New account registration is temporarily disabled.

PUDDOR'S PROFILE

Puddor
if squallbutts was a misao category i'd win every damn year
5702
aren't you tired of being nice? don't you just want to go apeshit?

there's words for people who use AI instead of hiring artists and I'm not allowed to use them here, but i hope they know i'll see them in the northern territory
Nachtheulen
Two vampires. One plot to change all they know.

Search

Filter

What are you working on now?

Working on an evented computer terminal to cover character profiles, events, boss encounters, and unlockable arty-farty stuff. I'm not sure how I'm going to add 'new' content yet but I have the placeholders down and a basic build for it.

Oh GTFO.

The window at the beginning of the game says 'Choose Your Battle Musics' ;).
I find I can achieve my enviroment/scene better with using the broad range of FF musics available to me than trying to fit 3 different sets of music into every scene.

Currently the config menu is defunct but hopefully I should have something up soon. It was originally for Battle Speed and those sorts of configurations.

AP points are how a materia levels up. In the top left corner of the 'stats' window when in materia, you can see a list of available skills. As you gain AP, the materia levels up and more powerful spells become available.

Last night I made a materia tutorial, the player now has the option of displaying it once materia becomes available to equip. I'll consider adding an actual battle tutorial during the first fight, explain magic, item, attacking, that sort of thing.

As with menu design, the scripter who made the Equip menu for me made it like that for some strange reason. I'm not sure exactly why.
As all the credits listed in the ending say, I had barely any part in making these scripts. I have scoured the net for these and carefully compiled them, with edits here and there to make the scripts comply with one another.
I know this isn't an excuse and I'm going to do my best to try and get the menus right but like I mentioned, I've broken my game once before. I have a lot of back-ups but it's not really a risk I want to take.
The main thing I need to fix is the battle HUD, which needs an extra window to display Character names.
That's all I need it to do but I haven't successfully made my own code or found someone who could do it for me.
I really wish I had some more RGSS experience but I don't, I've tried really hard. I'm playing around with the script a bit now, but so far I haven't been able to do anything other than cause the Shield/Helm to overlap the other two slots (doesn't scroll now though, ha.)

Art Stuffs

Oh GTFO.

Yeah, I have to change up the damage calculations for magic vs. attack because right now it's way out of whack.
There is intentionally no arrow in the dialogue box, in all FF's featured in this game there were none.
The text speed is intentionally relatively quick but you don't need to hit Enter immediately. Hitting Enter once displays all text and Enter again exits the dialogue window.
Unfortunately I don't know how to remove Shield/Head armour slots so right now they're wasting space. You can only equip a Weapon, an Armour, and an Accessory in this game. I'll be looking into it again but last time I tried removing the slots I broke my game.
And with the soldier graphics...they're probably the most non-careful thing I put in. I was pretty careless with them.
The T intersection is a tileset passability error since that fence was meant to be below the player. I'll be fixing that soon.
I suppose I should add a tutorial after the first fight. Yeah, I think I'll do it. Shouldn't be too hard :D. Initially I didn't because my audience was directed at returning FF players.
Yeah, the cellphone...I need to figure out what code controls that. I want to disable that menu completely until about 2 and a half hours through.
Initially, the boss was a bit stronger and faster, but I got complaints from my testers. In fact one had 3 gameovers, but maybe she's just bad at RPG's. The time is for that same reason, too. Usually I complete it with about 2min+ to spare, but usually Zane isn't in your party. And sorry about the unlimited items.
Thankyou for the compliments, I worked hard to make sure it seemed like the demo ended properly.
And this demo is intentionally meant to be like the FFVII intro/demo (the Reactor was the FF7 demo) with a slight FF8 demo flavour.
Thankyou for playing and posting your feedback ^^.
At Vanisher, I don't know why the Materia system is like that. This is a compilation of scripts, all I've done is do some compatibility testing and editing.


What are you working on now?

Revising Cosplay Crisis's old dialogue to make it make sense and more awesome.

