WHATCHU WORKIN' ON? TELL US!
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author=slashphoenix
Wouldn't a flaming toga be really, really uncomfortable?
Probably. I don't know why that popped into my head when prompted for a guild name.
It's cool though, is that just straight python or is it using PyGame or some addon?
Right now I am trying to mix chocolate and peanut butter. Or roguelike and JRPG. How does one JRPG-like? It's fun, especially since I have a secret hatred for unfair randomness so trying to reduce that while adding fair randomness is a blast.
Right now I am trying to mix chocolate and peanut butter. Or roguelike and JRPG. How does one JRPG-like? It's fun, especially since I have a secret hatred for unfair randomness so trying to reduce that while adding fair randomness is a blast.
author=slashphoenix
It's cool though, is that just straight python or is it using PyGame or some addon?
It's just straight Python. If I were going to make it graphical I would look into PyGame but I'm not looking to learn a bunch of third-party modules right now.
Nice; I couldn't tell, I've only learned a little Python so I didn't know you could organize it that well. It looks a little bit like a text-based dungeon management game. Like you could call it Sim Dungeon.
I had about a million ideas today as well which is pretty nice, but I'm mostly paper prototyping stuff at the moment. I've started pre-planning and organizing my thoughts rather than just jumping into Unity and it has been working. No more rewriting scripts four or five times, heh.
I had about a million ideas today as well which is pretty nice, but I'm mostly paper prototyping stuff at the moment. I've started pre-planning and organizing my thoughts rather than just jumping into Unity and it has been working. No more rewriting scripts four or five times, heh.
author=slashphoenix
Nice; I couldn't tell, I've only learned a little Python so I didn't know you could organize it that well. It looks a little bit like a text-based dungeon management game. Like you could call it Sim Dungeon.
I have been calling it Guild Master and it's basically an RPG simulation. You recruit and manage a company of heroes, form them into parties, and dispatch them on various adventures. It's intended as a multiplayer game but I am faking that aspect in this version.
The sword on the right looks cleaner to me, but the pose doesn't seem to make sense anatomically. I'd say the left.
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 one on the left is how someone might hold a sword. Good change in that regard.
Just finished up redoing one of the maps in ReE out of sheer necessity; the first version was terribad in terms of layout and it looks much nicer now.
And now I'm thinking about what I'm going to work on next; oh, joy.
And now I'm thinking about what I'm going to work on next; oh, joy.
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
Spent an hour trying to track down which of my scripts was causing event locations to get reset upon game load, which could potentially cause crashes. Was sure it was somehow related to my cloned events, which loaded events from other maps and made copies of them. In the end it turned out to just be that RPG Maker games just reset all the events on the map you're in if you edited the map while the game was closed. This does not affect players and I am an idiot!
In more productive news, I fixed a real bug with terrain. The terrain of a tile now ignores any layers you can walk under. Why doesn't terrain work like that by default? Crazy. I also made the topmost tile of the black background, that you can walk under, inherit its terrain from the tile 1 square to the north of it. And made the rest of the black background be terrain 99. Since RMXP lets you set terrain tags for tiles in the database but there is literally no possible way to actually use them, I guess they never felt the need to make the code work sensibly?
In more productive news, I fixed a real bug with terrain. The terrain of a tile now ignores any layers you can walk under. Why doesn't terrain work like that by default? Crazy. I also made the topmost tile of the black background, that you can walk under, inherit its terrain from the tile 1 square to the north of it. And made the rest of the black background be terrain 99. Since RMXP lets you set terrain tags for tiles in the database but there is literally no possible way to actually use them, I guess they never felt the need to make the code work sensibly?
Working on a gambling card game which is proving to be a huge pain in the butt.

There are 31 cards in play.
- 2 pairs of green cards from a value of 1 up to 10.
- 10 red cards from a value of 1 to 10.
- 1 skull card.
The game is simple. Flip over a card. Receive gold equal to the card value if it is a green card and if you match it with its pair. Lose gold equal to the card value for revealing a red card. Immediately end the game if you reveal the skull.
Coding this is proving to be quite a hassle. My first obstacle was ensuring that every card receives a random value between 1 and 31 AND that no two cards share the same value. I ended up using a ton of conditional branches - ie - set card 1 to a value between 1 and 31, then set card 2 to a value between 1 and 31, check to make sure not equal to card 1, if is, re-randomize, set card 3 to a value between 1 and 31, check to make sure not equal to card 1 or 2, and so on. Thought that it would cause problems with Rm2k3 but surprisingly the code runs fast and is pretty instant. I was surprised.
Currently in the process of coding the scoring. Looks to be a bigger coding nightmare, but I shall get through it!

There are 31 cards in play.
- 2 pairs of green cards from a value of 1 up to 10.
- 10 red cards from a value of 1 to 10.
- 1 skull card.
The game is simple. Flip over a card. Receive gold equal to the card value if it is a green card and if you match it with its pair. Lose gold equal to the card value for revealing a red card. Immediately end the game if you reveal the skull.
Coding this is proving to be quite a hassle. My first obstacle was ensuring that every card receives a random value between 1 and 31 AND that no two cards share the same value. I ended up using a ton of conditional branches - ie - set card 1 to a value between 1 and 31, then set card 2 to a value between 1 and 31, check to make sure not equal to card 1, if is, re-randomize, set card 3 to a value between 1 and 31, check to make sure not equal to card 1 or 2, and so on. Thought that it would cause problems with Rm2k3 but surprisingly the code runs fast and is pretty instant. I was surprised.
Currently in the process of coding the scoring. Looks to be a bigger coding nightmare, but I shall get through it!
Working on a game called Dungeoneer. Right now I'm deciding whether I want to bite the bullet and jump into parallax mapping (which is very appealing to me) or just stick with compiling tilesets and building them to fit my game's needs.
Anybody has some tips for adjusting the perimeter curves for the classes in VX Ace ?
I am afraid I might mess something up. :P
I am afraid I might mess something up. :P
Recently started a new RPG project with VXace. I feel like I haven't made an actual RPG in a while... But I've been playing some Dragon Quest and using that as a source of inspiration. :D
author=Blobofgoo
Working on my survival game. First it has to get accepted though...
Why does it have to get accepted for you to work on it?
























