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Eventing a unique leveling & skill system for a side-project.
I'm kind of hoping that once I get it all working, I can find someone who'll use some fancy scripting to make it more efficient and pleasing to the eyes. (Or figure it out myself)
And if not, at least it does the job. Although when/if I end up needing to rebalance, it will be quite a chore this way. ;;
I'm kind of hoping that once I get it all working, I can find someone who'll use some fancy scripting to make it more efficient and pleasing to the eyes. (Or figure it out myself)
And if not, at least it does the job. Although when/if I end up needing to rebalance, it will be quite a chore this way. ;;
Still very, very slowly mapping the rest of this dungeon. I can easily map it out, sure...but ya'll know how I am with that. I am noticing a severe lack of good Japanese-styled items I can use for my tilesets though (or in tilesets in general), which is something I'm not sure how I'm going to deal with. I need those items in order to make this dungeon not so bland! >_<
author=Xenomic
Still very, very slowly mapping the rest of this dungeon. I can easily map it out, sure...but ya'll know how I am with that. I am noticing a severe lack of good Japanese-styled items I can use for my tilesets though (or in tilesets in general), which is something I'm not sure how I'm going to deal with. I need those items in order to make this dungeon not so bland! >_<
Have you tried Samurai VX?
@Xenomic
I'm sure you could find some things here too.
I'm sure you could find some things here too.
I'm currently trying to get back into the game-making groove. Been out of it for too long! I'm toying with a new intro cutscene idea at the moment. Here's a map I just finished for it (probably a little rough around the edges):

Castles <3
Now to destroy it... muwahahaha!

Castles <3
Now to destroy it... muwahahaha!
Finished a working version of most of the new introduction. Now I'm just going through all the revising and typesetting. Gotta make it look presentable, though it's already looking much better than the old one.
Set it to some new music and bam, I've got a much smoother introduction. Still in progress but making some progress now.

Set it to some new music and bam, I've got a much smoother introduction. Still in progress but making some progress now.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
Just finished up everything plot-wise for Caldinasus to this point in the game and now have to start working on the "mage's domain".

"'You shall not pass'? Hell, he's the one that summoned it here."
"'You shall not pass'? Hell, he's the one that summoned it here."
I finally worked out the kinks of my cold opening, so I should be about ready to dive into the meat of my game
I wanted to make some 'simple' Link skills, and I had it working well enough, but since I'm so far ahead on my pessimistic Dev schedule, I was able to add in two more characters...which made everything hellish.
It took ~3 hours to plan and event the attacks at least. I had to make sure that I knew who was in the active party and account for everything from characters dying between choosing the skill and using it or the player missing an input. Then, I wanted to be sure that the skill would be useful no matter who the player chose to have in the party rather than disabling it, and rather than randomize it, I retouched the whole combat system to support meaningful strategy behind any party formation.
But, since that wasn't enough, it also had to be simple enough for players who Do Not Care to handle, so I had to make sure all of the back-end stuff was safely out of sight but easily recognizable for anyone who looked.
The end result is marvelous, thankfully, but the process was a PAIN. Sort of like childbirth. Probably.
It took ~3 hours to plan and event the attacks at least. I had to make sure that I knew who was in the active party and account for everything from characters dying between choosing the skill and using it or the player missing an input. Then, I wanted to be sure that the skill would be useful no matter who the player chose to have in the party rather than disabling it, and rather than randomize it, I retouched the whole combat system to support meaningful strategy behind any party formation.
But, since that wasn't enough, it also had to be simple enough for players who Do Not Care to handle, so I had to make sure all of the back-end stuff was safely out of sight but easily recognizable for anyone who looked.
The end result is marvelous, thankfully, but the process was a PAIN. Sort of like childbirth. Probably.
Making some retro sound effects for the game - So far I've got footsteps and door sounds. The game is feeling quite a bit more lively now, though I've made sure to tone down the SFX enough to not be annoying. I'm currently making weapon/skill and system sound effects. Happy with how they're turning out so far.
So to share everything I've done thus far, here's what's up! First up, the five puzzle rooms:
Battle Room:

Hidden Passageway Room:

Item Sacrifice Room:

Moving Floor Room:

Sound Room:

In addition, Eientei now has a couple galleries similar to SDM! One has items that the player can take, and the other is just cameo appearances with dialogue from the characters (which I plan on implementing in the SDM version too...just waiting until later though). See if you can spot the cameos!



Getting closer and closer to finishing this dungeon. Though now I feel like I should revamp OTHER dungeons before releasing this patch. Ugh...>_< Wish I had more help on mapping to make this faster, or even more people to brainstorm with. That's my main issue right now is I just can't think of a good way to handle most of these new designs. It's kinda sad in a way. @_@;
So yeah, got all of those rooms done (and fixed up, thank gods...), and now got 2 more rooms left to do to be done with this dungeon's first visit! Then gotta fix up the second visit's version (easier to do though), another dungeon with a new gimmick, and then...not sure if there's anything else I should fix up before releasing the patch! @_@;
Battle Room:

Hidden Passageway Room:

Item Sacrifice Room:

Moving Floor Room:

Sound Room:

In addition, Eientei now has a couple galleries similar to SDM! One has items that the player can take, and the other is just cameo appearances with dialogue from the characters (which I plan on implementing in the SDM version too...just waiting until later though). See if you can spot the cameos!



