WHATCHU WORKIN' ON? TELL US!
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author=LockeZ
Nerfed what's been the most offensively powerful class in my online game for years. It's still the most powerful class, but now it beats the second best by more like 20% damage instead of 70%, and it runs out of MP more often.
Drinking the tears of players. Delicious.
You are a powerful man, sir.
Working on the Sound Puzzle now. It's kinda annoying to deal with...not really hard to code, but annoying...

As you can see, there's a total of 5 spots to play specific tunes, and there's 5 puzzles for this puzzle in general, with the first two playing the 5 notes 2 seconds after each note, then the next 2 1 second after each note, and then the last one being half a second after each note (subject to change of course).
What you see here is this:
*Variable "Sign Puzzle 1" is to check what "stage" the player is on with the puzzle.
*Variable "Sound Puzzle Total" is to keep track of how many notes have been played thus far in the thing. Once it hits at least 5, then the player can check the flute that'll allow them to playback the tunes.
*Variable "Sound #1"-"Sound #5" are to keep track of when a slot is vacant, and if that slot is vacant, than fill that with the played tune's variable (so for all of these, the "Sound #" variables will be set to 1 since this is Sound #1's tune). I'm not sure if the way I have this set up though will make sure it'll ONLY set one at a time during a single playback
So if you just started the puzzle, and you check the first flute, it's suppose to check if the first slot is empty, and if it is, then fill that. Then if the player checks the flute again right afterwards, it'd fill "Sound #2" up, and so on and forth, but will NEVER override slots if any of the other 4 flutes are played.
All of these would be reset for the next level of the puzzle bar the "Sound Puzzle Total" variable.
So yeah...lots of work just for one puzzle, but I think it'll work. I'm hoping everything turns out right though...ugh...also hate having my RPG Maker take half a minute to save anything (sometimes a full minute or 2 when making a new event). I'm assuming that's due to having a big database though, yes? ^^;
EDIT - Ugh...and then I have to figure out a way for the playback to not only playback the tunes played, but also make it check to see if the order is correct. I need help with this badly. x_x;;
In addition, once I get this one done, I'm going to make an alternative to it for those who can't hear, so that they can still progress in the game as well. Not sure what yet but...
EDIT #2 - Alright...so the coding wasn't that bad. Don't need help on that lol. However, I DO still need an alternative to the puzzle for the hearing impaired. Any suggestions? I might just make a completely different room just for those people, having a choice before entering the room...hmmm...

As you can see, there's a total of 5 spots to play specific tunes, and there's 5 puzzles for this puzzle in general, with the first two playing the 5 notes 2 seconds after each note, then the next 2 1 second after each note, and then the last one being half a second after each note (subject to change of course).
What you see here is this:
*Variable "Sign Puzzle 1" is to check what "stage" the player is on with the puzzle.
*Variable "Sound Puzzle Total" is to keep track of how many notes have been played thus far in the thing. Once it hits at least 5, then the player can check the flute that'll allow them to playback the tunes.
*Variable "Sound #1"-"Sound #5" are to keep track of when a slot is vacant, and if that slot is vacant, than fill that with the played tune's variable (so for all of these, the "Sound #" variables will be set to 1 since this is Sound #1's tune). I'm not sure if the way I have this set up though will make sure it'll ONLY set one at a time during a single playback
So if you just started the puzzle, and you check the first flute, it's suppose to check if the first slot is empty, and if it is, then fill that. Then if the player checks the flute again right afterwards, it'd fill "Sound #2" up, and so on and forth, but will NEVER override slots if any of the other 4 flutes are played.
All of these would be reset for the next level of the puzzle bar the "Sound Puzzle Total" variable.
So yeah...lots of work just for one puzzle, but I think it'll work. I'm hoping everything turns out right though...ugh...also hate having my RPG Maker take half a minute to save anything (sometimes a full minute or 2 when making a new event). I'm assuming that's due to having a big database though, yes? ^^;
EDIT - Ugh...and then I have to figure out a way for the playback to not only playback the tunes played, but also make it check to see if the order is correct. I need help with this badly. x_x;;
In addition, once I get this one done, I'm going to make an alternative to it for those who can't hear, so that they can still progress in the game as well. Not sure what yet but...
EDIT #2 - Alright...so the coding wasn't that bad. Don't need help on that lol. However, I DO still need an alternative to the puzzle for the hearing impaired. Any suggestions? I might just make a completely different room just for those people, having a choice before entering the room...hmmm...
Hm...could, but that seems a bit lame to do that I think. I want it to still be fair for those that can't hear without having them guess outright because they don't know what's playing at all...
author=XenomicHmm, you could try explaining it this best you can, and just make it after so many tries you just move on. That's what they did in Borderlands 2 on the Tiny Tinnas DND adventure I remember specifically.(but they didn't explain it) Or you could go an extra mile and give it a visual display(after so many tries) of what your putting in, so they don't exactly have to hear. (Green light and red lights :P)
Hm...could, but that seems a bit lame to do that I think. I want it to still be fair for those that can't hear without having them guess outright because they don't know what's playing at all...
EDIT: You could also make this part of the game an extra.
Or you could even make it where you have to fight a hardboss to get the visual display.
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
If only there were a way to show musical notes visually. Perhaps someone should invent something like that. They could call it "sheet music". You never know, it might catch on.
author=LockeZ
If only there were a way to show musical notes visually. Perhaps someone should invent something like that. They could call it "sheet music". You never know, it might catch on.
Yeah, I'm pretty smart, so I should get to name it. I will call it "Sheet Up, Sheet Face". You know because the Sheet is facing up at your face, it only makes sense.
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
Sounds like you came up with that name while sheet-faced.

