours being far to desaturated in comparison to the grass/leaves. Thanks for pointing those things out! I will dive on them right away!

EDIT: Changed some colours, added windows to maybe try to help and make it look more like a building and (hopefully) less flat, redid the dirt (doesn't look quite so obvious now). I'm a little bothered by the way the tiles touch the bottom of the house. It's mainly because of the mapping, and I think there should be a little garden or something there just to fill it out a bit and give a bit of room to the 'residential' side of the environment.

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
author=Caz
EDIT: Changed some colours, added windows to maybe try to help and make it look more like a building and (hopefully) less flat, redid the dirt (doesn't look quite so obvious now). I'm a little bothered by the way the tiles touch the bottom of the house. It's mainly because of the mapping, and I think there should be a little garden or something there just to fill it out a bit and give a bit of room to the 'residential' side of the environment.



When I said the tiling on the dirt was really obvious, I didn't mean the rocky area that you redid. I meant the light tan dirt. Is that supposed to be sand? It's kind of sand-colored, but assumed it was dirt since there were trees growing in it.

Whatever it is, having so few actual tiles of it makes it look really odd to have a border of it in between the grass and rocky soil, and between the rocky soil and the water. That's solvable with mapping - it looked fine in the first version because there was a lot sand anyway - but if you don't feel like being constrained to put patches of sand through every map, try making a version of grass that's on the upper lair with the area around the edges of it transparent, so you can put it on top of dirt. Or just using either grass or dirt as the default "border" around the tiles.

Not sure how I feel about the ground tile you did change. I liked the old one a little better, but both seem "off". I don't know! I think it probably still has way too much contrast for dirt.
Caz
LET'SBIAN DO THIS.
6813
Ohh, I see what you mean about the lighter dirt now, and I see the lines. I guess I was so focused on hating the darker dirt that I didn't even pay attention to the lighter stuff.. :P I think I'll be changing the colour of the darker dirt yet again because it contrasts too wildly from the other browns on screen, and it's fighting with the trees for eye-catchingness. I'll try desaturating it a bit until I'm happy.

The border will definitely be changed. It reminds me too much of VX's RTP lines between each tile which drives me mad. Thanks for all your help, I'm finding it really useful considering I've not really made tiles before. ^^
@Caz: DEM TREEZ. Lovin' the cutesy vibe goin' on there.
@TheRexion: I love Animated title screens. They're always a good first impression that this guy didn't just "chuck it all together" in RPG Maker. Rather, they "designed" it. Or whatever.