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Announcement

We are Androids

Have an Android phone? Ever wanted to play some good ol RPG Maker games on the go? Oh boy do I have some good news: Fall of Darkness will be making its way to Android. Yeah, I've finally got that end of the game down pat; even better is that I've already got the entry up on the Google Play Store (thanks to finding out how expansion files work so I can get a game >100MB up for download) so, when everything's done and ready to launch, you'll only need to wait a bit for the store to update and nab it.

So what does this mean?

  • Achievements: Yeah, we got them. Go kill X things and get some more internet points
  • Automatic Updates: As a bonus of being a store app, when I push an update you'll get it as soon as it gets through assuming you've set your device to allow such things. This has the added bonus of allowing me to break things entirely and you'll get that almost immediately :3
  • IT'S ON YOUR PHONE: or, really, any 16:9 capable device will suffice. Point is you get to pla gaem on the go and I promise it wont run like absolute crap (but maybe just a little, no fault of my own)


And those running on Windows/OS X (since its HTML5 wrapped with an executable/app) or the Web/HTML5? Well, since good ol Goog's Games API is cross-platform, they've got code to let me slap things like achievements into those versions as well (assuming after I give them a blood sacrifice or two) so you'll be getting a bit of the good stuff if I can get it to function in a way I can find satisfactory.

UPDATE: Can't be done due to how Windows/OS X wraps it. HTML5 via browser should work just fine, though.. If only that were an option I could actually use =3=

Those on iOS may have noticed quite the lack of anything for them. Unfortunately, while I do have access to a VM running the latest OS X and can code rather well on it, I do not have any of the licenses required to be able to even create an IPA much less stick it on Apple's store so you can actually get it. Point is, you'd probably need to jailbreak your device to have a chance, but I'm not even sure if the workflow for developing a jailbreak app even follows the same path as a normal app would.

Don't fret, though, as I'll leave it as a planned platform for when I have income to support the yearly fee as I'd rather not have to charge people for that or face a constant drain on (already kind of tight, thanks college) funds and if I can find out if the API really needs to be done using Objective-C, which I'd have to learn, or if I can stick with Swift, which I'm already kinda familiar with.

UPDATE: crosswalk has iOS libraries, will be experimenting with this when I have the chance so the framework is in place for when I do get a license to distribute and stuff

TL;DR: After a few weeks of a personal hell, Android support is totally there. OS X/Win/Android get achievements and shite via Google APIs (requires Google account to use, though, which may be a turn-off for some but I'd like to keep it consistent with the Android version). iOS is planned as an eventuality assuming it plays at least as nice as Android did


Yeah, you get this which is totally going to change by the time stuff gets released. Proof of concept and all that


I'll see ya'll on the flipside, I need me some sleeps so I can finish my noobish SMBX level and jump right back into this now that I don't have to stare at Java code for hours

Announcement

Dad's back with a new script (and engine)

Right, it's time for a good ol wash of the slate. Why? Looking back, I started way too damn big; there was no way someone of my caliber was going to pull that big list of features off and everything else be fine and dandy. Not to mention that half, if not all, of the sites I used for assets had disappeared, leaving me kinda screwed if I needed anything that fit with what I had.

So I hit the big restart button and, while I was at it, moved over to RPG Maker MV.

Some of the pics uploaded now are from the new prologue; something that I thought really needed a redo to flesh out why some of the events were, well, happening. Focusing less on whether graphics matched or not leaves more room for additional planning tasks as well, so hopefully it turns out better than what I had (I still cannot, for the life of me, name people).

This thing's getting toned waaay the hell down: no more giant list of features that'd take me forever to accomplish with absolutely no experience in much of anything. So, now, a bigger focus can be shifted elsewhere (like mapping, I swear). Bonus is no more worrying which script out of 20+ is breaking and having to dig through a bunch of Ruby I don't understand trying to figure out why!

I also plan to go the episodic route and, unlike Valve, actually try to keep the updates between them relatively frequent (college schedule allowing). Not only does this make me feel like I'm accomplishing shite, but everyone gets the game faster (YMMV thanks to MV's larger project sizes). Another reason is I tend to do a bit better with smaller things, IMO; I just seem to work better with things like smaller maps and such so I figured doing small bits of the overall story at a time should work more or less the same.

Whelp, I'll see you guys around! I get to go to school tomorrow and learn not RMN things

PS: I also promise to add more screenies as I go along, nothing to spoilerific.

Game Design

Rewrite pending; also, not dead

So this had been festering on my drive for quite a while, and I decided to peek back into it.. Yeah, not quite as quality as I remember. What am I gonna do? Rewrite the damn thing.

Upside is I didn't have much done on it to begin with to make starting over that horrible.

Why would I do this? Well, I ended up making a D&D 5e campaign in this very setting that I'm runnin with some mates and, frankly, I like it more than what I've got here. None of the backstory/lore changes at all, really, though times shift around a bit so it's not like I'm having to re-do the entire ding-dang thing. Hopefully, I'll come up with something less.. cringey than what I have currently

Though it does suck in the sense that I had quite a bit planned out for the plot as it stands and now I've gotta throw that out (or hit the delete key, whichever is cleaner/less expensive) but, as has been said, it's probably for the better

Miscellaneous

Good day, there

It's been a damn long time since I've set foot on this site, and I blame the massive amounts of schoolwork I had been getting since my last post.

Said schoolwork had pretty much ground everything other than story element creation and game mechanic ideas to a halt, unfortunately.. Only now that the school year is near complete have I had time to go back and see what I had finished.

Ah, and I know I said I'd attempt to draw my own characters and.. well.. gave up on that for this game at least (mostly due to my quality standards with art). I'm more of a story/gameplay guy than a gfx guy, anyways.. That being said, I've still changed the protagonists charset as I, after much deliberation, thought it didn't quite fit what I was going for.. oh well. Perhaps I'll recycle the old one for something else..

Now, this "choice" mechanic I've offered up... As much as I'd like for it to be as in-depth as I've described it on the main page, I'm going to have to pull it back for the moment for the sake of better allocating development time. Fear not, I'm not removing any major choice things and such, just the large amount of minor ones I had planned. There's still a possibility of them being added back in as some sort of DLC or something.

I think I'm forgetting something, but it just doesn't want to come back to me so I guess I'll just end the blog here

Back to figuring out how to design my interiors..

Progress Report

Quite a late update

I almost forgot about posting here every now and then just to make sure this doesn't die out!

So far, I've managed to squish a few bugs in some of the scripts and I'm still going through to ensure that Victor's and Yanfly's scripts play nice with one another


I'm also pretty much learning to draw. This, in itself, is what is going to consume most of my time next to spriting said drawings but I think the payoff is going to be well worth the extra work (kinda like parallax mapping, which is still a pain).

I wish I had some new screenshots to show off, but there really isn't much more to show than what has already been posted. Everything else is pretty much still in concept-mode :p

Whelp, time to crawl back into my hole of solitude!
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