Yes I did, I was looking right at the Sheet Up, Sheet Face, mesmerized, when I came up with name. Your pretty intuitive aren't you?
Above is a bar I'm making in Gimp. My plan is to recreate Paddys Pub from Sunny in Philadelphia. I am going to recycle the gangs ideas, like they do in the show, kind of. George R R Martin is going to be kidnapped and forced to rewrite his book so he doesn't kill off everyone. ( specific red part of the Game of Thrones,(don't spoil the show for others :P)
Its part of my friends birthday project, doing it fun, and its good practice and encouragement to make graphics. I have 2 days. :P
Herp...yeah, music notes should work fine. I just have to fine a variety of music notes to work for that. I feel dumb not thinking of that lol. Unless any of ya'll have various music notes just lying around? Only need 5 separate notes in all so...
Great! You got something.
I updated the picture above, my first time with parallax mapping, wondering why I never did it before! I used gradients, and patterns. The awesome thing is a website has a lot of patterns. And you could of course, make your own pattern and make it 32x32. The downside is water and land tiles won't work magically work like tiles.

Updated lights :P
Actually, I take that back, you could get the water and land tiles to work pretty easy also. You would just have to divide the patterns. And you could make it animated by using different layers and exporting them with the other layers turned off. So my process is going to be layer 1 (blue prints) layer 2 (ground) then all the normal stuff.
Any pro tips are welcome. Who knows, maybe I will work on a city?
I updated the picture above, my first time with parallax mapping, wondering why I never did it before! I used gradients, and patterns. The awesome thing is a website has a lot of patterns. And you could of course, make your own pattern and make it 32x32. The downside is water and land tiles won't work magically work like tiles.

Updated lights :P
Actually, I take that back, you could get the water and land tiles to work pretty easy also. You would just have to divide the patterns. And you could make it animated by using different layers and exporting them with the other layers turned off. So my process is going to be layer 1 (blue prints) layer 2 (ground) then all the normal stuff.
Any pro tips are welcome. Who knows, maybe I will work on a city?
swapping out boring evil scientist characters for rad lady characters with serious mommy issues
it's so much more fun to write this way
it's so much more fun to write this way

Modeling and texturing a school. I have discovered that the secret to making interiors look good is gratuitous wooden surfaces.
author=SaileriusModeling and texturing a school. I have discovered that the secret to making interiors look good is gratuitous wooden surfaces.
That looks great! I'm guessing your using XP?
Also if any one knows a way to press buttons in the event menu, I'd be forever grateful. I want to be able to run over poeple in a car, and the action battle system could do that, but theirs no way to make it auto repeat the button even when your holding it down.
author=trentinxd
Also if any one knows a way to press buttons in the event menu, I'd be forever grateful. I want to be able to run over poeple in a car, and the action battle system could do that, but theirs no way to make it auto repeat the button even when your holding it down.
Even if I knew how, I'm not sure I'd feel comfortable helping that happen q_q
Though, maybe you could flip a switch on the button press, then switch it off if some other button is pressed. Not perfect, but player behavior considered, it'd take a while for anyone to notice.
Its cool, it took some toying with but I finally got something with Falcaos Pearl ABS. It just calls a common event that uses the skill repeatdly when you open this chest.
Its not 100& accurate but its somewhat accurate, hopefully I can get closer.
Its not 100& accurate but its somewhat accurate, hopefully I can get closer.
Still slogging away and working on the final update for Heroes of Tsufana. I never realized in the past how STUPIDLY EASY most of the bosses were! Granted, it was created as a take on a casual 8-bit RPG experience, but the ease of which 90% of the game's foes could be toppled with such brevity is ridiculous! Due to that, I've decided to increase the difficulty by a fair bit and actually make most of the spells (namely status ailments) USEFUL; enemy's have different abilities, more HP, altered stats, etc. Not only that, but this upcoming version's going to feature a TON of additional content which includes but is not limited to: a "Run" button, at least 5-6 extra optional bosses, more dungeons, and a HEAP of new items and pieces of equipment.




















