CINDERSPARK'S PROFILE
Cinderspark
22
I'm just a girl out of highschool with way too much time and way too many ideas with no actual experience to pull them off... so that's good!
Games I am working on but are unsubmitted (too early in development or unrefined enough that they cannot be accepted)
AeVani: Eternal Core
An alien race known as the Aen live in a world where order is a given. The youths are unable to speak until their coming of age, and are given special headbands that let them speak after the ceremony. When the life force of their planet is discovered to be dying out, Yor, an old Vani with little life force left in him, chooses an apprentice. Xani, a Veri, is placed in his care. Just before he dies, he tells her that she must save their people, not only from the planet's demise, but from themselves.
Remembrence
(NOW SUBMITTED WOO)
Games I am working on but are unsubmitted (too early in development or unrefined enough that they cannot be accepted)
AeVani: Eternal Core
An alien race known as the Aen live in a world where order is a given. The youths are unable to speak until their coming of age, and are given special headbands that let them speak after the ceremony. When the life force of their planet is discovered to be dying out, Yor, an old Vani with little life force left in him, chooses an apprentice. Xani, a Veri, is placed in his care. Just before he dies, he tells her that she must save their people, not only from the planet's demise, but from themselves.
Remembrence
(NOW SUBMITTED WOO)
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Too many ideas
1. That might work. I don't use variables much yet, but I could certainly play around with it.
2. My comparison at this point is like... FFX... That one is a very vague way that I came up with brainstorming but was sort of replaced with the memory thing.
3. They would be... like... midbattle cutscenes that show once the first time it's used, and a short single shot of the cutscene with low transparency over the battlescreen every other time it's used.
6. Because I couldn't figure out how to have it change the graphic between laying, kneeling, and standing. And the dialogue is needed, the user input I don't want is between events, so if I can figure out how to compress it all into one event, it would likely solve the problem.
2. My comparison at this point is like... FFX... That one is a very vague way that I came up with brainstorming but was sort of replaced with the memory thing.
3. They would be... like... midbattle cutscenes that show once the first time it's used, and a short single shot of the cutscene with low transparency over the battlescreen every other time it's used.
6. Because I couldn't figure out how to have it change the graphic between laying, kneeling, and standing. And the dialogue is needed, the user input I don't want is between events, so if I can figure out how to compress it all into one event, it would likely solve the problem.
Too many ideas
I'm putting this here partly so I remember and partly because... well.. maybe someone will be able to help me figure them out.
I have ideas for things I want to implement but don't know how to do them yet. Most of them I will be able to find workarounds but I figure I'll put it out there in case anyone can figure out how to refine them up
1. I want a low chance for an item to be added to your inventory upon interacting with an event. Namely, I want it to be linked to my save crystal event, which will be accessed often. I want it to be an option for the character to find 'crystal dust' which I have as an item already that is basically elixir for FF. But I want it to happen very seldom and sort of as a pleasant surprise. I am not making it so that they can sell it for anything, just sort of a bonus occasionally. Additionally, I want one character to have a higher chance of receiving it than another, if possible.
2. I want to figure out how to do a good summon system.
3. I want a way to make cinematic in battle for certain attacks which will affect the storyline. In this case, I have three 'memories' for each character that will trigger a different effect.
4. The adding of an exhaustion gauge. For the things that are not magical attacks or special attacks but should still require points to be able to cast (ex. strong or multi-attacks)
5. I want to make a scan function. I have the yanfly script for showing the stats but haven't figured out how to link it solely to a skill and not happen automatically.
6. How to more quickly show a character 'getting up' off the ground. Right now, I have it in three events. event 1:
laying down graphic
dialogue
self switch A activate
event 2:
variable: self switch A on
graphic sitting
dialogue
self switch B active
event3:
variable: self switch B on
graphic standing
dialogue
self switch C active
-continue with scene-
It works, but is bulky and requires user input to progress.
That's all for the moment! Bye!!
