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Hey now, FF3 is a great game as long as you have the cheat codes on and don't actually try playing it. Thanks for the advice, LockeZ, I think you've hit on the direction I'm gradually going. In a bit of crossover bastardization, I might end trying for something class to DQ7'S job system, though we'll see.
Yo RMN. It's been too long. I finally have time for game dev again, huzzah ~
Here is the thing I am currently working on:

Still need to add finishing touches and dump snow all over it.

If anyone has tips for pixeling stained glass, lemme have it. It was challenging. >;
Beautiful work, goatboy. :0 As I only began my pixel conquest last year, I really can't offer much advice apart from admiring how clean your work is. XD And the palette, of course.

Before and after screens of my own works.

Cap_H
DIGITAL IDENTITY CRISIS
6625
I'm slowly returning to Mace Blue: Chapter Three. I learned a lot about working with attributes and states thanks to my collaboration with Joseph and I gonna change my battle system from simple immortality/dead contrast to something more complex.
Also I'm remaking part of the graphical resources. Tiles are staying as they are, at least in terms of resolution.
What I decided on is to enlarge character sprites. The former design is in the upper row. It is 4 on 4 pixels.
I made several larger designs to choose from. I can't decide which one is the best. The one using 6x8 pixels is cool-looking, but it would require complete change of half of the maps.


What is your opinion? Do you have any better suggestions on design under 8x8 px?
I'm easing back in after a long and well needed break.

Going to get back to Mayhem Maiden soon, once I'm able to put together a good gimmick for my third dungeon (I'm toying with a Teleporter puzzle, but it's hard to plan out on paper. :( ).

In the meantime, I've been messing around with a sci-fi dungeon crawler I'm thinking of making (found a way to make "shield HP" that recharges between battles, for example), and trying to find ways to make it show full "battlers" for my party instead of just faces.
Almost done with this event finally after months of working on it! Bout time! But now I'm running into bizarre errors with battles where the game crashes immediately upon ANYBODY taking an action. This has never happened before, and this is the first time I've tried battles on this computer. I have no idea what's going on, and made a topic about it already...

Will keep working on these events, but I'm really REALLY hoping that it's not something that can't be fixed. I've got no clue as to what's causing the problems...
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
Cap_H, I vote for the one on the far left, or the third one as a runner-up. The others are too fat.

Definitely add the pompadour hair from the second one though.
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
author=GoatBoy
Yo RMN. It's been too long. I finally have time for game dev again, huzzah ~
Here is the thing I am currently working on:

Still need to add finishing touches and dump snow all over it.

If anyone has tips for pixeling stained glass, lemme have it. It was challenging. >;
Yeah that stained glass definitely looks out of place, maybe give it a bit of a reflecting bars, look? like darken it then taken two diagonal strips out to show it is indeed suspended glass, oh and maybe giving it a bit of a border or a tiny bit of grunge around the edges would help make it the window, rather than a window.

Otherwise, good god that looks amazing.

As for me, working on Perseverance: Adherence, finished stage one for now, and I'm beginning on stage 2, I've already done most of the nuclear silo on paper, mapped out the puzzles n' stuff, it's just left to drawing it in gimp and once in game implementing all the mechanics.

The lower city should be good fun, it's gonna be almost a chase sort of thing, where you see something and have to change direction, use a button etc. Once I finish it, then I just need to make the EOA1 (End of Act One) cutscene, and depending on time left maybe do a bit more.
I'm currently in the planning stages of a Final Fantasy fangame, getting the plot, playable cast, and job class system ironed out.
My plan is the make a game modeled after the SNES and PS1 entries that's as on-par with the official series as I can get it to be in terms of quality. (Due to being made in RPG Maker 2003, the graphical style will be based on the SNES entries, with FFVI-style character sprites).

While I haven't developed the plot enough to feel comfortable talking about it in-depth publicly (and I want to keep spoilers to a minimum), the setting is entirely new, with modern-level technology, although there's still a fantasy flair to it.
In terms of gameplay, it's going to feature a system, tentatively called the Crystal Core System, that combines the Job System of III and V with the Relic system of VI. This system makes use of the equipment slot that is by default allocated to Accessories, and there are three subsets of Crystal Cores.

  • Memory Cores, which change a character's Job Class. The six basic Memory Cores are Warrior, Thief, Monk, Red Mage, White Mage, and Black Mage. These basic Cores can also be crafted together in a process called Core Alchemy to create additional Memory Cores for more complex classes. For example, combining a Warrior Core with a White Mage Core creates a Paladin Core, while combining that same Warrior Core with a Black Mage Core creates a Spell Fencer Core.

  • Guardian Force, or GF, Cores, which change a character's Job Class to Evoker and enable them to summon the Eidolon associated with the Core they've equipped to replace them in battle temporarily.

  • Relic Cores, which don't change Job Class, but have other beneficial effects, such as wreathing a character in a protective aura at all times, giving the user an additional Personal Command, or causing HP to be recovered as the party travels.

While there is a Job System, each character also has their own personal Job Class, and command (which they retain in other classes in addition to those classes' Job Commands), instead of having them all be Freelancers. Each character will have their own personal variant of each Job Class, in a sense, having personalized stat balances and learning slightly different sets of skills, sometimes in different orders, from the same pool of skills based on the class. While every character gets the basic spell lines (Cure, Fire, Thunder, Blizzard, etc.) in the classes that can use them, their spell lists are otherwise personalized, and which of those spells they have access to depends on their level, and which of the three colored Mage classes (or Sage) they are.
Still hard at work on my game! I'm planning on finally making the page by at least Friday. Dunno about a demo, though; probably June at the latest.
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
Finished Stage 2, hell yes!

