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Karma.png
I've just looked at this and realised (somehow I didn't really notice when I uploaded it) that the text completely covers absolutely everything of interest.
That's kind of annoying from an aesthetic point of view, and would probably look better without the choice window blocking the Imps, but this screeny was more to show that you will be given karmic options.
That's kind of annoying from an aesthetic point of view, and would probably look better without the choice window blocking the Imps, but this screeny was more to show that you will be given karmic options.
DreamOf.png
Just to add:
At least one of the starting options now has a side-quest linked to it that is being planned for later in the game. There won't be a right/wrong choice, but there will be a noticeable change based on the choice :)
At least one of the starting options now has a side-quest linked to it that is being planned for later in the game. There won't be a right/wrong choice, but there will be a noticeable change based on the choice :)
Crafting.png
I'd like to point out here that although the same crafting script is being used (so the mechanics/layout looks the same) the weapons/materials have been completely redone since this screeny was taken, and now looks fairly different.
Not that it matters much from an aesthetic point of view, just that it should look cleaner and more organised than the fairly messy look it has now.
I've not updated the screeny because the items don't have names or icons yet and it'd just look too mechanical for a pretty screeny~
Not that it matters much from an aesthetic point of view, just that it should look cleaner and more organised than the fairly messy look it has now.
I've not updated the screeny because the items don't have names or icons yet and it'd just look too mechanical for a pretty screeny~
Boss_Card.png
Close enough really; I just used a press button conditional common event that triggered a switch. Script call is activated when the switch is and it toggles.
There was actually a function in the script for a toggle, but it doesn't seem to be working, but scripting really isn't my thing so I may just have done something wrong.
Either way, the clock toggles now :)
There was actually a function in the script for a toggle, but it doesn't seem to be working, but scripting really isn't my thing so I may just have done something wrong.
Either way, the clock toggles now :)
Boss_Card.png
If there's a way to do that in the script itself, then I've completely missed it. Another option would be to get a script call before and after every message telling it to turn off/on again, but that feels like a mind-boggling amount of un-needed clutter (not to mention that I'd need to go back and do it retroactively) compared to a common event to toggle it at your leisure.
Of course, I may not have thought of everything, but a toggle seemed like the sensible route.
Of course, I may not have thought of everything, but a toggle seemed like the sensible route.
Boss_Card.png
There is now!
It can't be toggled during messages that are already open, but can be turned on/off any other time at the press of a button :)
It can't be toggled during messages that are already open, but can be turned on/off any other time at the press of a button :)
DreamOf.png
The starting sequence is just a series of questions like that to allow the player to get into the RPG mindset and allow the notion that it's your character and not something I created with a fixed destiny and storyline.
The direct effects (thus far) are minimal, and mainly affect your starting stats and gear, but I've got a couple ideas about some of the questions having effects later on as well in the form of a side-quest or two. We'll see how that all pans out~
The direct effects (thus far) are minimal, and mainly affect your starting stats and gear, but I've got a couple ideas about some of the questions having effects later on as well in the form of a side-quest or two. We'll see how that all pans out~
The Dungeon Crawler Review
Glad to hear that. All the mini-projects I have I'd like to think that in the future I can work on them and develop them into real projects. I'm making a point of making mini-projects out of things I enjoy and would like to build up, so that when I come back to them I have some structure and an idea what I'm doing!
I'm not having any hard feelings, I understand it's not to be compared with completed games, I'm just glad folk are at least giving it some genuine thoughts rather than just dismissing it because it's a mini!
Cheers :)
I'm not having any hard feelings, I understand it's not to be compared with completed games, I'm just glad folk are at least giving it some genuine thoughts rather than just dismissing it because it's a mini!
Cheers :)
The Dungeon Crawler Review
Have to agree, it's shocking seeing folk not even have basic knowledge of their own generation of games! D:
The Dungeon Crawler Review
Wow, it looks like you put more effort into making the review pretty than I did to the game!
I'm glad you liked it at least, but it definitely does come across as obvious that it was a test project of mine to play about with the maps; there were 5 possible maps for each floor minus two shops and two boss rooms, so that was the most time-consuming thing. It was unfortunate that the variables didn't mix it up as much as I'd have liked, as I did see it cycling through many of the same maps; some of them were just never witnessed.
The bug at the end I thought I fixed, but apparently there was a second one I totally flew past. And the enemy balancing was just down to lack of testers for it; I didn't want to recruit a lot of testers for the sake of an educational project. :(
I should be honest though, and say that much of the more preferred elements of the game come from the ABS itself, which is a script created by Khas; this was the first project I made using that script and wanted too get the hang of it.
Y'know, completely forgot to make a tutorial for it. My bad!
I'm glad you liked it at least, but it definitely does come across as obvious that it was a test project of mine to play about with the maps; there were 5 possible maps for each floor minus two shops and two boss rooms, so that was the most time-consuming thing. It was unfortunate that the variables didn't mix it up as much as I'd have liked, as I did see it cycling through many of the same maps; some of them were just never witnessed.
The bug at the end I thought I fixed, but apparently there was a second one I totally flew past. And the enemy balancing was just down to lack of testers for it; I didn't want to recruit a lot of testers for the sake of an educational project. :(
I should be honest though, and say that much of the more preferred elements of the game come from the ABS itself, which is a script created by Khas; this was the first project I made using that script and wanted too get the hang of it.
Y'know, completely forgot to make a tutorial for it. My bad!