Getting closer and closer to finishing this dungeon. Though now I feel like I should revamp OTHER dungeons before releasing this patch. Ugh...>_< Wish I had more help on mapping to make this faster, or even more people to brainstorm with. That's my main issue right now is I just can't think of a good way to handle most of these new designs. It's kinda sad in a way. @_@;
So yeah, got all of those rooms done (and fixed up, thank gods...), and now got 2 more rooms left to do to be done with this dungeon's first visit! Then gotta fix up the second visit's version (easier to do though), another dungeon with a new gimmick, and then...not sure if there's anything else I should fix up before releasing the patch! @_@;
Starting to set up a new project. I already made a title screen for it:
It's a post-apocalyptic RPG I'm making with Rm2k. I kinda like its limitations. Plus, there are plenty of resources out there to use.

It's a post-apocalyptic RPG I'm making with Rm2k. I kinda like its limitations. Plus, there are plenty of resources out there to use.
Working on the concept art/mugshots of my 20+ heroes in this game I've been working on -- A merchant and an archer/ninja currently. Trying to make fresh and new classes also.
I've been working bit by bit on a basic STG/shmup engine in GM8 Lite to eventually make an actual game with.
Decided to make a test stage and... I think I may have put too many enemies in there...

Edit: The background is from Sutte Hakkun.
Other than thaaaaat, most things have been working fine, though unfortunately my knock-off Taito Lasers don't work right when the screen is scrolling, so I'll have to reprogram those.
I've also learned that apparently GM8 will not report an error if you use the wrong number of arguments for a custom script/function, but will instead create errors in other perfectly-fine sections of code that aren't even the tiniest bit related.
WEIRD.
Decided to make a test stage and... I think I may have put too many enemies in there...
Edit: The background is from Sutte Hakkun.
Other than thaaaaat, most things have been working fine, though unfortunately my knock-off Taito Lasers don't work right when the screen is scrolling, so I'll have to reprogram those.
I've also learned that apparently GM8 will not report an error if you use the wrong number of arguments for a custom script/function, but will instead create errors in other perfectly-fine sections of code that aren't even the tiniest bit related.
WEIRD.
Oh gods what is happening!? The horror...THE HORROR! D: (Nice background for the stage though o_o)
So I got one more map left! The other was just a mess of hallways which will be used for the escape sequence...this final one is the forest maze (well...bamboo forest maze). I'm thinking that perhaps only one way leads to the right exit, and all the others are dead-ends? Hmm...
It's not much right now, but I'm kinda liking how it's turning out. It's a prototype though, as the grass will be more varied when I get the full maze done.
So I got one more map left! The other was just a mess of hallways which will be used for the escape sequence...this final one is the forest maze (well...bamboo forest maze). I'm thinking that perhaps only one way leads to the right exit, and all the others are dead-ends? Hmm...

It's not much right now, but I'm kinda liking how it's turning out. It's a prototype though, as the grass will be more varied when I get the full maze done.
Decided to cave and try to create as many pixel resources as I can. Already have experience with icons, so I'm moving onto pixel-based battlers. If I can stick to a consistent art style, I hope I can finally slough off s'more inhibitions that are holding me back from making my own game.
In this case, one of those inhibitions is the inability to create characters outside of frankenspriting VX Ace character generator parts. As useful as the thing is, I'm restricted only to what's there. My goal is to try and figure out sprites with plenty of open space (like battlers), and work my way up to more detailed and smaller images (like animated, map-based sprites).
So, here's a goblin I created. Drew him up on paper, scanned him, outlined him on the computer, and colored him in. Remarkably easy, especially since it's all flat color. Then again, I suck at shading even with non-digital art. It's no Mona Lisa, but I'm proud of my first battler sprite nevertheless.

In this case, one of those inhibitions is the inability to create characters outside of frankenspriting VX Ace character generator parts. As useful as the thing is, I'm restricted only to what's there. My goal is to try and figure out sprites with plenty of open space (like battlers), and work my way up to more detailed and smaller images (like animated, map-based sprites).
So, here's a goblin I created. Drew him up on paper, scanned him, outlined him on the computer, and colored him in. Remarkably easy, especially since it's all flat color. Then again, I suck at shading even with non-digital art. It's no Mona Lisa, but I'm proud of my first battler sprite nevertheless.
author=AtiyaTheSeeker
Drew him up on paper, scanned him, outlined him on the computer, and colored him in.
Why didn't I think of that!?
That'll make some things easier for sure....
























