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Got a short project I've been working on, and I'm almost half-way done. The bulk of the gameplay will revolve around dungeon crawling, and its battle system. Not so much puzzles this time around, but combat, and combat challenges, etc.
The player has no levels, and levels stats by purchasing attribute-raising items from the game's currency system. Right now I'm trying to break the system as I play test through it. It's not easy finding that balance of "easily affordable" and "not worth it".
The game is divided into four "realms", each with its own flavor, story, etc. Furthermore, all characters have unique abilities they learn after completing one of these four areas. In addition to these abilities, they can also purchase a variety of spell-rings, equipping up to three extra spells at once and swapping them with their other party members at will.
It's coming together nicely to be a good short game, maybe no longer than a few hours when I get done with it. I will be a difficult game, so I'm thinking of adding a difficulty selector to the start.
Edit: Obligatory first-of-the-new-page edit.
The player has no levels, and levels stats by purchasing attribute-raising items from the game's currency system. Right now I'm trying to break the system as I play test through it. It's not easy finding that balance of "easily affordable" and "not worth it".
The game is divided into four "realms", each with its own flavor, story, etc. Furthermore, all characters have unique abilities they learn after completing one of these four areas. In addition to these abilities, they can also purchase a variety of spell-rings, equipping up to three extra spells at once and swapping them with their other party members at will.
It's coming together nicely to be a good short game, maybe no longer than a few hours when I get done with it. I will be a difficult game, so I'm thinking of adding a difficulty selector to the start.
Edit: Obligatory first-of-the-new-page edit.
working on different animations for main sprite.
Is this demon hand ?

also changing menu gfx. So much work to rework -_-

Is this demon hand ?

also changing menu gfx. So much work to rework -_-

@Rebezion
Yep, pretty much looks like a demon hand! I take it the idea is that the knife itself is becoming the demon, and the way it appears to me is that, temporarily, the demon mouth takes over and materializes out of her entire hand and wrist during the attack before going back to normal. Pretty cool effect.
Nice menus. Are you making your own fonts?
Personal Update
2 of 4 worlds complete in my new project. I'll likely submit a game page after I finish one more and start wrapping up the ending. Then it should be some minor tweaking from there until release.
Yep, pretty much looks like a demon hand! I take it the idea is that the knife itself is becoming the demon, and the way it appears to me is that, temporarily, the demon mouth takes over and materializes out of her entire hand and wrist during the attack before going back to normal. Pretty cool effect.
Nice menus. Are you making your own fonts?
Personal Update
2 of 4 worlds complete in my new project. I'll likely submit a game page after I finish one more and start wrapping up the ending. Then it should be some minor tweaking from there until release.
Working on implementing voice triggers now that I've gotten voice acting delivered. This particular attack involves mashing the X button as fast as possible, and results in a hilarious cacophony. So, yeah, volume warning.
(Note, the effects are still rough, and I'm still awaiting some "victory" music).
(Note, the effects are still rough, and I'm still awaiting some "victory" music).
author=Deltree
Working on implementing voice triggers now that I've gotten voice acting delivered. This particular attack involves mashing the X button as fast as possible, and results in a hilarious cacophony. So, yeah, volume warning.
(Note, the effects are still rough, and I'm still awaiting some "victory" music).
I've been watching too much Jojo.. I expected a bunch of ORAORAORAORAORAORA
I've noticed some developers using 1-tile high walls as a game aesthetic. However the RTP lends itself to 2-tile high walls. And sometimes, well, you just want that old-school 1-tile feel.
So I've been working on some 1-tile RTP edits for Ace and will probably put those up in the resources soon. I've got exterior, interior and dungeon B-tiles done. They're not perfect, they're not the best, but one of my friends said they looked cute. They certainly fit the whole 1-tile aesthetic for those who want to make a game like that. So I'll be finishing up all the Ace B-tiles soon and will probably upload them, then I may consider editing Ace C tiles as well.
Here's a sample.

So I've been working on some 1-tile RTP edits for Ace and will probably put those up in the resources soon. I've got exterior, interior and dungeon B-tiles done. They're not perfect, they're not the best, but one of my friends said they looked cute. They certainly fit the whole 1-tile aesthetic for those who want to make a game like that. So I'll be finishing up all the Ace B-tiles soon and will probably upload them, then I may consider editing Ace C tiles as well.
Here's a sample.

