ELDER71'S PROFILE

Hi, I'm Stephen, lead designer of OMNIS - The Erias Line.

Aspiring game-dev, societal drop-out, coffee drinker, chain vaper. Pixel tweaker. Location maker. Character dreamer-upper.

Also a part-time Parallax Mapper available on commission.
(contact me re: commissions at elder71@hotmail.co.uk)

ALSO - I like reviewing games. If you're looking to get your game fairly reviewed with constructive criticism/feedback, PM me or email me or otherwise contact me telepathically. My messenger-pigeon service is out of order following an unfortunate incident that involved a jumbo-jet engine.


Cheers,

S.E
OMNIS - the Erias Line (...
A story and character driven RPG featuring a variety of game play and key decisions that influence how events unfold. (Smaller, "no rtp" version available.))

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[SCRIPTING] [RMVX ACE] Victor's ATB - gauges displaying funny.

SORRY ALL, NEVER MIND. I'VE FOUND IT AND FIXED IT :)

So I've tried tinkering with this (within the confines of my extremely limited coding knowledge) and can't seem to luck* my way into a fix.

When the ATB gauges are drawn, only the bottom character's gauge is 'thick'. The others are all 1px high:

Here's how it currently looks with 3 party members:


And here's how it currently looks with 2:


As you can see, the HP, MP and TP gauge bars are all drawn correctly.

Can anyone point me in the right direction? Or offer a straight-up fix?

Here's a link to the script (via Victor's wordpress)

I would post the script here, but I'm not sure what the rules are regarding that, so... Actually, I'm not even sure if I'm allowed to link away from RMN... Apologies if any regs have been broked.

Things I hath tried already:

- changing 'line_height' in Window_Base. Changes the line height alright, but doesn't correct the way the gauge is drawn.
- tried the script with and without including TP gauge - result is the same either way.
- searching for something obvious to edit. = nothing obvious to edit.
- rage sweats

Help appreciated, folks. I've been banging my head against script issues and technical problems for weeks now and I haven't been able to proceed with any actual designing :(

*by 'luck' I mean try to get a fix with laborious trial and error and my limited understanding of Ruby, not with random and chaotic script changes.


OMNIS - the Erias Line (DEMO)

author=lianderson
I noticed while playing it years ago that the battle system had terrible framerate. (mainly due to my mediocre computer at the time) This, tbh, was a little disappointing and ruined the combat for me. So much so, that it solidified my choice in keeping my own game front view.

But there´s two easy answers to this. 1, computers are better now, so the average person will now have good enough hardware to compensate for it. And 2, if you compress your battle sprites and animations with those free online picture compressors, the lag will literally be cut in half so no one will ever experience it, and yes, the pictures will still look exactly the same. It´s a win win. (according to a couple scripters I know, VX Ace doesn't use caches, so it has to constantly reload stuff all the time, hence the lag and why everyone should compress their stuff)

That, and I think the puppet switch puzzle being a little too hard for a early game area are the only constructive criticisms I have on the demo. Everything else was solid, and that looking out of the window part was cool af. (also, I remember some faceset needing work. I think it was the random guy)

I´m glad you´re putting more time into this, and I hope you put it on Steam, even Early Access if you have to. Kickstarter was just one route to making Omnis successful, and every game has different routes to get to success. Kickstarter was just not yours. But you honestly don´t require it. You don´t need to hire a pixel artist, because you are one! Yes, you´ll still have to work at your job or whatever it is that you do, so progress will be slow, but some progress is better than none. So take this game off hiatus goddamnit!


The tough puppet puzzle was an example of me trying to cram too much into the demo. That would have been better as a later in the game puzzle, you're right.

Our kickstarter campaign and the demo itself got absolutely torn apart on reddit when we promoted it there, so I've got a lot of (very valid, though I was devastated at the time) feedback to work on from there too before moving forward.

[RMVX ACE] Pearl ABS Liquid - Custom Graphic Problem

I've switched to using a 'Tool Graphic' now instead of 'Custom User Graphic', so there's a new problem.

Between the normal sprite (for walking around) and the custom sprite (for the attack), there's an instant where neither are showing. So, every time I hit the 'F' key to attack, the character momentarily vanishes.

While the attack animation is playing properly now, (i.e. in the right order, 1,2,3) things look untidy for a different reason now.

Any thoughts?

OMNIS - the Erias Line (DEMO)

author=lianderson
Your skillset is more than fine. You have the rare ability of creating awesome pixel art, as well as a great story. A 100,000+ copy commercial game is well within your grasp. You could make the next To The Moon or Lisa if you just pushed yourself again.


That - now that means a lot man, thank you. I do try and maintain that kind of confidence moving forwards, though it's very rarely easy.

I think the thing with Kickstarter, for me, was that Omnis stopped being about love for a story and characters and a game world and became about budgets and twitter analytics and promotion deals and sending out mass press emails. Ultimately, that all took a massive toll on my passion and really muddied the waters when it came to my motivation.

For anyone else reading who's interested in the state of the Omnis project, here are some areas where I feel Omnis needs to be improved before its ready to go again:

Uno: Animation.
I've put a lot of practice in with static pixel art, but I'm only forcing myself to learn better animation techniques recently. I'm also trying hard to get a better grip of colour palettes, smear frames and more interesting/expressive animations in general.

Zwei: Story.
The demo was too long and took far too much time to get across a few basic plot points. This is an issue of needing both tighter writing and much more focused level design (quite a few people got lost and frustrated in the first area, which can only be because the layout wasn't clear enough).