Now I really gotta go back and bugfix. Make it so you can't use weapons while climbing or carrying, etc.
Finally got back around to serious work on Mayhem Maiden. ...Third dungeon still in the planning phases, because teleport puzzles are tricky to make engaging...I might just go the "simple" route, a la saffron city tower if I have to scrap any more designs on paper. -o-

So I defaulted to messing around with the combat system out of frustration instead.

Messed around with the battle log code and tied battle log delay to a variable. BAM. Adjustable combat speed. Why the hell did I never do this before?


And after re-reading that topic about tanking, and having a sudden idea based on another tanking skill I used in another game I made, I overhauled the main tanking mechanic so it's no longer a dumb boring "use this skill once every 5 turns, then forget about it until it's needed, and pray the RNG attacks the tank enough for it to be worth it"


So yeah, two of the biggest complaints I've heard, fixed.
charblar
"wait you made this a career?"
3574

Current spriting work for game, convenience store and train.
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
Decided to take the day of since I'm ahead of schedule.

So only Stage 3 and its end of act one cutscene remains.
For me, it's the opposite; I've been busy as hell yesterday so I haven't been able to get done nearly as much as I wanted to. That, and I just woke up, so I dunno if I'll be able to get where I want to today.

Oh well, no rush!

Also, that train looks very good so far, char! Store doesn't look too bad either.
Ive given up on the teleport puzzles for now. I've switched that dungeon idea with one that was supposed to show up later.

So now, I'm making lots of THESE:


I'm sure anyone who's played Golden sun can figure out pretty quickly what the mechanic at play is here. XD
Cap_H
DIGITAL IDENTITY CRISIS
6625
author=Aegix_Drakan
Ive given up on the teleport puzzles for now. I've switched that dungeon idea with one that was supposed to show up later.

So now, I'm making lots of THESE:


I'm sure anyone who's played Golden sun can figure out pretty quickly what the mechanic at play is here. XD

So, They are about to date a zombie.
CashmereCat
Self-proclaimed Puzzle Snob
11638
@Aegix I haven't played Golden Sun but I'm guessing that's a parallel world puzzle? It's funny, I'm playing with something similar myself and I'm thinking of ways to flip the concept upside-down so that it's an original idea.
____________________

There's a new game I'm helping create that I've been obsessing about. Details are tight, but I'm having ideas that are influenced by:

  • Enchanted Cave,
  • DROD,
  • an apocalyptic flashback episode from Adventure Time,
  • Teenage Costume Squad's dungeon design, element-based combat, and usage of physical sprites to represent abstractions like cutscenes,
  • McBacon Jam game divergence's parallel worlds concept, but more refined (no offense to the creators, it's a fantastic idea),
  • The Binding of Isaac, minus the action-based gameplay,
  • FATE, and...
  • Wine & Roses' non-linear dungeon design.


I had to resist the temptation to use a mouse system,

  • 1. because RM's mouse system will require significant tweaking to work flexibly and efficiently (including objects for hover-overs and right-clicks, and
  • 2. because I realized that some people don't like using the mouse, period. I realize I'm kind of like that with games, too.

Usage of the keyboard + mouse can be really disorienting if you're not using WASD controls. I've experimented with using WASD controls and mouse in an RM game, but it will require significant altering to make it seem intuitive. I just don't think it's necessary.
____________________

In essence, the game is a dungeon delver with heavy emphasis on strategy, but I'm thinking of making it so that combat is a negative, and looting is a positive. I'm flirting with the idea of autosaving, that you only have one life, and if you die, you return to the hub, kind of like Pokemon. In fact, in some ways, the structure of the game is very akin to Pokemon.
@cashmerecat: I guess "parallel world puzzle" basically covers it. It's a mimic puzzle. The zombie attempts to mimic the party's motions, and you need to make it go onto a switch. :P

author=Cap_H
So, They are about to date a zombie.


lol. XD No one wants to date a zombie (at least outside of goofy romantic comedy movies based on Romeo and Juliet)

author=CashmereCat
In essence, the game is a dungeon delver with heavy emphasis on strategy, but I'm thinking of making it so that combat is a negative, and looting is a positive. I'm flirting with the idea of autosaving, that you only have one life, and if you die, you return to the hub, kind of like Pokemon. In fact, in some ways, the structure of the game is very akin to Pokemon.


So kinda like a Mystery Dungeon game, but more hardcore? That sounds like it's got potential. ;)
author=Starlight36
  • Memory Cores, which change a character's Job Class. The six basic Memory Cores are Warrior, Thief, Monk, Red Mage, White Mage, and Black Mage. These basic Cores can also be crafted together in a process called Core Alchemy to create additional Memory Cores for more complex classes. For example, combining a Warrior Core with a White Mage Core creates a Paladin Core, while combining that same Warrior Core with a Black Mage Core creates a Spell Fencer Core.

Do these get spent when they are combined? As in, do they get merged into a new item, or simply create what they combine. Also, do you need to master the class to combine?

Also what game is this?