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Haven't been able to get much done, but now that I have my internet running at a good speed (moving router and all that), that is subject to change starting this weekend.
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
Been rousing my employees into doing things! Xiie is working on updating the HUD to be less MSpainty, Aku is doing some replacement work, and finished Xepps faceset, so this game by the end will have very little by me, artwise!

Hell Keep starts playing in my head.
I'm working on a Mario vs. Donkey Kong 2 port for RPG Maker 2003. All that game stuff and data is on another laptop, though.
Cap_H
DIGITAL IDENTITY CRISIS
6625
During summer I started working on this concept of a one-tile 16x16 microgame. I haven't got far, ended up with sprite template, two fonts and bunch tiles and faked screenshot. I couldn't find out how to fit dice based battles within the screen, so...
I planned to do text document with dialogues, which would be marked with numbers and letters. The story was about a guy who is building the final dungeon for legendary heroes of his world.
It probably will end up being as bunch of scaled up resources for 20xx.
All the graphics were made utilizing my celly and Dotpic.



Fixing so many bugs that I have no idea why they're happening. And trying to get an ability to work. Turns Elapsed is definitely no good for what I want to do.





I wanted to make it so that these ended after the user (same character, but different times as a boss and as playable) has taken their 3rd turn. However, that doesn't seem to be possible with Turns Elapsed like I thought (I thought that it wouldn't check the Turns Elapsed UNLESS the switch was on. Turns out it checks it that many turns regardless). So Turns Elapsed is completely useless for this...how can I go about doing this?! Or is it even possible?

Also fixing up enemy AIs and the like still. So much fixing up, not enough time! >_<
Just finished adding an elemental balance system to standardize things across the game. Since they can't rely on knowing what exact enemies they will run into and what weaknesses they have, instead besides my equivalent of light/dark elements working better on undead/corruption respectively, each element now has a chance of adding an element specific status debuff to enemies it hits. Easier to plan party balance out around that.

Aiming for 32 characters for the next release (at 29 right now), and adding a dozen new missions to more than double the mission number.
author=Xenomic
Fixing so many bugs that I have no idea why they're happening. And trying to get an ability to work. Turns Elapsed is definitely no good for what I want to do.





I wanted to make it so that these ended after the user (same character, but different times as a boss and as playable) has taken their 3rd turn. However, that doesn't seem to be possible with Turns Elapsed like I thought (I thought that it wouldn't check the Turns Elapsed UNLESS the switch was on. Turns out it checks it that many turns regardless). So Turns Elapsed is completely useless for this...how can I go about doing this?! Or is it even possible?

Also fixing up enemy AIs and the like still. So much fixing up, not enough time! >_<


I think I know why this is happening. When you pput 0 + 4x you are telling it turn 0, and turn 4, 8, 12, etc. I've had some stuff go off immediately. Like that. Switch to either Hero (1) takes 4 turns, or turns 4+4x.
That won't work though, because then it'll still check for it on those specific turns. What I'm aiming for is the ability is used, and then after the ability is used, after X amount of turns has passed (in this case, 2-3), the effects wear off. Using the Turns Elapsed at all won't work because it doesn't check for it after a switch is on. Rather, Turns Elapsed will continue to run regardless, so you can end up getting no turns, 1 turns, or 2 turns while the effect is active.
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
Heavily considering ceasing work on P:A and moving into Game Maker instead. This lag is virtually unfixable and ugh it's gross.
Since my notebook is crammed full of missions/characters, and my last two days at work were fairly quiet, I decided to start figuring out a way to organize things so I don't just have over a hundred loose missions with only a few story arcs. As such, started writing up some blurbs on organizations in the world of my game, that I can base stories around without being full on 'arcs', yet still being related.
Porkate42
Goes inactive at least every 2 weeks
1869
FINALLY managed to get the quest journal into the menu script I'm using.
Also I'm learning how to use more advanced tilesets like for houses.
Here's a village that's almost finished.

EzVid doesn't record sound, WHY?!
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
Working on character redesigns currently, one of my collective made a really hype rendition of Pep.

Manic expression: check
Bad hair day: Check!
Rad costume: HELLA CHECK!
Also Bomb Glove hell yea!
I somehow got sidetracked from my actual game and I'm working on designing a pen and paper rpg. It's based on the mechanics of Oracle of Tao, with its weird environmental condition system.
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
Documentation for the Unity 2D project, 21 slides just of gameplay stuff... then another 48 on story stuff. :0

Don't let it get around but... I'M LIKIN' THIS LINE OF WORK!

We're designing character costumes, and my friends have taken to redefining Pep with gusto!
Member XV: http://i.imgur.com/eqbCD9d.png
Member VIII: http://i.imgur.com/9JucDAH.jpg

God this is actually super awesome!
Porkate42
Goes inactive at least every 2 weeks
1869
I'm making a horror game
I recognize that sound in the end,it from tom and jerry..why did you use it?
I love how the mewtwo looking character spouts said sound
I'm working on not working myself to exhaustion getting my project done.

I think we've all been there; where a project is so close to completion that you just don't want to stop until you hit the next major milestone.

Well, to be more specific, I'm working on all of the cutscenes related to the final boss fight and epilogue. I have them all written out and mentally planned in my head; it's just eventing it all is what needs to be done.

After that, I'll be doing a robust debug run of the game and touching up some stuff ...and then there probably won't be much else to do after that.
Porkate42
Goes inactive at least every 2 weeks
1869
I actually did remove the line because it was forced.
It was a reference.
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
Trying to get basic movement worked out in Unity2D, understandably, frustration is happen.