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APATHY IS FOR COWARDS
4158
Finally got a break between contracts and submitted Love Has Eight Legs to the app store!!!
*smile smile*
*smile smile*



I'm super proud of myself for finishing and finalizing my first game in quite a while (for phones, no less!). Anyone with a fancy fruit-based mobile talkbox shall be on the receiving end of all the free octopus facts they will ever need quite soon now

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APATHY IS FOR COWARDS
4158
That looks great!

I decided to get up early and hand-code a CTB battle system (from FFX) in Unity. Woop!
Puddor
if squallbutts was a misao category i'd win every damn year
5702
this is what happens when you watch 27 episodes of the original version of yugioh in two days



A platformer. Old project in rm2k3 + powermode that was supposed to be a community thing on another website. The community is pretty much dead, but I figured it was too much of a waste to leave the project unfinished.



One of the last maps in action.
Melkino
solos collectors on purpose
2021
Been working on another character portrait.



I haven't finished his upper body yet and some of the colors need to be adjusted, but it's almost done for the most part!
A minor nitpick, but I think his hat is a tad small for it's kind.
Currently trying to gather motivation to work on my game (no, I haven't given up despite people thinking I should or better off doing so!). While waiting on mapper to get done with maps, added some new monsters from the FF series (more of the more well-known ones in fact, such as the Malboros, Tonberry, and Ahriman) so that they're there, and added in all of the bosses that will be in beta5. 18 dungeons and 76 bosses is...quite a lot. But most of the fights are back-to-back so it works out I think.


Couple things I haven't decided on is whether or not I want to make Bravery/Faith affect one or the other. As in, Bravery will double the power of physical skills while halving the power of magic skills, and vice-versa. This would require me to manually put in each character's skills twice, one for double power and one for magic power, and for each level, and then assigning the appropriate skills when said statuses are applied to characters. I've been told it's not worth doing, but I'm not sure yet.


Also, still not sure what enemies to use in my upcoming section, which is based on FFVI's Narshe Raid event. Yes, my game borrows a lot from the FF series, but it's supposed to! >_<
I am working on the end of all things...
author=Xenomic
Currently trying to gather motivation to work on my game (no, I haven't given up despite people thinking I should or better off doing so!). While waiting on mapper to get done with maps, added some new monsters from the FF series (more of the more well-known ones in fact, such as the Malboros, Tonberry, and Ahriman) so that they're there, and added in all of the bosses that will be in beta5. 18 dungeons and 76 bosses is...quite a lot. But most of the fights are back-to-back so it works out I think.


Couple things I haven't decided on is whether or not I want to make Bravery/Faith affect one or the other. As in, Bravery will double the power of physical skills while halving the power of magic skills, and vice-versa. This would require me to manually put in each character's skills twice, one for double power and one for magic power, and for each level, and then assigning the appropriate skills when said statuses are applied to characters. I've been told it's not worth doing, but I'm not sure yet.


Also, still not sure what enemies to use in my upcoming section, which is based on FFVI's Narshe Raid event. Yes, my game borrows a lot from the FF series, but it's supposed to! >_<
Well if you really want that feature in your game you should go for it =).

So after showing you guys the selectable menu common event I was working on I fixed it up a little bit (still want to add autoscroll to it) and put the thing to action. I've put some old screenshots as panorama's (can be changed in game with the shift button so I could see how the menu worked with diffrent background colours/maps).

Big thanks to Cherry and all his patches, without them I could not have made this, so big credit to him. Next to that, the screenshots are all in-game material (no mock-ups) and as you might notice I'm still pondering about the setup of certain menu's (wheather to put key items in the inventory or the quest log section for example). The character graphics (faces and portraits etc) are still temporary though, I got them from my old game folder (lol to marle and vegeta edits).

Anyways, feel free to comment on layout choises etc. I'm still thinking about changing the abstract backgrounds to normal tiled backgrounds again (it's a modern/futuristic game btw).

The big issue with doing it atm is that it's going to take quite a while to do (granted, hopefully not another 7 months...). I can't even do it for enemies because 2k3 is stupid and doesn't have conditional branches for enemies for checking statues >____>;


But I might do it anyways. Gives the game more strategy, especially if I force enemies to inflict those two statuses on characters...hmmmm.
I have been working on a game of almost just battles without much story as a test for the battle mechanics of my main project.
@Trujin: That looks like a ridiculously expansive menu system for an rm2k3 game. Impressive. The subtle use of black/white/blue gives a calm look. With that, any use of color or subtle moving elements could be used to divert the user's attention to whatever matters (i.e. selected item). I think using descriptive icons instead of the rectangle placeholders would make a big difference in the presentation.

Is this for a particular game, or do you intend to create a menu system that can be reused for many games?
Thanks for the positive feedback =). It's indeed pretty expansive, but as said: after making that central selectable item menu common event the coding is really easy.

As for your last question, both awnsers would be correct. It could be reused and the less developed version of this menu was used in Perfection 1.5. However the menu is intended for a game called Fatal Promise (working title). That game however is allready in development for 10 years. Pretty stupid, but I kept revamping stuff. I'm better of making small games, they keep me focused. Thus I'm now focussing on the systems and after that I'll see where it takes me =p. Btw, I've been out of the rpgmaker community for like 5 years, just recently got back in the Christmas Holidays =).
@Trujin: That all sounds awfully familiar. I had a project I kept redoing/adding stuff to for I think 5 years, also because of constant redo-ing/adding. Getting the system to work right is the most rewarding bit of making the game IMO. Now if only there were people that enjoy using special rm2k3 systems to create expansive games...

I remember a post of you on rpg2knet, when apparently you already left the community. That must now be about 10 years ago. I was 16 back then. Holy shit. Old habits die hard.


Back on topic, I finished game in screenshot. Made project page, etc. Yay, a game I can consider finished.
LouisCyphre
can't make a bad game if you don't finish any games
4523
I don't have to make sprites, or tiles, or maps, or move routes in this project. I don't have to use switches or variables and it is completely liberating.

I don't even have HP to worry about!
I'm trying to use KazString arrays to redo all the treasure chests so I can do unique stuff with no switches involved.

Tedious work though.
Working rather intently on redoing RMXP's default battle system and menus ~ I'm trying to get around a number of the default limitations to do what I want to do. This is all being doing while I'm waiting to hear back from some individuals about permission to use certain resources. And then, once I hear back about the permissions, I'll be able to roll out a game page for the current project.
Puddor
if squallbutts was a misao category i'd win every damn year
5702
Working on improving my VX edits for certain characters. They were originally editted at the default res (blech) so I've blown them up and I'm drawing them at a higher res before reducing them again and merging, so it looks like everything was drawn at the same resolution.
I was just rushin through, making a fan picture of my OC RPGmaker character savannah posing right next to her role model, cammy, other than that, I still have to do her battle animations x.x (I didn't finish the lower part because I got lazy =P)