New account registration is temporarily disabled.

WHATCHU WORKIN' ON? TELL US!

Posts

Dialogue now and forever~ Busting my butt to finish the dialogue still, working on 2nd intermission event. Nearly done with that though, so next will be Frozen Fields, then the rift, and then 3rd intermission event! And then Ruins of Vina which I must wait longer for because files were lost on that one...so I may have to wait quite a while before one dungeon is done. Will have to come up with the dialogue for that in a text document or something. I also don't know what to do for this one puzzle, it's just a switch puzzle but it's...not really well done. Been a rough draft for months because I'm bad at making puzzles, which someone else did the rough draft even:



As you can see, he tried. It's not BAD, but the problem is is that this is involved between two rooms, so doing stuff in one will do stuff in the other and whatnot. I don't know a good way of doing this though and it's arrrrgh! It's the ONLY puzzle in the dungeon (in fact, it's hardly a dungeon. These 2 puzzle rooms, the main room which has a boss, and then the main hub which has a boss and 4 rooms with nothing in it, then the last room with the last boss. It's exceptionally short compared to everything else in beta5, and is in fact THE shortest dungeon in the entire beta, and perhaps the entire game just about.

Meanwhile, I still need to find people who are willing to test the game out and/or map! Would really help to find what bugs are still in the game, what needs balanced, and all that, as well as actually get maps done/remade! Perhaps someone would be interested? Twould help a lot, that's for sure! T-T
CashmereCat
Self-proclaimed Puzzle Snob
11638
How does that puzzle work? I can design a puzzle or two for you if you want.
The main thing about this particular puzzle is that there is one particular switch in one of the rooms that is meant to lower the spikes in the main room so that you can cross into the main hub. The objective is to raise and lower the switches so that you can get to that one switch. In the screenshot above, you can see there are 3 different colored switches: Yellow, Red, and Blue. Any arrows that are pointing up are blocks of that color that are already up, while arrows that are pointing down are blocks of that color that are down (passable). Touching the switch will reverse these of that color.

So yeah, there's that. The rooms are mirrored too in their design (could probably rework the rooms as need be). Why the villain's hideout has such an elaborate puzzle like this for spikes, who knows! But it's better than just run into their stronghold, beat boss, go one room in, beat that boss again but with backup, then run into the last room and beat final boss of that area (yes, the stronghold is surprisingly small. I couldn't think of how to expand it at all...).

There's a couple other areas in the game that could probably use a much needed facelift on puzzles too, but that's for another time...
CashmereCat
Self-proclaimed Puzzle Snob
11638
Oh I see. Where is the end point of this puzzle?

Edit: If you give me a project file with only the building blocks of your puzzles (don't need any other materials of your project) then I can create a set of puzzles for you to use however you wish. Mostly it's just because I have fun playing around with this sort of thing.
The puzzle looks a little easy as you can simply hit every switch you come across once and just move on where you can go.
@CashmereCat: Sent.

@LightningLord2: That's the problem with the original layout too aye. Puzzles aren't my thing (those who have played my game in the past know how terrible some of my puzzles can be, or just ask LockeZ. 90% of them aren't very good...he knows! If it weren't for him, some of them would've been far far worse...^^;
Changed the damage and to hit algorithm in a new project. I don't think I ever had two projects with the same damage or to hit algorithm.
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
Rebalanced some weapons in P:A to be more and feel more powerful, added some encounters in Esperia's Tower (Stage 1 Act 3) and today I'll be working on the Saxxis boss fight.
Been adding trees into my voxel world today.
Ive actually started with static 3D tree models but Im thinking of changing them to voxels as well. A bit more testing is in order
I also added basic shadows. It basically just checks the few tiles above a voxel and if theres a block it colors it darker. I will have to add directionality in as well at some point

Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
I'm getting some major burnout from doing nothing but character busts and sprites for the past week and a half. Problem is, I'm not anywhere close to where I want to be. Since mapping in general is a huge weakness of mine, I decided to push back creation of tilesets until I learn to actually map well. At least A tiles. I still have some B-E tiles I want to do, but that's much easier to make. Silly me, allowing myself to get inspired by Luchino and unity and wanting to do everything myself. Bleh. It's a messy state of affairs.

Well, for now, I'm delving into parts of RM's mapping functions that I haven't really learned yet before making any new maps. Specifically, what the RTP can actually do. Maybe I'm just not inspired because I haven't actually seen what the RTP can really do? From what I've seen, those sample maps don't do RTP justice, which is what I've been drawing from until now. So my question is: Does anyone know of games that use VX Ace's RTP well that I can look at and learn from? I've been prowling around the games list for a while, but I was wondering if you had any recommendations?
I, at least for the time being, have totally given up on VX ACE. The reason? Well, there are many, not least among them 20XX being somewhere on the horizon. But really, I just hate the way water animates in Ace, which may seem like a minor concern but drives me crazy.

So who cares though, right? Well, the reason I thought I'd say something about it is because despite abandoning Ace I've actually just recently realized my goal of getting a pixel perfect 8-bit font to work. I ended up using the venerable but offbeat Dharm font, which you may recognize from the Evoker demo. Here's what it looks like.



Pretty kinda OK, right? Certainly if you're making an 8-bit game. Well, here's the file if anyone wants to use it. I'm using Victor's Sfonts script, which is an easy to use script from an easy-going and cuddly kinda guy. As always, this will probably be of limited use to most of the community, but if anyone has a need here it is.

BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
I've been doing that thing i do where I do nothing too much lately, so I'm gonna do something, on the train today I wrote out plans, to-dos and shit for P:A, now seeing the actual workload ahead, it's a lot less intimidating, so time to get this game done by the 30th. Yeeee!




Edited and resized a monster still to make a battlecharset. New character, Selqui. She's a mermaid type, so she's immune to water, and weak to thunder. She can't cast in areas that don't have either rain or some other source of water. She is immune to some effects because of her squishy body.

Because of not only party change system, but a number of background events, I'm needing to check through a LOT of common events. Then, I need to come up with a limit break for her.
nemojbatkastle that game looks awesomely retro. brings back memories of the FFLegend series on Gameboy. although the character on the right ruins it as he doesn't fit the rest of the style

Ive been working on adding in different tree types to my procedural world. it keeps throwing up errors though. I think I have my vertex counts wrong for the different surfaces. All my code is getting so messy I think Im gunna have to do a near total rewrite and clean it all up in order to fix my errors and make future additions easier to manage
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
Ahhhhh! So much progressssss!!!

Saxxis Fight 2- DONE!
Warth'og Fight- DONE!
Stages 1 and 2 of Act 3, done!
Stage 3 of Act 3, nearly done!

So a Bit more of Stage 3, then boom, Act 4! It will be along with the following two acts, fairly small in comparison to the 3rd. (which is huge.)
slash
APATHY IS FOR COWARDS
4158
I've been customizing the VX Ace battle UI for Bossgame. This has made me realize how much I miss scripting in Unity ;_;

But it's coming along! That said, I should be writing the script, but I think I'm scared to; I've got a mental block about it.