I'm working on refining on the new Dragon Ascension update (fixing bugs, balancing, etc.) I'm also working on the new town. (Rockmor) and the new battle arena. I'm also going to be editing the game page for the new update! Bye!
I just realized that a bunch of the decorative events I put in my towns were accidentally set as "parallel process" through an egregious cut/paste error! So I'm now going back through my maps (like 100+ grr!) and fixing them all.
Also, experimenting with some anti-lag scripts. Yami's seems to work the best. Theo's was giving me an error and doesn't seem to like the "map overlay" script I'm using.
Also, experimenting with some anti-lag scripts. Yami's seems to work the best. Theo's was giving me an error and doesn't seem to like the "map overlay" script I'm using.
Trying to figure out how to get MV to read from an android expansion file (OBB)
I feel like I'm infuriatingly close as I've managed to find where it loads in files and such (rpg_managers.js starting on line 676 or so, it seems) so I just need to figure out how to access the OBB from there.. I'm probably going to have to implement my own Js and load it in through the index.html before I'm done
EDIT: after ~2 days, I managed to get the entire thing into Android Studio and can compile an APK from there.. Now all's left is to import the needed extension libraries, implementing them, and then binding the Javascript to the needed methods
And yes, it's much harder than it sounds.
I feel like I'm infuriatingly close as I've managed to find where it loads in files and such (rpg_managers.js starting on line 676 or so, it seems) so I just need to figure out how to access the OBB from there.. I'm probably going to have to implement my own Js and load it in through the index.html before I'm done
EDIT: after ~2 days, I managed to get the entire thing into Android Studio and can compile an APK from there.. Now all's left is to import the needed extension libraries, implementing them, and then binding the Javascript to the needed methods
And yes, it's much harder than it sounds.
Made my first battler for the project I'm working on!
I'll do something interesting with the battle background later. -_-
Nothing super fancy or whatnot like the rest of everyone else here be doing. Just back to work on main game, finally testing things and fixing them up. Now that I have these bosses fixed up (bar adjusting stats, and bar making this one boss not stealing when she's not using the Steal ability...), I can progress with the story! Gotta make a new enemy and two bosses for this upcoming section, but it's actually going to be easy for the bosses since I have the gimmick and moveset in mind for them already. The enemy I'm debating about what to do with it.
Gonna have a fun time coding new stuff for Hope's new skillset. Only 2 battle events will really be needed I think, but not sure yet. I still need to make Chaos's skillset too, but that shouldn't be very hard. Once those are done, all that's left is to fix up the events for this area, then make a mini-dungeon leading to next dungeon, and then go from there!
Also still trying to really get the ResistControl plugin to work as I want it to. Debating on how to best go about it so that I can get rid of my Armor Elemental/Status Bless systems, or at least dummy it out...
Gonna have a fun time coding new stuff for Hope's new skillset. Only 2 battle events will really be needed I think, but not sure yet. I still need to make Chaos's skillset too, but that shouldn't be very hard. Once those are done, all that's left is to fix up the events for this area, then make a mini-dungeon leading to next dungeon, and then go from there!
Also still trying to really get the ResistControl plugin to work as I want it to. Debating on how to best go about it so that I can get rid of my Armor Elemental/Status Bless systems, or at least dummy it out...
Equipment.
equality.
Black Panties - 4* Psionic Armor/Accessory
:stats:
Please don't tell Xian. When struck, the attacker may become distracted and fail their action (20% chance). Each turn, your hate is reduced by 20%.
Sweaty Jockstrap - 4* Primal Armor/Accessory
:stats:
Please don't tell Greg (that we know he left it on purpose). When struck, you inflict very low Primal spell Degen on all enemies. Each turn, your hate is reduced by 20%.
equality.
1. found out that one could add achievements (or any of the Google Play services, aside from multiplayer) to their APK version of their MV game after code to get expansion support is in place as all that's really needed is for MV's javascript to see the native java code. About to have fun with that one
2. Probably going to have to code own DownloaderService for said expansion support because the cordova plugins I use cause the app to hang indefinitely, will see after I see if this fix I have works.. Fun stuff since the plugins allowed me to be non-specific about the version number and size of the expansion while the google defaults force me to keep track of both version number and byte size of the file itself (which, while probably a lot better to do, I'm too lazy to do =3= )
2. Probably going to have to code own DownloaderService for said expansion support because the cordova plugins I use cause the app to hang indefinitely, will see after I see if this fix I have works.. Fun stuff since the plugins allowed me to be non-specific about the version number and size of the expansion while the google defaults force me to keep track of both version number and byte size of the file itself (which, while probably a lot better to do, I'm too lazy to do =3= )
author=Ratty524
Made my first battler for the project I'm working on!
I'll do something interesting with the battle background later. -_-
Wow! Anything you can tell us about this project? I'm interested :D
author=Craze
Equipment.
Black Panties - 4* Psionic Armor/Accessory
:stats:
Please don't tell Xian. When struck, the attacker may become distracted and fail their action (20% chance). Each turn, your hate is reduced by 20%.
Sweaty Jockstrap - 4* Primal Armor/Accessory
:stats:
Please don't tell Greg (that we know he left it on purpose). When struck, you inflict very low Primal spell Degen on all enemies. Each turn, your hate is reduced by 20%.
equality.
Hehehehe, nice!

I'm working on a new game for a few weeks now. Will be made in Unity5. But I have to learn to learn a lot xD
For now, I have a ghost with full controls. (Floating, jumping)
And from today on also 3 cubes, which can be dragged around by the ghost....
This can only be done, while they are in the glowing radius.
author=Craze
i'm impressed with how poorly mv does the "u can make mobile gam" bit.
You can spit out your game in APK/iOS form rather quick, I'll give it that, but I'll agree that it all becomes real advanced once you want to go beyond that..
EDIT: and fighting google's own API the entire way as it either uses deprecated code or just hates you and everything you want to do
EDIT 2: it's all a shitfest and hopefully whatever god you may pray to sees it within their generosity to aid you on your quest
It's the first time RPG Maker has done it on their end and I'm willing to hope that it'll get better/more comprehensive as it (hopefully) evolves
author=Lucy_Fox
I like this; is it going to be some sort of puzzle game or..?

























