HOUSEKEEPING'S PROFILE

My name's Kasey Ozymy. I'm a game designer from Texas. I made Jimmy and the Pulsating Mass and am currently working on Hymn to the Earless God.

Check out Hymn to the Earless God:
https://store.steampowered.com/app/2165130/Hymn_to_the_Earless_God

Buy Jimmy:
https://store.steampowered.com/app/706560/Jimmy_and_the_Pulsating_Mass/
Hymn to the Earless God
Live and die on a hostile world.

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Top Ten Topic: Favorite RPGs

Sweet, an excuse not to work!

10. Dragon Quest 7
9. Lennus 2
8. Earthbound
7. Mother 3
6. Legend of Mana
5. Final Fantasy 7
4. Valkyrie Profile
3. Chrono Cross
2. Final Fantasy 6
1. Chrono Trigger

What are you thinking about? (game development edition)

Don't let LockeZ stamp on your vision. That sounds like the peanut butter and fish combination that the world needs.

What do you think of 'Girly Runs' and other such motions?

author=Terozu
Yes, it's a medieval fantasy setting.


Then you should make her run like she has rickets.

[RMMV] Basic help with uploading the game to Steam with SteamPipe

I just encrypt it and then unpack it. You want Steam to point towards the game's unpacked executable file so that it runs from Steam. If you pointed it to the packed executable, it would just unpack every time (I assume--my guess is that Valve would alert you about this before you could launch).

[RMMV] Basic help with uploading the game to Steam with SteamPipe

Hey, I've got a VX Ace game up on Steam, but the process shouldn't be different. The easiest way for me to tell if what you're doing is correct is if I saw your depot build and app build files, but a couple of things that come to mind are that you might be missing an asterisk at the end of your game's file path, e.g.:

// This can be a full path, or a path relative to ContentRoot
"LocalPath" ".\Jimmy and the Pulsating Mass\*"

That asterisk will pull every file from the folder. Another possibility is that your app IDs and depot IDs could be off. It's kind of a pain in the neck to get things started, but once you set things up using a batch file, it's super easy to upload new versions.

[SCRIPTING] [RMVX ACE] Neon Black Large Sprite Fix Performance Issue

First off, if anyone can fix this issue, I'm willing to pay or trade favors or something. Just let me know your estimate (or what you want from me) after taking a look at the script.

Here's a link to the script itself for reference.

So, this script has been a blessing and a curse. For those not aware, this script allows larger sprites to function with the appropriate priority if they're, say, walking under a tree tile (as in if they're in front of the tree, the treetop won't overlap the top part of their sprite, and if they're behind the tree, the treetop would overlap them). This is basically a necessity for anyone working with sprites that are over the default 32x32.

Anyway, the script works by duplicating an "above" sprite over your own sprite when you're below tiles given the specified terrain tag. This functions well, but it also causes a fairly significant dip in performance. I don't mind this for the most part, but, for some players, this will crash their game, either when the script is actively working or after playing the game for a few hours.

I've tested the script on a clean game file and the performance dip wasn't as significant; this was with all my other game scripts running, so there's no script conflicts. I've also tried testing this on a clean map in my game project, and the performance dip is about the same as a fully populated map, so I think the issue might be the sheer size of my game; when the script is active, the memory usage seems to double and even triple, so with a small game this was pretty insignificant, but when your baseline is 250mb, it can start to spiral out of control. At least that's what I saw in my tests.

Since I can't shrink my game, I'm curious if this script can be retooled to be more performative, or, barring that, I'll take any feedback I can get. I've been pulling my hair out over this for months.

I miss the highs and lows of game development

There are highs?

The whole family thing sounds pretty sweet; I've basically put that stuff off so I can chase the dream. Now Jimmy's out and doing okay but not "this is a career" good, and I'm 33 and way behind on a lot of other life goals--so it's not like pure game dev is all peaches. Plus your kids are almost old enough to enslave into helping you with your games.

[RMVX ACE] [RGSS] Delay Before Battle BGM Starts

Hey, that worked like a top! Thanks so much!

[RMVX ACE] [RGSS] Delay Before Battle BGM Starts

I'm curious if there's an easy way to place a second of silence during the battle transition so that the sound effect leading into the battle plays cleanly (without the battle bgm playing over it). I've been able to do this the ghetto way by adding a second of silence to each battle track and then having the bgm loop point after that silence, but I've been trying to run the game through a program called mkxp, which doesn't recognize the nonstandard loop points. I assume that the answer is here under Scene_Map:

#--------------------------------------------------------------------------
# * Preprocessing for Battle Screen Transition
#--------------------------------------------------------------------------
def pre_battle_scene
Graphics.update
Graphics.freeze
@spriteset.dispose_characters
BattleManager.save_bgm_and_bgs
BattleManager.play_battle_bgm
Sound.play_battle_start
end


I just don't know if there's a command to delay the battle bgm from playing for a second as the sound effect is going.

The Featured Game Thread

Hey, this was a nice surprise! Thanks for the feature! I hope Jimmy is a good ambassador for RMN.