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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
author=kentona
If I can do it, people with artistic talent can as well!

Hi ho!
I've seen this so many times, and I just realized that the thing under the cowboy's head is some sort of collar clasp, and not his tiny body and tiny legs.
Started working on some new artwork for my entry.




I always loved her design.


Old high-res version.
Still. Doing. Dialogue. Ugh...

And now doing dialogue for a dungeon that I don't even have mapped yet, since I'm still waiting on it (but will have to wait a lot longer since his computer crashed and lost most/all of the data for that dungeon). I would just go to the next dungeon, but might as well get this dialogue down at least. That way I can make sure I keep on track with what's going on eventwise.

Currently on: Event #14/24 for beta5 events.
Remaining events left in main storyline: 34.

Still a ways to go! And that's not assuming that some of these are merged into other events too, which very well may be what happens so there's probably less events here than what I really have to do. But getting there! Though...I still have about that many dungeons left to map yet (ok, maybe not 34, but about 31. Which is still a lot of dungeons left in the game to do). Still looking for anyone willing to help with mapping at the very least to get some of these bad boys done! In fact, 8 of these dungeons are just remixes/upgraded versions of past dungeons so the tilesets should be very similar to the originals heh. Just more elaborate and difficult to get through. Heck, even discussing the story of the game, or discussing anything at all about the game, would help tremendously. Just...need someone to talk about it with. Haven't had anyone in months to talk to about the game. : <
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
Destressing with some art then I'll probably get back to working on P:A.
TW: lewd

Bloodwitch Descend

Yeah drawing this sorta shit is good for dealing with stress, apparently!

Version without wings.


author=Luchino
Started working on some new artwork for my entry.




I always loved her design.


Old high-res version.

Reminds me of Fire Emblem (though if that was what you were going for then I'll put on dummy hat).

Good job!
I'm designing a JRPG game with a neat twist which requires you to manage a machine outside of combat to become powerful in combat.

Basically, the game centers around finding sources of energy to fuel the machine (named the Gaea Machina or World Machine) in order to keep it functioning and therefore the planet alive. You also need to find parts to expand and upgrade the powers of the Tarot Engine, which allows you to use the World Machine to manipulate the planet, often at a major cost (other than the energy from the machine required) to fight the Hell Plague, which infects the planets core and feeds off of it in order to grow.

The game is meant to tell story in the style of Dark Souls, where players find information and piece it together themselves instead of using cutscenes and exposition to do so. Creatures and enemies can also be captured (a la pokémon or Shin Megami Tensei), trained, and equipped to help you fight.
LouisCyphre
can't make a bad game if you don't finish any games
4523
Trying to incorperate more things for players to purge/dispel during fights, like a DoT that cuts healing or a buff that makes the boss' casted abilities instant.

That said, I keep finding myself returning to "dispel this shield" or "purge this DoT," which isn't exciting if you have to do it every fight.

I'm open to suggestions for any other interesting states that are fun to remove.
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
Personally I've been bug testing a new l'Cie race for my Final Fantasy MUD for, like, two months now. I feel your pain.

@LouisCyphre: If all the player has to do is cast a single spell to remove the effect, and they have to do so to win, then it doesn't really matter what the effect is. What's more interesting is when the effect interferes in a way that the player can adapt to without removing it, or when removing the effect requires more effort than casting a single spell.

The healing-reduction and instant-cast effects are good examples of buffs that, if the duration were short enough, would make the player have to think and decide whether it were worth removing, instead of just automatically reacting by removing it. Other ones I like using that work well in almost any RPG include an ailment that increases MP costs, a buff/ailment that causes an enemy to get healed any time you heal yourself, and a buff that increases damage but only lasts one round.

