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Currently working on designs for a new project. It's challenging to incorporate animalistic features into characters, but I'm trying and it looks good so far. I'm really happy that this little guy actually LOOKS like a deer. An eldritch-esque, mask-wearing centaur is certainly something I haven't drawn before. But Hershel's a cutie, ain't he? =D He still lacks some more growths on his body and some cute details to upset the horror aesthetic, but still. Fond of him already. Anyone interested in playing a game where the player is a Wisp who, throughout the game, gets a new 'husk' (not unlike the type of body Hershel has, though the exact animal is determined through actions that the player takes) while fighting monsters with eldritch-like animal-human hybrid companions in a dark, haunted forest where lost souls go?

Currently working on the next iteration of Tunnels of Doom. I want to improve the what the characters say when picking up items, because right now it's totally random and sometimes doesn't make sense in context.
For example, a character might pick up a sword found in the dungeon and say: "This is a fine sword, I will definitely make use of it!". But it doesn't make sense to say this again if they get another sword, or already have better weapons.
So.. the challenge is to remove the randomness, and add logic to determine if what item you are picking up is better or worse than what you are already using, and then talk appropriately.
For example, a character might pick up a sword found in the dungeon and say: "This is a fine sword, I will definitely make use of it!". But it doesn't make sense to say this again if they get another sword, or already have better weapons.
So.. the challenge is to remove the randomness, and add logic to determine if what item you are picking up is better or worse than what you are already using, and then talk appropriately.
This is a mock up of the title screen for a short project I'm working on while taking a break from Steel Spirit SaGa. I know it's bad, and I'm not happy with it, but I'm mot sure on how to make it better.


Maybe have the lights flicker in and off, maybe showing different scenes each time- if possible. Like one flicker it shows the default title, then it shows some torture or alchemical equipment, then it shows a corpse or body parts, then it flashes back to default. Or maybe if you can work it have the necromancers eyes follow the mouse around. Something like that, to really sell the creepy horror aspect of it.
author=Waxius
Currently working on the next iteration of Tunnels of Doom. I want to improve the what the characters say when picking up items, because right now it's totally random and sometimes doesn't make sense in context.
For example, a character might pick up a sword found in the dungeon and say: "This is a fine sword, I will definitely make use of it!". But it doesn't make sense to say this again if they get another sword, or already have better weapons.
So.. the challenge is to remove the randomness, and add logic to determine if what item you are picking up is better or worse than what you are already using, and then talk appropriately.
Are the types of weapons randomly generated, or is there a distinct list of pieces of equipment such that you could apply some kind of coherent hierarchy to it?
Well the title screen does animate. It's a short loop of the necromancer studying. I think what bugs me is the palette of the image doesn't match the palette of the text.
author=Desertopa
Are the types of weapons randomly generated, or is there a distinct list of pieces of equipment such that you could apply some kind of coherent hierarchy to it?
Yep, the weapons are randomly generated, so it's possible to find a dagger, hand axe, or sword all on the same level. On higher levels, the lower weapons will no longer appear. The good news is that it's pretty easy to determine which items are better, and I've already implemented the "Auto-Equip" feature so that a character will drop the dagger and pick up the sword. All I have to do now is update the logic for the character dialogues away from the random phrases into something more purposeful.
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
I definitely messed up the white borders on the text, but I think a color scheme more like this would work:


author=Waxiusauthor=DesertopaYep, the weapons are randomly generated, so it's possible to find a dagger, hand axe, or sword all on the same level. On higher levels, the lower weapons will no longer appear. The good news is that it's pretty easy to determine which items are better, and I've already implemented the "Auto-Equip" feature so that a character will drop the dagger and pick up the sword. All I have to do now is update the logic for the character dialogues away from the random phrases into something more purposeful.
Are the types of weapons randomly generated, or is there a distinct list of pieces of equipment such that you could apply some kind of coherent hierarchy to it?
So, I have next to no knowledge of scripting, but it sounds like it should be feasible to event this if you assign distinct "levels" to the equipment, and each time you pick up a piece of equipment you set it to check the variable represented by the highest level of equipment you've picked up, and if the level of the new equipment is higher than that, it stores that as the new variable. So say you have a level 8 weapon, and you find a level 9 one, you can set it up to give dialogue based on the difference between the level of the new equipment compared to what you already have, and then make the 9 your new weapon variable.
There are probably more elegant solutions for people who're proficient in scripting, but I think it should at least be feasible to do it this way, if you don't have a huge number of weapon levels to manage.
author=Desertopa
So, I have next to no knowledge of scripting, but it sounds like it should be feasible to event this if you assign distinct "levels" to the equipment, and each time you pick up a piece of equipment you set it to check the variable represented by the highest level of equipment you've picked up, and if the level of the new equipment is higher than that, it stores that as the new variable. So say you have a level 8 weapon, and you find a level 9 one, you can set it up to give dialogue based on the difference between the level of the new equipment compared to what you already have, and then make the 9 your new weapon variable.
There are probably more elegant solutions for people who're proficient in scripting, but I think it should at least be feasible to do it this way, if you don't have a huge number of weapon levels to manage.
I appreciate the help. I'll begin implementing this throughout the week, and hopefully will have my next version released in about 10 days or so. While you may not be great at scripting, from the look of your game description, you ARE good at writing! I've downloaded and subscribed, and I should be able to check it out this week.
author=LockeZ
I definitely messed up the white borders on the text, but I think a color scheme more like this would work:
Wow. That works really well thank you. What I might do is try a few different colours in that scheme to see if any others work. But if all else fails I'll use that one. Thank you again.
Been refactoring my event-based custom battle system. Many years-old event code at this point. Took a while to parse what I was thinking back forever ago, but I made things a lot more manageable and things will be easier to develop moving forward.
author=narcodis
Been refactoring my event-based custom battle system. Many years-old event code at this point. Took a while to parse what I was thinking back forever ago, but I made things a lot more manageable and things will be easier to develop moving forward.
Same! I started my project 4 years ago and hit a stumbling block... just recently picked it up and now development is moving right along! Looking at old code and thinking "How the heck did I do that??"
Also.. I just subscribed to "The Looming Spire". It looks incredible, especially the heads up display!
I'm currently re-working my long-running project, Monstructs: Makers and Mayhem. I curious if I should make a whole new Page for it as well.
I was juuust starting to get back to work on my stuff again when I got blindsided by a "RTP only" game jam on itch.io, and now I'm probably going to dive in. XD
After a bunch of thinking about what to make as I'm not allowed any plugins/scripts, I came up with the idea of defending/preparing a town for a given number of days as you build up to a final showdown of some kind.......Only to then realize that I can't use my signature Aggression Combat System which was designed to make the basic combat system really engaging.
...Because my combat system also has the effect of not being a resource grind, since HP is easy to heal and MP regenerates. So I either have to come up with a whole new combat system that limits how long the heroes can be out fighting stuff, or do something like tie exploration to a timer.
Decisions decisions...
After a bunch of thinking about what to make as I'm not allowed any plugins/scripts, I came up with the idea of defending/preparing a town for a given number of days as you build up to a final showdown of some kind.......Only to then realize that I can't use my signature Aggression Combat System which was designed to make the basic combat system really engaging.
...Because my combat system also has the effect of not being a resource grind, since HP is easy to heal and MP regenerates. So I either have to come up with a whole new combat system that limits how long the heroes can be out fighting stuff, or do something like tie exploration to a timer.
Decisions decisions...
I'm trying to figure out how to make a paralyze status effect that has a 20% chance of skipping a turn in battle in RMMV. Can't seem to figure it out.


























