New account registration is temporarily disabled.

WHATCHU WORKIN' ON? TELL US!

Posts

Taking a break from organizing the beginnings for a new project, Sons of the Fallen; a game based on the world before the flood of Noah. The background is completely based in real world literature (The Book of Enoch, fragments of The Book of Noah, The Book of Genesis, primarily), right up to the origins of Atlantis, the creation of cross-species monsters, the fallen angels, etc. Episodic in nature, I'm currently working on laying out a quick game for the first chapter. Not sure how many chapters yet, but I'll know once I start laying down the story structure more thoroughly.


Hi, by the way. I'm new, first post and what not.
I'm supposed to be working on Mundo but I was intensely inspired to work on Guild Master this weekend (plus all day yesterday). The biggest chunk of time was spent changing the game from turn-based to real-time, so hero parties navigate to their adventures in real-time, engaging enemy parties in ATB-fashion.

The coolest product is each of these adventuring parties contains their own surface, which looks sort of like a single-player RPG from the perspective of that party. I can blit to this surface, and can blit that surface to the display surface whenever. Right now I've set it up such that left-clicking an adventuring party blits their surface above their overworld sprite. I can open multiple adventuring party surfaces, which feels like a security guard monitoring a CCTV array of a bunch of people playing RPGs.

One problem I expect to run into is have multiple tilemap instances to update and render. My tile engine sort of maxes out at 3600 tiles per update at 60 updates per second on a single 2.7 GHz core, which isn't very fast but I'm working with Python and SDL so I'll have to make do. I may experiment with multithreading, which I've never done before, but I don't know--depends on how much it chokes at rendering rather than updating. Alternatively, I may have to restrict the viewport size for the adventuring party surfaces, or reduce the main display surface viewport (first option far more probable).
author=SorceressKyrsty
weeee school

mockup in photoshop, but it'll imported into unity as is because using planes instead of trying to construct complicated guis is awesome.

(i know how to make guis)

What does the Fuck Rate do?
Puddor
if squallbutts was a misao category i'd win every damn year
5702
It's the amount of swear words per second.
I see that Reeve likes wearing Squall's pants.

And also the gun part of his gunblade.
benos
My mind is full of fuck.
624
Part 3 of Desperation Of A New Era. Story is quite slow but picks up to wonder what's it all about.


The Plugin seems to finally be taking it's form. It can read the mapfile, events, custom sprites, and a self selected background
(which seems to imply that the fog effect from ff6 could be sorely needed for some cases).
All still runs at 60 fps, when not recording.
Just a bunch of bugs to fix, and some crappy code to rewrite left, and the user manual (that one might not be equally fun).
I've watched that video like 10 times now. I can't friggin' wait!
@Kazesui: You are like a fugging RPG Maker pioneer!!
author=supremewarrior
@Kazesui: You are like a fugging RPG Maker pioneer!!


You'd have to add 2k3 to that, because no matter how awesome this is, you can't exactly forget that this stuff has basically been available for rmxp and up for a long time
Inferior versions!

I'm already planning...





(Mock-ups obviously)

Actually, I just thought of a question. What if you have 2 events next to each other (like those mountain peaks). Will they get all messed up if you start to rotate the screen?
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=Pepsi
Actually, I just thought of a question. What if you have 2 events next to each other (like those mountain peaks). Will they get all messed up if you start to rotate the screen?
Yeah. You'd need to use a single double-wide event. Fortunately I'm pretty sure a single pose of a charset can already be 48x32 pixels even without the patch that allows for larger charsets.
Forking Tiled to enforce object and layer restrictions that make sense for my game. Turned out to be not too painful.
Puddor
if squallbutts was a misao category i'd win every damn year
5702
author=Addit
I see that Reeve likes wearing Squall's pants.

And also the gun part of his gunblade.


http://rpgmaker.net/media/content/games/1741/screenshots/LeviKHColours.png

*cough*
author=PepsiOtaku
Inferior versions!Actually, I just thought of a question. What if you have 2 events next to each other (like those mountain peaks). Will they get all messed up if you start to rotate the screen?


That just wouldn't work. Already before the rotation they would look funky and disjoint, which is why I have included an option to load custom sprites which can be linked to an event of choice.
This will allow you to load images of any size and attribute it to an event of choice (which is how the tower is displayed), and with some fiddling, this will also allow for custom spritesheets with a custom amount of angles, such that it's possible to get proper rotation instead of the funky one right now.
author=Kazesui
This will allow you to load images of any size and attribute it to an event of choice (which is how the tower is displayed), and with some fiddling, this will also allow for custom spritesheets with a custom amount of angles, such that it's possible to get proper rotation instead of the funky one right now.




Even better! So you could theoretically add a giant fortress or something? It sounds like it'll definitely take some work, but the end result will be so worth it!

Also out of curiosity, any luck with tilting (the FF6 airship example I mentioned)?
Back to mapping I am. Gotta make some progress on this thing, despite not going to have a computer for a week. Ugh...at least I'm almost done with this dungeon after leaving off on it for like 2 months or something silly again...
I think I might have figured it out to some extent, but painful enough that I will leave it out of the first version. There's a bunch of functionality I want to add to it, but I want to focus on the more essential things first, such that I can release a plugin containing what most people would have use for first, and then adding in improvements after (This in particular because my sparetime can vanish in an instant, and then it's good to at least have something out which people can play with).
Working with this Void tileset from FFV, I'm starting to wonder how they really used these maps. There aren't any maps for the dungeon anywhere really, and the screenshots don't help too much for it. The tileset is simple, but confusing...I don't understand! ;__;

At least half of this dungeon is done now! Or about 3/4...something like that...