The other option I mentioned is making the act of dispelling the effect more interesting. One way of doing this is to make the enemy buff itself gradually with multiple stacks of an effect. Perhaps it's a simple stat buff that gets more effective each time, or perhaps at 10 stacks the enemy unleashes a powerful skill. If the player's dispel ability is costly enough and/or has a long cooldown then they have to think about when to dispel the buffs, especially if multiple enemies are all doing that. This usually works best if a single cast of Dispel removes all the stacks. Another way of making dispelling more interesting is to make the buff only be removable by performing some more complex action, like a boss shield that only vanishes when the boss's MP drops to zero, an ailment that only vanishes when the player's HP or MP is completely filled up or when their MP drops to zero, or a serious ailment that explodes and hurts the rest of your party when dispelled so that you have to carefully plan when to dispel it. Maybe have a boss that summons adds and gains one stack of a buff for each add that's currently on the field, and killing an add removes a stack. Or an ailment that jumps to a different party member each time it's healed, and can't be permanently removed until the battle ends.
Very nice work there, Luchino.

I am adding more spells into the game, this one is done... but more awaits.



-------
i fixed graphic of the demon, it looks better now :

BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
Making a trailer for the final version of Perseverance, outside of that, I just been doing assignments and playing games.
Scrapped my IGMC entry ( as in, I threw it in the Recycle Bin and emptied it ), working on Tristian stuff and working on a test project in VXAce. Nothing noteworthy to show though, since its a fan game where I'm trying to replicate Fire Emblem Radiant Dawn and FE: Awakening's skills in Yanfly Engine Ace.





@zach, Laine's design was inspired by the FE GBA mercenaries.
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
Yeah I didn't even bother with the IGMC this year. I don't have the time nor do I have the patience to near kill myself just to be dismissed due to bias.

They'll never let me win, even if I bring them a revolutionary masterpiece. They fear me too much... and that's really sort of its own reward.

Working on the trailer, pucker your buttholes though, gonna be ages until it is done, and even longer before I release it, because it needs to line up with the games certain impacture.

I've changed the music, had two volunteers for VA (I get around!) and have absolutely no clue where I'll be able to find anyone who sounds even slightly like this.

The Diabetes Ward, maybe...

If you can do a voice like that, PM me immediately, there's money in it for you!
Ahhhh, knew it. Right as I saw that design I thought of Lyn.

Anyways, inbetween Treasality production, I've been heavily editing IB3 (gameplay, graphics, some new dialogue here and there and slightly redone maps) because I'm planning on releasing a new version of it eventually. Here's a screen showing off the new font.



And the heavily redone stat distribution menu. There was absolutely no point to all of those stats since they didn't really affect the game at all, so I nixed 'em.



I like the new font a lot, since it's more legible and fits the semi-cartoony nature of the game more than the Chrono Trigger-style font in the prior version.
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
Well, I took Brutallus' advice and tried my luck.
http://tindeck.com/listen/odmcv
This'll sound good when someone does it who isn't a fucking chipmunk.


getting diverted from my purpose while trying to event cutscenes and creating COMEDY GOLD ¯\_(ツ)_/¯
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 l'Cie race is live! It doesn't really play quite like FF13 l'Cie, since it still uses the FF Tactics job system. You can set three paradigms, each with a job, a counterattack, and a crystarium. Instead of having a job and a secondary commandset like most characters, you can switch paradigms mid-battle to change between these three jobs. The crystariums offer various bonuses and also change how you build Chain Bonus.

Chain Bonus works almost exactly like it did in FF13, except it persists from one battle to the next now - some crystariums let you build its power while others let you refresh its duration, you get stronger the higher it is, and when it hits 100% you can enter Stagger mode for a big temporary bonus.



Really happy with this, though Rynn did most of the work. I don't have time to work on my game because I'm too busy managing all the work he's doing for my game OTL
Marrend
Guardian of the Description Thread
21806
Somewhere between writing the next story mission for Myriad Cypher and being Suikoscrewed (I'm already about to infiltrate Soniere Prison?), I got to thinking about replacement graphics. There is a half-thought in regards to ripping some models from Privateer 2 - The Darkening. How permanent the rips would be isn't quite known, but, it would be a hell of a lot better than using the RTP battlers I'm currently using.
Trying to think of how to design my last class in Boss Gauntlet - right now, I made him able to switch stances to have different playstyles - Shadow Stance boosts his attack and magic attack and Blood Stance grants him 25% lifesteal. I'm thinking about what would be an elegant way for him to have different skills / skill effects depending on his stance.