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2015, I said.

  • meaka
  • 02/01/2017 07:45 AM
  • 2029 views
We're now in 2017 and arguably the Worst Timeline. And yet here I am, still plucking away at this.

Which means it's update time, of course!



Admittedly, a lot of October through December was spent on other things. Mostly the shocking notion that my job at a craft store would get busy from Halloween until after Christmas. That's nuts, right? Wow. A lot of the time that I didn't have the energy to fight RMXP completely, I would just try to fix up maps and events, even if only on a cosmetic level.


An example of a touched-up map. The left was how it looked in an older version I had screenshotted, the right is it currently in the program. Less empty space and "you just laid out a square." Perhaps not perfect, but I'm trying to work with making maps both aesthetically pleasant and not a chore to go through mechanically! This has led to a couple of sections getting chopped out when I realized that, they might be pretty, but they don't add anything to the game, whether atmospherically or otherwise. Also I opted to do a rotating game over screen that switches between three different images at random. Thank you, indecision.


I'm also learning how actual animations work in RMXP rather than having 500000 character sprites for effects and the like. It's still a little bit different than what I'm used to. But I'm used to Flash so honestly, what am I expecting? Who knows!!! It's fun to play around with, if anything.

Though admittedly, a lot of my slow crawling is just the fact I'm making all these visual assets and I am indecisive and change my mind halfway through.


This looked completely different like a week ago, but I can't make up my mind apparently so now it looks like this instead of what it used to be! So I get caught in a loop of not wanting to do specific assets because I know the RMXP part might take a few battles and I could wind up hating how it looks a week later, so I would change it and then I don't even start the programming in the meantime. But I get through anyway!

I'm confident I'll be done before the end of 2017. I couldn't give an exact estimate, as there are factors that could pop up to impede it (who I am as a person, going on adventures to sell art and/or just be a freaking loser at cons, work for centuries, etc.). Also, I don't want to put undue pressure on my composer, who has been doing AMAZING work and is also busy with his own projects!

That seems like a lot of words for "I'm still working slowly, the usual." tl;dr:


(And of course, thank you all for bearing with me and continuing to support my adventures in game make)

Posts

Pages: 1
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1809
Making maps more concise is good.

I can't say for XP, but making use of the Animations is a good skill to use. Royal pain in the arse though they may be, when done right they look great.
I started a game in 2013 that I said would be done by that June.

It's now February 2017.

I had a game that was started, worked on it hard for 2 months, languished for 3 years, then completed after another furious month or two.
Hexatona
JESEUS MIMLLION SPOLERS
3702
Ooh this looks cute - > Play List
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1809
If it makes you feel any better I started a game in 2001. It almost ruined my life.

Te moral of the story is: media projects never go as planned, regardless of how much money and effort you throw at them.
I'm glad I'm not the only one who vastly overestimates my ability to get things done within a certain time limit...!

author=Hexatona
Ooh this looks cute - > Play List

Ahh, thank you!
Pages: 1