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author=LockeZ
RPG Maker perspective doesn't have a vanishing point. North-south lines go straight vertical.


WHAT?!

Ripley's... you're never going to believe this!


In all reality, though, I know that. It is one of the reasons my home-made tilesets never look right to me, and a large part of the reason why I took the long way around the track to invent the faux first person viewing solution for my game.
Craze
why would i heal when i could equip a morningstar
15170
author=Killer Wolf
author=LockeZ
RPG Maker perspective doesn't have a vanishing point. North-south lines go straight vertical.
WHAT?!

Ripley's... you're never going to believe this!


Not that surprising!

Is this an 8-bit Carmilla I see before me?
I love that Game ;-;
DW3 <3
The word you're looking for is orthogonal projection.
Exactly. When I started to get into 3d modeling (low poly, low tech, mind you) I tried exporting 3/4 views of stuff for 2d games, and it never quite worked. I ended up having to take front on views, and top down views, and shave them appropriately.

It was just way too time consuming of a workaround for my background art pixel deficiency.

There are also tricks in MMF2 where you can fake 3d by making your graphics from layers/slices and moving them in respect to the player, but at the end of the day being able to poorly replicate the perspective from the first couple of Grand Theft Auto games isn't that much of an accomplishment.
Craze
why would i heal when i could equip a morningstar
15170
NewBlack
Is this an 8-bit Carmilla I see before me?

*CARM

And no. It's a shot of DQIII, the reason why RPG makers have the damage equations/battle systems/perspectives/etc. that they do.


EDIT: oh wow how convenient, my code is actually working and character skillsets are being implemented without too much trouble. I don't know how I feel about this...

(In all seriousness, I've been working considerably faster than I expected. This is awesome because I might have a battle demo out by the end of next week!)
Since Wednesday I've been coding the sandboxes for a short and minimalist puzzle/action game about ninjas, demons and mine fields.
Hopefully it will be completed and fully playable in less than a month.

Also recording boss battles for my How to Beat series.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
author=Avee
Since Wednesday I've been coding the sandboxes for a short and minimalist puzzle/action game about ninjas, demons and mine fields.

Well this sounds extremely awesome. I'm curious how the minefields fit in the equation.
Craze
why would i heal when i could equip a morningstar
15170
EDIT: I was coding a wavering background, hovering enemies, etc. when, uh, terrible things starting happening to my code...
(Warning: the video captured my iTunes playing Sex and Violence by the Scissor Sisters, so if you don't like the words "sex" or "violence" you might want to mute it?)


And this is how the "breathing" and flying monsters are supposed to look:
I'd say it needs some tweaking in the direction of more subtlety and regularity for the "breathers" and more slowness/smoothness for the "floaters" :x

Otherwise it's a nice change from static enemies.

(still want sideview)
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
Trying to get enemies that spawn mid-battle to work in my stupid Chrono Trigger style battle system. After about four hours, I got it more or less working, except that there's some kind of terrible lag bug whenever there's an enemy that hasn't spawned yet. The framerate doesn't drop, but everything moves a little slower, and half your keyboard strokes don't work. After another six hours of trying to fix that bug, I still haven't fixed that bug. Damn it.

Based on how it's acting I'm thinking it's probably a transition, trying to fade the invisible/unspawned enemy in or out over and over, but I can't find it - if that's what it is, it's not anywhere I can find by searching the scripts for "transition". Also already tracked down every single place in the code where anything at all loops through battlers or sprites or enemies, and made every single one of them ignore hidden monsters - did not help. Confirmed it still happened even if I removed every single custom script I could remove, including the entire ATB system. Fuck this noise.
Craze
why would i heal when i could equip a morningstar
15170
add a 0-second wait

In all seriousness, I know how that feels and aknsdklnasdklgnksgnklfgnklng shit sucks. This is why stress balls exist.
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
I still have NO IDEA WHAT'S CAUSING THAT BUG but I fixed it by killing the un-summoned enemies off at the beginning of round 0 and reviving them right before summoning them.

This stupid hack of a fix is mercifully invisible to the player. If it had shown a 999999 damage number popping up over the middle of nowhere as the battle began, I would have been upset. But... probably not upset enough to fix it. (Certainly not this week.)
working on a boss monster inspired from Liberty's awesome Battlers. She still has a long way to go, I'm planning on adding some mushrooms and a bunch more flowers behind the fiddleheads and around the tendrils. Also I need to add more color coursing through the vines :0
Im finishing a engine of launch a rope(or hook) like Lufia 4 in rpg maker 2003
and I expect make some more abilities for make puzzles (I love making the puzzle designs xd)

the test map


I'm working on heaping praise upon my chiptune artist.


Like, I need to quit listening to the track and get on with game development.


I should be working on spriting an archer skeleton with 8 directions of shooting and coding AI.
i am working on a game caled murphthemutt its about my sisters dog who is a jackass yet like a little brother to me in real life haha. hes a yippy little jack russel and so as soon as i get RMXP for myself i will continue this project i started while at school last year. you play as murph whos character is portrayed by the troop "cobold" if youve seen him on RMXP he is a little dog with a knife and a pirate rag on his head. murph will adventure through the lands and make friends and enemies as he finds his place in the world. there will be some comedy featured though most will be inside jokes in which only some close friends who i distribute the game to will understand. but i do plan on posting it here for all of the community to enjoy.
I am working on making dynamic half-tile shading for my tile engine, like in simcity 2000.

And it's kicking my ass, but when even a single tile is somehow shaded correctly it is so, so becomes beautiful.
Adon237
if i had an allowance, i would give it to rmn
1743

Guys guys guys I am making progress on this title screen finally. 20 minutes to redo it for VXA, and now I just have to BURN THE WINDOW and adjust some things and I have replicated it! YEAAAHHHH
edit
how exactly do i do that?