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Working on some of the boring parts: the scanning system, loot (stealing) system, and mimic (enemy skill) system. Basically just lots of messing around in the encounter pages. Pretty boring.
Picking things back up where I left 'em. Started by getting all the old blonde-guy graphics changed to this new character. I think they're all done now, but I might need to add more as things go.


....I'm trying to figure out what the hell is making one of my games lag for a half second every few seconds.
It seems to be ONLY that one project, so it's likely to be a script. So I'm probably going to have to go through it script by script to find out which one it is.
...With my luck, it's probably going to be a super important one that I can't remove without it destroying my entire combat system. -_-.
It seems to be ONLY that one project, so it's likely to be a script. So I'm probably going to have to go through it script by script to find out which one it is.
...With my luck, it's probably going to be a super important one that I can't remove without it destroying my entire combat system. -_-.
I'm trying to get some tutorials down before coloring/ messing up my portraits for my game. Also trying to find a way to make my winter castle.
Argh...Still trying to figure out what is making this game such a resource hog and making it lag! x_X
I removed several of the scripts I hadn't used in other games, and so far I've only had marginal improvement.
Worst thing is that the lag spikes get worse over time. *grumble grumble*
Aside from that, my first dungeon is going relatively well. Most of it is set up. I just need to fine tune the balance a bit, since battles feel like they drag on a bit too long.... :s Which is a bit awkward for me since a lot of my battle engine is based on "building up" to stronger stuff, so I can't make them go by too fast...
I'm going to be up late tonight aren't I? XD
I removed several of the scripts I hadn't used in other games, and so far I've only had marginal improvement.
Worst thing is that the lag spikes get worse over time. *grumble grumble*
Aside from that, my first dungeon is going relatively well. Most of it is set up. I just need to fine tune the balance a bit, since battles feel like they drag on a bit too long.... :s Which is a bit awkward for me since a lot of my battle engine is based on "building up" to stronger stuff, so I can't make them go by too fast...
I'm going to be up late tonight aren't I? XD
Oh God.
I knew it. The source of the constant lag spikes is the sideview battle script (BA simple) I'm using. x_x Which is what makes my battle system look super neat.
....I really hope I can figure out how to fix this. I don't want to have to get rid of the whole script, it looks BEAUTIFUL. ;_;
I knew it. The source of the constant lag spikes is the sideview battle script (BA simple) I'm using. x_x Which is what makes my battle system look super neat.
....I really hope I can figure out how to fix this. I don't want to have to get rid of the whole script, it looks BEAUTIFUL. ;_;
omg, I'm kinda hyped XD
i just found an old folder with old RPG ideas / conceps. i think i found at least one, that could be feasible for the contest! X P eeek! *lol*
i just found an old folder with old RPG ideas / conceps. i think i found at least one, that could be feasible for the contest! X P eeek! *lol*
Working on a CBS:
1. Start working on a single element
2. Be worried about having no idea how to make the next part
3. Finishing and testing the current thing you're working on, starting to have a vague idea how to do the next thing.
4. Start working on the next thing.
5. Be worried about having no idea how to make the next part
(ETC. ;))
Kinda got tired of this, so I'm gathering/editing/creating graphics and writing some text to catch a breather. Also working on some minor custom systems like this:

1. Start working on a single element
2. Be worried about having no idea how to make the next part
3. Finishing and testing the current thing you're working on, starting to have a vague idea how to do the next thing.
4. Start working on the next thing.
5. Be worried about having no idea how to make the next part
(ETC. ;))
Kinda got tired of this, so I'm gathering/editing/creating graphics and writing some text to catch a breather. Also working on some minor custom systems like this:

I'm just working on my soundtrack via FL Studios and testing different styles of attacks for -
Ninjas, Warriors, Berserkers, Monks, Fencers, Gunners and Cooks.
I still have yet to work on skills and face mugshots. Then there's the polearm, alchemy, and staff attacks that I still have to do.
Ninjas, Warriors, Berserkers, Monks, Fencers, Gunners and Cooks.
I still have yet to work on skills and face mugshots. Then there's the polearm, alchemy, and staff attacks that I still have to do.
author=AquaXranoX
I'm just working on my soundtrack via FL Studios and testing different styles of attacks for -
Ninjas, Warriors, Berserkers, Monks, Fencers, Gunners and Cooks.
I still have yet to work on skills and face mugshots. Then there's the polearm, alchemy, and staff attacks that I still have to do.
