WHATCHU WORKIN' ON? TELL US!
Posts
author=BowelMovementThat happened...
Speaking of, my homework involves board gam mak.
I am eager.
And I presented it in spades...

Why the hell do they not give us homework like that
Oh thank you young man, now how about you g̡̩̤͕̜͈̭i͍̭v͙̣e͔̲͜ ̢͎̞m̵͙͈͖e̺̺̭̘̥̥ a̩ ̷̭̰͖h̯̜͈̼͍ug̦̦̻̙͚͝
author=SatedOops! I was only gonna include one but then made it two and forgot to update plurality. Dearie me!
You used die when you should've used dice!
Ah well, I got a lot of compliments on my presentation so I guess it was fly.
author=FroggeI think this is the fifth time I've been asked this, and there's not a whole lot I can say other than the course is pretty damn awesome in that it's geared entirely towards game devs, is managed and run by gamers and game designers and they like to make it as fun as possible.
Why the hell do they not give us homework like that
Australian TAFE is severely underrated.
Just finished turning this.
into this.
I'm compressing and editing a massive amount of pictures, and trying to figure out which ones I won't use. And then trying to figure out whether to have a commercial game (I'd want to have largely uncopyright everything, and music is not something I'm great at).

into this.

I'm compressing and editing a massive amount of pictures, and trying to figure out which ones I won't use. And then trying to figure out whether to have a commercial game (I'd want to have largely uncopyright everything, and music is not something I'm great at).
Agreed. It looks like it was hacked up in mspaint in 5 minutes.
I needed a test bed for Mode-7 related goodies. My goal is to make vehicle movement (FF6 style controls) in DynRPG that don't require extra events so I spent yesterday working on this:

Guess the race track :3
I kind of want to eventually turn this into a community project where everyone makes a track, but I gotta finish the mechanics first!
RMN Grand Prix?
I needed a test bed for Mode-7 related goodies. My goal is to make vehicle movement (FF6 style controls) in DynRPG that don't require extra events so I spent yesterday working on this:

Guess the race track :3
I kind of want to eventually turn this into a community project where everyone makes a track, but I gotta finish the mechanics first!
RMN Grand Prix?
WOW PEPSIIIIIIIIIIIIIIIIIII THIS IS SUCH A COOL IDEA
as for the map itself it's not exactly a sight but its still pretty cOOL AND I CAN'T WAIT TO PLAY IT
as for the map itself it's not exactly a sight but its still pretty cOOL AND I CAN'T WAIT TO PLAY IT
Starting sometime this week, I'm most likely going to resume production on Treasality, since the middle of September is in just a bit over a week.
Spent a good chunk of the morning worrying about how to make a 'medipack' accessory work, so healing and other items are only usable by equipping it...scrounged the internet for scripts...realized that the database has a tag for gear called 'add skill'. Feel stupid.
Agreed. It looks like it was hacked up in mspaint in 5 minutes.
It was actually done using IrFanView and iDraw in about 3 hours, thanks guys. Not all of us can afford the bloatware pricing scheme that is Photoshop. This is pretty much the best stuff I can find for free, and I had to shrink her down to fit into a panaroma sized picture (fuck partial body pictures). So sure, if you wanna do better, whatever, the proportions screwed up, but I wanted the girl's whole body there.
author=SnowOwl
Good job turning that picture into a malformed dwarf.author=Sated
My thoughts exactly. Not to mention the artefacts that remain around the outside of the silhouette, or how horrible the text and heart look due to the lack of anti-aliasing on the edges.
Thank you! I'm loving the 320 x 240 constraints btw. I dunno how to anti-alias.
Currently working on creating text and choice events for a dating sim. Trying to figure out how to organize it so that the choice system won't take a bazillion pages.
It might be easier to edit it in GIMP. it's free, pretty stable, and it has an indexed mode (as well as different ways to convert and simple palette editing).
Lately I've been working on a project related to SBARG 1.5 lost pawns. It's going to be a fairly short adventure, probably a little over an hour long. I'm like, 75% done with it, though I still have to put together the final dungeon and everything in it, in addition to fixing up a bunch of other things.
Today I plan on trying to put the final dungeon's tileset mostly together.
Here's something I whipped up last night with an edited rtp chest and some dude that'll be appearing in the game.

Lately I've been working on a project related to SBARG 1.5 lost pawns. It's going to be a fairly short adventure, probably a little over an hour long. I'm like, 75% done with it, though I still have to put together the final dungeon and everything in it, in addition to fixing up a bunch of other things.
Today I plan on trying to put the final dungeon's tileset mostly together.
Here's something I whipped up last night with an edited rtp chest and some dude that'll be appearing in the game.

What about just reducing the width? I tried that and it seemed more proportional.

Can't fix the picture though, as there's too many layers. I'd have to recreate.

Can't fix the picture though, as there's too many layers. I'd have to recreate.
Currently revamping abilities using the RPS+ plugin (which is super awesome) so that some abilities aren't used so much over others (AoEs being the prime suspects here for playable characters). I already got physical attacks missing against Blink (regular and skills), which some argue is too good, but will have to see through testing, and got a proper Reflect system going (only specific skills will be reflected now). I just need to add cooldown times to skills and a Delay Attack/Buster effect to some other abilities, and that should be enough to balance skills!
Then I got monsters to rebalance. Already got the first two boss fights of the game completely changed and updated, as well as the 4th boss (don't know what to do to make the 3rd boss better, and 5th boss is alright as she is I feel). May need Locke's help more on that front since he's really good at coming up with ideas for that.
Then finally, fixing up bugs and whatnot with maps and dialogues and events and all that fun stuff. And after that? Adding the monsters/treasures to beta5 and rebalancing what's there already! As well as remapping some older maps! So much work...oi yo yo!
Then I got monsters to rebalance. Already got the first two boss fights of the game completely changed and updated, as well as the 4th boss (don't know what to do to make the 3rd boss better, and 5th boss is alright as she is I feel). May need Locke's help more on that front since he's really good at coming up with ideas for that.
Then finally, fixing up bugs and whatnot with maps and dialogues and events and all that fun stuff. And after that? Adding the monsters/treasures to beta5 and rebalancing what's there already! As well as remapping some older maps! So much work...oi yo yo!
Got the last blog of my current character crop out of the way, so that means I can go ahead and add to the list. Next update will be a pure content set, characters/missions/items/etc. I have over twenty characters sitting in my notebook crying out to be developed, so...gotta get to work.
Edit: Two hours of devving, an hour of debugging later, and we now have a pugilist mage who can summon gemstones. If she attacks normally while the gemstones are up, they are used up and deal major damage.
Edit: Two hours of devving, an hour of debugging later, and we now have a pugilist mage who can summon gemstones. If she attacks normally while the gemstones are up, they are used up and deal major damage.



