Trois: Mechanics.
I'm a story person, and a lot of Omnis' proposed 'custom mechanics' were shoe-horned in after the fact. When the time comes, I'll be redoing the demo and redesigning everything with those mechanics at the core, rather than stuck on to the periphery like dung beetles on s**t.

IV: Fanbase
I stubbornly insisted on launching our Kickstarter before we were ready. I did this for reasons related to my personal situation, and freely admit that I refused to acknowledge the obvious warning signs:
< 100 likes on Facebook and most of our 700ish Twitter followers were just other devs looking for publicity of their own.
When we launched our Kickstarter, we did it "silently" (as one ezine put it) and never really had any hope.

(At the risk of sounding a bit sycophantic, I'd here like to repeat my gratitude and appreciation for everyone who did back us, as well as for everyone who's offered feedback, reviews, criticism and everyone who enjoyed the demo despite its bloated size)

What I learned is that a really polished project page, lowish fundraising goal and a demo with a lot of provisos and promises attached does not a successful KS campaign make.

[RMVX ACE] Pearl ABS Liquid - Custom Graphic Problem

Is there a kind soul out there who understands scripting and/or the Pearl ABS script who can lend me their wisdom?

The issue is a little difficult to explain...

I'm using a 'Custom User Graphic' for my attack animations.

Here's how the animation SHOULD look:



The script uses the 'stepping animation' of a spritesheet as its frames.

The sheet looks like this:

(I've only done the 'up' attack until I get this issue fixed)

The problem is that when the sprite transitions from Normal to Custom, the sprite begins at the middle frame rather than the one on the left, so it ends up looking like this:



How do I get around this so that the animation plays smoothly?

I THINK it's supposed to play the custom graphic frames Left, Centre, Right. But, as you can see, it's playing Centre, Left, Centre, Right, completely disrupting the flow of the animation.

Is the solution built into the script? (Something I'm doing wrong?) Or is it something that requires some script tweaks?

Here are the settings I have for the 'tool' (i.e. the weapon). I've tried fiddling around with all of these with no result. Everything works exactly as it should except the way the animation plays.



Thanks in advance, y'all.

OMNIS - the Erias Line (DEMO)

author=Blindmind
Just saw one of this game's (many) astonishing screenshots on the front-page. Still such a disappoint how it all turned out :(

Any plans to potentially give it another go with the Kickstarter?


I don't think I'll go the Kickstarter route again. I didn't like how it turned me into an accountant/marketing executive rather than a designer/story teller.

I also learned that I have a long way to go in terms of developing my skillsets before I can make Omnis the way I want it - so it's probably for the best that our KS failed so miserably.

Maybe, just maybe, when we've got a big enough fan base and I'm not so naive, maybe then we'll give it another crack. But for now I just want to dev for the love.

#7. A question for y'all about download sizes.

author=Dragnfly
Could any of the clashing ideas work in a future project instead?


Possibly, possibly. It's not so much a question of them being too good to sacrifice, it's more about working out which one works best for TAD.

I hereby tentatively announce that I have picked one. I'm going to try and flesh it out into a story over the coming days and see what takes shape.

#7. A question for y'all about download sizes.

author=Dragnfly
I can also recommend putting an "unused resources" folder near your project folder and move unused resources to it immediately when you decide you're not using it anymore. Similar to what you mentioned, I was on a project once and we quartered the game's size by pruning old unused resources.


Absolutely sound advice, but I know for a fact that I'm not an organised-enough person to keep up a system like that :)

I think using tilesets over parallax mapping has two concrete benefits in TAD's case. First, it keeps the file size down and second it condenses development time from years to months.

To be honest, I'm still in the script-writing phase.

The difficulty is that I have three or four ideas that I'm totally wedded to but they don't gel together and I can't quite decide which ones to change or cut. But work's ongoing, I continue to assure you all :)

#7. A question for y'all about download sizes.

author=Kalin
Also, custom tilesets and overlays shouldn't have much of an effect on your file size; it's the parallax, music, and video that will inflate your game. For comparison, the VX Ace RTP is 195MB when unzipped, and half of that is audio.


I didn't notice this until it was too late with my other project, Omnis. The first few versions were about 250-300mb and it was only a demo. I spent ages frantically trying to strip away every megabyte I could to get the download size down to something sensible. It was all parallax-mapped and a lot of the maps were huge.

Lesson learned, there. I think I'll stick to tilesets for TAD.

author=Liberty
About 500MB+ is when I start wondering if you've accidentally included a video that shouldn't be in there. Or have bad graphics/music weeding practices.
If the game is complete and the screenshots show images that are -heavy-, then I'm a bit more forgiving on that front, but if it's all RTP-based stuff then I'm left wondering what the hell happened. XD


Well I won't be including any videos and I don't plan to use any of the RTP (with the exception of sound effects, maybe) so hopefully I'll be safe on that front.

As things stand, the game folder I have for TAD are stuffed with old sprites and clogged with redundancies, but I'll absolutely be culling the excess fat before release :)

author=karins_soulkeeper
I won't be inclined to download a game worth more than 100mb unless I've been following it closely beforehand and know that it's worth it for sure. ~200mb is my upper limit in general.


I've been encouraged to see that some of the most-played and highest-rated games on here have download sizes of around 20-50mb. I guess that goes to prove what Kalin was saying about tilesets not having anywhere near as much 'weight' as parallaxed maps.

Cheers folks, this was useful.

#3. Chills for a Number of Reasons.

I'm digging around trying to find the real copy of this document now and can't seem to. I've got that many "Allison Door1" and "Allison Door2" named docs all over this computer that it's impossible to find anything.