Oi, there seems to be a lot of cool stuff going on there! : 3
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
Attempted work: create a few rooms for a dungeon I'm working on, which contain a puzzle where you have to create a hole down to the floor below you
Actual progress after four hours: created an outline for the room, and drew a sprite for a stack of newspapers that can be burned down
fffffffffff
Actual progress after four hours: created an outline for the room, and drew a sprite for a stack of newspapers that can be burned down
fffffffffff
Oh no! You just hit zero HP! What happens now? Well you aren't dead yet, but you are in crit which at a glance is like you're KO/Dead but now you have an ugly number next to you counting down every turn. While you're still in crit you can be restored to fighting shape with the appropriate healing item or winning the fight and everything is a-OK! But if you can't and that counter hits zero, well good news! You aren't in crit anymor! Bad news! You're dead. Getting back up from being dead is expensive and difficult. Only the rarest of reagents can bring somebody back from the dead and the fee for the local church at town is quite pricey. But Johnny was your friend, right? You wouldn't strip him bare, toss his carcass in the river, and head to the pub and recruit Jimmy into your party unless you were really broke. Or in the most desperate of times, punch some poor monster hard enough and force him to take Johnny's spot, because somebody thing has to be the party tank!
running away also kills a party member in crit, sorry!
e: proofreading my post now and I see I am talking to Schrödinger's Party Member, oops!
running away also kills a party member in crit, sorry!
e: proofreading my post now and I see I am talking to Schrödinger's Party Member, oops!
author=GreatRedSpirit
running away also kills a party member in crit, sorry!
EEEEVIIIIIILLLL!!!!!!! >: o
Oh yeah, speaking of EEEVVVIIILLLL the counter only resets between battles. So if going into crit and you have three turns to death and get healed at 1 turn left, next time you go in crit for that battle you have one turn to death! Also entering crit counts as that turn's countdown-to-death tick so entering crit and being healed that turn will still tick down to death even if said character wasn't in crit at turn end.
Specifics might change once I get a feel for how this works in the game. As is there are means to mitigate crit. Characters / level up abilities / equipment can extend the crit duration or negate the first crit tick so somebody will never take a crit turn tick if they're healed before the second turn end. Undead recruited monsters can't be killed either so they just hang out in infinite crit until healed / end of battle. The best way to mitigate crit is just to avoid it altogether though (unless you get the 'buff' that forces crit when it ends).
Specifics might change once I get a feel for how this works in the game. As is there are means to mitigate crit. Characters / level up abilities / equipment can extend the crit duration or negate the first crit tick so somebody will never take a crit turn tick if they're healed before the second turn end. Undead recruited monsters can't be killed either so they just hang out in infinite crit until healed / end of battle. The best way to mitigate crit is just to avoid it altogether though (unless you get the 'buff' that forces crit when it ends).
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
The counter not resetting is the only part of your plan that isn't easier than FF Tactics, which had the same thing except when the counter expired it was permadeath.
I'm generally disgusted by "revive the squishy party member every round for 20 rounds in a row so they can take one hit for you each time" being a viable tactic against bosses, so if that's what you're trying to prevent, I approve.
I'm generally disgusted by "revive the squishy party member every round for 20 rounds in a row so they can take one hit for you each time" being a viable tactic against bosses, so if that's what you're trying to prevent, I approve.
Working on some character info screens that can be accessed through the main menu.
Template set-up took me all of half an hour. >< But then it becomes easier to do the other characters.
Dunno if it's too cluttered. :\
And a general char info one for the game page.
Template set-up took me all of half an hour. >< But then it becomes easier to do the other characters.

Dunno if it's too cluttered. :\

And a general char info one for the game page.
Me, I'm trying to do some demo polish. I really want to throw out a demo today even if the tail end of the demo content hasn't been touched by my testers or, if it has, they haven't said anything. Buggers!
So mostly just trying to fix a few graphics, realign character sprites, do bits of balancing, etc.
So mostly just trying to fix a few graphics, realign character sprites, do bits of balancing, etc.
author=LockeZ
The counter not resetting is the only part of your plan that isn't easier than FF Tactics, which had the same thing except when the counter expired it was permadeath.
I'm generally disgusted by "revive the squishy party member every round for 20 rounds in a row so they can take one hit for you each time" being a viable tactic against bosses, so if that's what you're trying to prevent, I approve.
Man I forgot FFT does all that when I scribbled mine down, now I feel silly for parading it. The immediate crit-counter tick is as you suggested (but in my mind more for 'reseting the countdown'). The general concept is just adding a layer of danger to the attrition of one-way dungeons.
I'm still working on my Phantasy Star "phan game", took it down cause i decided i would rather wait until it's close to being complete to really have much input from folks.
Recently i got first person dungeons going.. if you're a long time Phantasy Star fan.. you're familure with how Phantasy Star as well as Phantasy Star generation 1 had first person dungeons, i'm bringing it back.
Still working things out graphics wise.
I'm not totally pleased with a lot i have so far.. mostly from a scripting standpoint.
