GRETGOR'S PROFILE

Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
Just your friendly neighborhood RM2K3 developer trying to relive the good old times of his RM2K3 teenage years with more mature and sober eyes than before.

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Screenshot Survival 20XX

author=luiishu535
That looks a lot better, Gretgor.
Yay :D

Screenshot Survival 20XX

@ESBY: I followed your advice, and I have to say I love how this turned out.

What do you think?



I swear it looks even better animated.

Screenshot Survival 20XX

Looks cute :)

What are you thinking about? (game development edition)

author=kentona
A bard so terrible he turns to necromancy to guarantee an audience. And then realises skeletons don't have ears. A tragic villain is born.

Have you been writing my most recent dreams, by any chance? I dreamed some fucked up shit that sounds a lot like this.

Also, been thinking about whom I am really making my game for... and it turns out it's a weird hybrid between puzzle fans, Zelda fans and Myst fans. The target audience is probably going to consist of exactly one person.

Screenshot Survival 20XX

@Ramshackin: thanks for the feedback many, many pages ago ^_^

I tried making the underwater cliffs shorter. How does this look? Too shallow, perhaps? I can make it slightly deeper.

Whatchu Workin' On? Tell us!

author=LockeZ
Maybe you should make it so when the player presses the grab button, all the followers move to share the same tile with the hero, and then when the player walks forward or backward, the whole overlapping party moves in unison.


This is a good idea, actually. I think I'm gonna do just that.

Whatchu Workin' On? Tell us!

Need to figure out what to do with my caterpillar system characters while a character pulls a rock (you know, to avoid said caterpillar characters getting "run over")

Example:

Blue bandana kid is going to push that rock to the right.


When he does, the girl (ignoring collision) walks to occupy the space previously occupied by him (in caterpillar fashion), but ends up on top of the rock.

Any ideas? I can't make her walk behind the boy, or else she'd end up being on top of the plant right behind him if I pulled far enough.

Whatchu Workin' On? Tell us!

Working on an excuse to spend all night messing with RPG Maker instead of giving my family attention.

Whatchu Workin' On? Tell us!

author=Ramshackin
Let me know how you do it! It can be tedious to choose between pull or push every time the player interacts with a rock, and I wasn't sure about adding an extra button whose only functionality was to pull rocks.


My idea was to make it Zelda-like: the button holds the rock, and the d-pad pushes/pulls.

Whatchu Workin' On? Tell us!

author=LockeZ
Giving the player a warp spell to escape from the current dungeon seems natural-feeling enough. It doesn't specifically draw attention to the rock-pushing problem since it's also in a variety of other situations...

Yeah, I'm adding a warp function to take the player back to the last save point, guaranteeing that every place around the save point is escapable and stuff. But still, this feels... artificial to me :'(

Also, I might do pulling/pushing mechanics instead of just pushing, that might work.

Ramshackin
I've tried this: if the rock is against a wall, the player pulls it backward instead of pushing. As long as maps don't have long, narrow sections, the player can't get into a situation they can't undo. I had to add a brief tutorial, but people who've tested have picked it up easily enough.

This sounds pretty good as well, but maybe I can just make it so that the player can pull and push at will.