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Coding a gamebook/visual novel RPG style gameplay system for 2k3.
Ultimately it could be used by anyone who wants to make text-focused RPG similar to Shadowgate, Sword of Hope and the good old Fighting Fantasy gamebook series.
This might be my next game submission.
Made 2 subway elevators and 1 light trail elevator for fast travel in my game called Demons of the Ripper
Got some maps slimmed down a bit, and outright removed some exits in the last dungeon I did. I can't make these 2 1/2 hour dungeons any shorter without killing the feel of them (and the second one shouldn't really take that long anyways since it's a straightshot to where to go...it really shouldn't take that long at all...).


But no motivation to really DO anything on my game now after doing that LP. Ugh...I wanna finish this cave, and then move on to do the next part of the game, but...motivation has been sapped so hard from working on this game. ;__;
Been spriting charsets one after another during the last week.

(Listening to the entire Earthbound soundtrack doing this, dunno why, but it helps.) :P
author=Mr_Detective
I'm trying to make a riverbank like this one:

http://static.tvtropes.org/pmwiki/pub/images/riverbank.JPG

Unfortunately, no one was active in the Screenshot topic today, so I couldn't ask them. :(

Do you mean using chipsets? Unfortunately I can't think of any off the top of my head and that would probably be easier to do on a vertical angle than a side view one. I can think of a bunch of rm2k3 resolution ones that were modern japan themed that may have had those but those wouldn't do anyone except me any good. Heh.
I'm in the planning stage for my game.

I've finally decided on a battle system and a skill-system, and now I'm focusing on fleshing out some of the scenes in my story skeleton. Hopefully in another couple weeks, I can come to a decision about the art style (Mother3-style or 8-Bit or repurposing preexisting royalty-free/copyright free RMXP stuff) and eventually try my hand at spriting.

I'll probably have to outsource the music and buy royalty free music to save myself on time (and maybe commission people for the really important pieces).

And since I do have a battle system in mind, I think it'll be better to roll out my own engine that way I can target all the platforms.



Trying to deal with adding these to my game. Not sure if doing it via events or doing it via battle animations is the best way. Both have their pros and cons (doing it via battle animations means I can only have one out at a time, which would make it harder to do multiple "..." or sweatdrops or the like at the same time, but doing it via events means I'll have to have hidden events somewhere, and making it so that events that require to be under Continuous animations is going to be hard to do without relying on variables/switches to do the job, and I'm trying to avoid that). Trying to spruce up the game and clean up some of the dialogues as well (don't need so many dialogues where the only things said by characters are "...", "?", "!", or "!?", savvy?


The ones that don't require continuous animations are easy to handle...for the most part. But I still don't know which method would work best, and how to handle making these all work perfectly. I don't think these will move with characters, so that shouldn't be an issue...


Once I get these implemented, going to be putting time into actually getting my Hollowed Caverns done that has been around for the past 2 years because I've been fixing bugs and putting in new stuff and all that junk. Then I can work on doing the boss room and move on with my life on this game! Also found out from my LP that from start of the game up to the end of beta4, it takes about 35 hours, give or take a few depending on the player. So I was about 10-15 hours off from what I thought it took to finish the game...which means if all goes well, it'll be roughly 60-70 hours for the storyline itself, not including the sidequests that will be implemented much later on or the post-game stuff. Oi vey...@_@;;
A weapon list for Aether Pulse.


...it is hard to balance weapons like Honey Dippers, Blaster Rifles, Electic Guitars and Energon Axes.
Spent a few hours trying to balance out Skills with slightly different effects for each of my characters. One character gets a skill that does more damage to one monster the more enemies there are active. One character gets a skill that does more damage to one monster the less enemies there are active. Then skills for my other 2 characters that do the same thing, but are a multi-target hit.

I think I managed to hit a sweetspot with the numbers.
The multi-target skill hitting harder with more enemies active is technically the most effective, but I don't expect the player to be able to use it more than once or twice per battle in a regular encounter with 5+ monsters, because you won't want to keep that many monsters alive for several turns just to have another chance at maximising that one skill. Plus it is used by the character with the lowest MP, and at his minimum level it'll take pretty much his entire bar (although he's got a pretty decent way of repleneshing his MP).
The multi-target skill that hits harder with less enemies active may sound not that great, but it actually hits pretty hard when it's just 2 monsters, a scenario that's much more common than having 5+ monsters on the field. Against a single monster it hits pretty hard, and is stronger than his other single target skill (although slightly more expensive, and doesn't inflict Bleed, which his other skill does).

For the single-target skills they are slightly stronger than their regular damage skill for a slightly higher MP cost, and don't inflict a condition either with 3 monsters active. Their stronger stages will hit a fair amount harder without being too powerful.
Hey, guess what I'm still doing!? I'm still putting in these emotion icons! They're taking a lot longer than I expected, mostly due to me constantly testing each scenario to make sure things work, fixing other errors, etc. Still no work on beta5 yet...I'm starting to wonder if I'll ever get around to that or if I'll forever keep updating the game as it is. >_>;;
Working on a Running/Stamina gauge for trying to outrun creatures.
And then after that focusing on finishing a quick demo.
Need to draw and animate a few more monsters for my new area... Finished a worm and spider monster yesterday.
Working on the final mission for the first major area in my Illuminated Badassery 3 game. Planning on doing some major database work soon.
I am so excited to put voice acting for characters during battle. :D
I got VX Ace from a friend during the Steam sale and I'm busy... porting something into it. While bashing my head against the scripting system because I can't get half the things designed for four party members to work for three party members. And also reserve members suck because they mess all the things up.

... plus I really wish I could figure out how to write the battle system Kaduki has on their website... it's so pretty...
Writing up the dialogue for the entire first chapter/prologue for a reboot of one of my games. Up to about six pages so far, woo~ :D
Currently finished a quick 30 minute demo, and working out any bugs in it. Then updating page with new screenshots, and then waiting to be approved.
hey all :) i just created my first dungeon map i dident really do events and such i put chests and a boss but thats not really my thing i desighned the dungeon myself created with the basic tile sets i was wanting to post it up and see what people thought but i dont know how to do that
can some one mail me or pm and let me know how thxs :)
You can go to your profile and post a picture in your locker and put in this thread. Or you could use imgur or photobucket.