I slowly scour the web like my pompadour(i love space dandy >_<), looking for all the things i need to make this game something to remember... i can't even give a release date because i'm a 1 man army.. or.. rather .. a 1 man dev team >_<.. last time i tried recruiting someone, it went VERY badly.
The RPG Maker community can be rather brutal at times after all.
One thought on my mind, was to do a mix of overhead dungeons and first person dungeons.. some things just work better overhead.
The overworld is totally overhead..
Still working out the story... totally changed out what the story is about.
It takes place in an alternate future where palma avoided disaster, and things have become radically different.. this gives me an excuse to reuse charecters.. some won't even have the same roles they had in Phantasy Star 4, Zeo for instance works at a shop, creating specialized weapons for mages and espers, rather than leading a cult hell bent on destroying things.
Rika will still end up in your party, but under VERY different circumstances..
Chaz is no longer the one to end the evil in algo... the seal on the profound darkness is still very much in check since palma is still in orbit.
Chaz ends up still working as a monster hunter, but under different circumstances.
The main character is a direct decedent to Alis Landale.
And even though Rune is a Lutz still, and still in charge of the espers, he won't be on your party much, as he pretty much hands off the duty of helping save Algo to a "Esper with great potential, that has been under his tutelage ever since she was a young girl".
I been making great progress.. it's easier to make progress and get things done when you have less input from outside sources.... or.. that's been my experience.. I only seek help now and then on minor things i am not satisfied with.
Recently i was unsure on where to go with some of my first person graphics, and got good direction from the community.
I want to reintroduce it to people.. but i just can't handle the negative feedback one can get..or rather.. i can't handle comments that are non-constructive but rather just.. ridicule your hard work.. and that happens a LOT i have noticed.
I do want to show off my hard work, but people have a tendency to want to judge your work, and then they tend to expect you to just run with what ever they suggest, and when you don't .. you get flack for it... i much rather not deal with it.
Shame there is never a "show off your work" thread.. where if you just wanna show off and maybe answer questions, you can without feeling you HAVE to run with anything suggested.
Anyhow.. back on topic.
I also have remixed a LOT of music.. and i would LOVE to get ACTUAL feedback on it, but i worry about someone snatching up my hard work and using it in their own game without my permission.
And it DOES happen on the net a lot..
But i have what i think are some REALLY well done remixes.
I gave them a more.. organic feel in many aspects, replacing what originally sounded synth and like very mechanical sounding.. now has actual instruments, like brass sections.. trumpets.. string ensembles.... different types of horns.. just.. anywhere i could use actual instrument like sounds, and make it work, i have done so.
I LOVED the music in a LOT of Genesis/Megadrive games.. but always wished the Genesis could produce better sounds.. and i have done just that with my remixes.
I take this "sounds the same, but better" approach to remixing music.. i don't take a song or theme and totally change the genre it is.. they sound like they did.. but in my opinion.. better.
Graphics are still low res, as doing remade higher res graphics would be WAY more time consuming, and .. quite frankly.. less enjoyable to work on.
I made an attempt at better.. more detailed sprites for my main charecter, and while i LOVED how it came out.. it took WAY too long to work on.. and i get aggravated and bored doing things that way.
Each planet has a theme from a specific installment in the series.
Palma uses the theme it had in PS1, Dezoris uses the same theme it had in part 2, and Motavia uses the theme it had in part 4.. all remixed.
I plan to use a veriaty of music throughout the game.. even some tunes from PS3 are used.
For instance, when you walk into a specific Tavern/Pub.. the shop theme from PS3 plays.
Some shops use the shop theme from PS4, some use themes from PS2.
Some cities look very similar to cities in PS1.. but better.
Some villages have graphics similar to graphics used for towns in PS4.. but less.. sandy looking.. or dotted.
I spent a LOT of time trying to refine things a bit.
Someone said that the Esper in my group looked too much like Rune, so i changed her up, her cloak no longer looks the same.. in fact.. i don't think it looks as good, but it can be a lot of work doing original sprites.
I'm so used to frankenspriting.
I REALLY wanna make another project page.. but i rather avoid some things.
So until i am DAMN close to being finished.. all i will do is trickle information.
And show screen shots when i'm seeking feedback.
BTW, i am stuck on something, maybe you all can give me your thoughts.
I was considering going back to first person battles since dungeons are often first person.. but 3rd person just looks a lot better.
It depends on the direction i take.. but what do you all think?
Also.. i did a remix of the battle theme from both PS2 and PS4.. not sure if i should push on with my PS4 battle remixes.. or maybe mix them up some.. PS2 battle theme some places... PS4 battle them other places.
Anyhow.. that's what i been working on *laughs*
Recently i got first person dungeons going.. if you're a long time Phantasy Star fan.. you're familure with how Phantasy Star as well as Phantasy Star generation 1 had first person dungeons, i'm bringing it back.
Still working things out graphics wise.