I have ideas for things I want to implement but don't know how to do them yet. Most of them I will be able to find workarounds but I figure I'll put it out there in case anyone can figure out how to refine them up
1. I want a low chance for an item to be added to your inventory upon interacting with an event. Namely, I want it to be linked to my save crystal event, which will be accessed often. I want it to be an option for the character to find 'crystal dust' which I have as an item already that is basically elixir for FF. But I want it to happen very seldom and sort of as a pleasant surprise. I am not making it so that they can sell it for anything, just sort of a bonus occasionally. Additionally, I want one character to have a higher chance of receiving it than another, if possible.
2. I want to figure out how to do a good summon system.
3. I want a way to make cinematic in battle for certain attacks which will affect the storyline. In this case, I have three 'memories' for each character that will trigger a different effect.
4. The adding of an exhaustion gauge. For the things that are not magical attacks or special attacks but should still require points to be able to cast (ex. strong or multi-attacks)
5. I want to make a scan function. I have the yanfly script for showing the stats but haven't figured out how to link it solely to a skill and not happen automatically.
6. How to more quickly show a character 'getting up' off the ground. Right now, I have it in three events. event 1:
laying down graphic
dialogue
self switch A activate
event 2:
variable: self switch A on
graphic sitting
dialogue
self switch B active
event3:
variable: self switch B on
graphic standing
dialogue
self switch C active
-continue with scene-
It works, but is bulky and requires user input to progress.
That's all for the moment! Bye!!
Making progress
Perhaps, Marrend, but that feels like it would start to play like pokemon, considering how many playables I have to chose from in a party. I'm afraid that would end up being "I use these two characters in addition to my main ALL THE TIME and the fourth is the only one that changes.
I mean, that's still possible, but it would be less likely if each character has good and bad abilities and a wide range of uses. Though, I was thinking of a few things that would upgrade through the story as the characters get more adept at using them, so that's also a thing.
... I'm really ambitious, and sometimes it means I over complicate things... Hopefully it will end up helping this though.
I mean, that's still possible, but it would be less likely if each character has good and bad abilities and a wide range of uses. Though, I was thinking of a few things that would upgrade through the story as the characters get more adept at using them, so that's also a thing.
... I'm really ambitious, and sometimes it means I over complicate things... Hopefully it will end up helping this though.
Making progress
I just realized that... 3 abilities for each of 10 characters simply won't do... I need to make at least 10 for each character, PLUS more if I want each enemy to have individual attack sets........... wooooooooo.... but at least I'm seeing the game make some awesome progress. I'm so happy ^-^
SO
Today's things I did:
added 3 Yanfly Scripts
added 3 new mapscreens, one of which contained a puzzle
rehashed all my abilities(still in progress)
rehashed all my weapons
rehashed all my equips
made complex character development where previously it was very 2D
considered finding a character artist for better battlers and face sets
stared at screen unmovingly for 2 hours
Forced my mother to playtest the beginning of the game
brainstormed with her LOTS
so... I feel I was productive...
.... I have way too much free time, don't I?
SO
Today's things I did:
added 3 Yanfly Scripts
added 3 new mapscreens, one of which contained a puzzle
rehashed all my abilities(still in progress)
rehashed all my weapons
rehashed all my equips
made complex character development where previously it was very 2D
considered finding a character artist for better battlers and face sets
stared at screen unmovingly for 2 hours
Forced my mother to playtest the beginning of the game
brainstormed with her LOTS
so... I feel I was productive...
.... I have way too much free time, don't I?
H-hello. Nice to meetcha
H-hello. Nice to meetcha
Hi, I'm Cinder. At least as far as the internet is concerned, I am... But um, anyway, I have been working on a game for about 3 days now and I decided since I looked on this forum for a bunch of stuff concerning how to do things, I would actually... join the forum -gasp!-. So anyway, Hi. Hopefully, I'll have enough of my game, Remembrance, that I feel confident to post it as a WIP connected to my account.