I'm not totally pleased with a lot i have so far.. mostly from a scripting standpoint.
I slowly scour the web like my pompadour(i love space dandy >_<), looking for all the things i need to make this game something to remember... i can't even give a release date because i'm a 1 man army.. or.. rather .. a 1 man dev team >_<.. last time i tried recruiting someone, it went VERY badly.
The RPG Maker community can be rather brutal at times after all.
One thought on my mind, was to do a mix of overhead dungeons and first person dungeons.. some things just work better overhead.
The overworld is totally overhead..
Still working out the story... totally changed out what the story is about.
It takes place in an alternate future where palma avoided disaster, and things have become radically different.. this gives me an excuse to reuse charecters.. some won't even have the same roles they had in Phantasy Star 4, Zeo for instance works at a shop, creating specialized weapons for mages and espers, rather than leading a cult hell bent on destroying things.
Rika will still end up in your party, but under VERY different circumstances..
Chaz is no longer the one to end the evil in algo... the seal on the profound darkness is still very much in check since palma is still in orbit.
Chaz ends up still working as a monster hunter, but under different circumstances.
The main character is a direct decedent to Alis Landale.
And even though Rune is a Lutz still, and still in charge of the espers, he won't be on your party much, as he pretty much hands off the duty of helping save Algo to a "Esper with great potential, that has been under his tutelage ever since she was a young girl".
I been making great progress.. it's easier to make progress and get things done when you have less input from outside sources.... or.. that's been my experience.. I only seek help now and then on minor things i am not satisfied with.
Recently i was unsure on where to go with some of my first person graphics, and got good direction from the community.
I want to reintroduce it to people.. but i just can't handle the negative feedback one can get..or rather.. i can't handle comments that are non-constructive but rather just.. ridicule your hard work.. and that happens a LOT i have noticed.
I do want to show off my hard work, but people have a tendency to want to judge your work, and then they tend to expect you to just run with what ever they suggest, and when you don't .. you get flack for it... i much rather not deal with it.
Shame there is never a "show off your work" thread.. where if you just wanna show off and maybe answer questions, you can without feeling you HAVE to run with anything suggested.
Anyhow.. back on topic.
I also have remixed a LOT of music.. and i would LOVE to get ACTUAL feedback on it, but i worry about someone snatching up my hard work and using it in their own game without my permission.
And it DOES happen on the net a lot..
But i have what i think are some REALLY well done remixes.
I gave them a more.. organic feel in many aspects, replacing what originally sounded synth and like very mechanical sounding.. now has actual instruments, like brass sections.. trumpets.. string ensembles.... different types of horns.. just.. anywhere i could use actual instrument like sounds, and make it work, i have done so.
I LOVED the music in a LOT of Genesis/Megadrive games.. but always wished the Genesis could produce better sounds.. and i have done just that with my remixes.
I take this "sounds the same, but better" approach to remixing music.. i don't take a song or theme and totally change the genre it is.. they sound like they did.. but in my opinion.. better.
Graphics are still low res, as doing remade higher res graphics would be WAY more time consuming, and .. quite frankly.. less enjoyable to work on.
I made an attempt at better.. more detailed sprites for my main charecter, and while i LOVED how it came out.. it took WAY too long to work on.. and i get aggravated and bored doing things that way.
Each planet has a theme from a specific installment in the series.
Palma uses the theme it had in PS1, Dezoris uses the same theme it had in part 2, and Motavia uses the theme it had in part 4.. all remixed.
I plan to use a veriaty of music throughout the game.. even some tunes from PS3 are used.
For instance, when you walk into a specific Tavern/Pub.. the shop theme from PS3 plays.
Some shops use the shop theme from PS4, some use themes from PS2.
Some cities look very similar to cities in PS1.. but better.
Some villages have graphics similar to graphics used for towns in PS4.. but less.. sandy looking.. or dotted.
I spent a LOT of time trying to refine things a bit.
Someone said that the Esper in my group looked too much like Rune, so i changed her up, her cloak no longer looks the same.. in fact.. i don't think it looks as good, but it can be a lot of work doing original sprites.
I'm so used to frankenspriting.
I REALLY wanna make another project page.. but i rather avoid some things.
So until i am DAMN close to being finished.. all i will do is trickle information.
And show screen shots when i'm seeking feedback.
BTW, i am stuck on something, maybe you all can give me your thoughts.
I was considering going back to first person battles since dungeons are often first person.. but 3rd person just looks a lot better.
It depends on the direction i take.. but what do you all think?
Also.. i did a remix of the battle theme from both PS2 and PS4.. not sure if i should push on with my PS4 battle remixes.. or maybe mix them up some.. PS2 battle theme some places... PS4 battle them other places.
Anyhow.. that's what i been working on *laughs*