I'm not revising the scene where Kumo calls Cloud a twat though :V

Dreiundzwanzig: System stuff

Alice happens to be the only one who isn't attracted to drill hair. You just know people like that are going to be epic.


The battle system is looking really interesting and playable. Nice work Ness!

What was the last thing you bought at the time of your reading this?

a large chips

Collaborative Projects

A long time ago back when I was a newb I believed I could pull of a collaborative project for a sequel to FF8.
Yeah, right.

The thing was, it was less collaborative and more trying to find people who didn't drop out.
I'm older now and I don't think I'd collaborate on a fangame ever again unless I'm really interested in it.

In any case if I were to collaborate it would be to get a team together and discuss what we could work on as a team. Plan the story together so there isn't one tyrannical dictator leader who doesn't like to listen. So we all have some idea of what we're working on, what we're striving for, and a non-ambitious view of what we as a team can do and -complete-.

I love discussing ideas and concepts with others because it motivates me. I find I've been working a lot more on Cosplay Crisis since I started discussing it on IRC, and the humour that comes from the fact it's a fangame is motivating as well (Belts and Zippers, anyone?)
I have also discussed some small design ideas for the project I will work on once Cosplay Crisis is finished. For example, I posted an image of the main character and discovered that she was liked because of her freckles- the freckles were in fact a design idea that I was heavily debating on since all other incarnations of this character didn't have freckles.
(She now has freckles permanently).

Collaboration in my view is a good thing, so people can bounce ideas and concepts around and the workload isn't so precariously steep. However, the people need to be dedicated and interested- planning needs to be forged, time zones considered, and an outline of the idea created, in order for it to work properly.

In my own case, I'd like to work in collabs because I find people working hard at something gets me motivated. I tend to be not as motivated as I should be (as in I probably should be working on my game right now instead of typing this...). Discussion and seeing results come together makes me want to bring my own results to the table.

What do people care about?

What I care about in game making is getting feedback as well as enjoying myself. I understand completely that I am working towards a heavily niche market and even more so with making a fangame/parody but despite the fact I am doing that I want to enjoy myself as well as produce something of decent quality.

I recently joined RMN because I have lurked and even become active on sites that were beginning to die- either because of a lack of interested people or a lack of diversity in engines supported by the site. I heavily rely on feedback because as someone who is constantly striving to improve my skills I think that others opinions are extremely important. After all, people rarely produce something for their own personal use- I draw and create games to share and get comments. I could be described as egotistical, but hell, isn't everyone?

I also like and care playing games but its a very rare occurance that something catches my eye. I played Avarice and Ill Will because they both looked interesting, and if Ill Will had more gameplay I would've gone all the way through and reviewed it. I also recently played Skie's original Sacred Earth: Bonds, and actually completed it, which is a big, big deal for me. I finished FF8 in 2008, almost TEN YEARS after I started it (though, I got to the almost-end on several occasions).
But even in the realm of professional games it is a rare occurance that I desperately want to play a game. And though I am, by stereotype, a 'recent' Final Fantasy fangirl, I do find that I nitpick at their flaws.
In fact just today I was looking at the Achelyte Step in Final Fantasy XIII and thinking 'They could've done that grass better'. I am overly critical because I care about taking their flaws and keeping them in mind to avoid them in my own development.

I read a lot of reviews here at RMN even if I do not play the game. Usually, a review tells you all you need to know. I keep in mind the flaws pointed out in reviews, as well, in order to improve my own work. Reviews tend to point out what gamers want to see in what their playing. I try to read reviews associated with games that are similar to the sort of games I am developing or will develop in the future. This, in a sense, gives me a review before my game has even begun production. Plus, many reviews are written in such a way that they are readable.

In the end I participate in community projects in an ever-present struggle to improve and do better, because that is what I care about. If I think a project looks interesting, and I like the description and storyline side, I will give playing it a shot, though I am easily distracted. I don't care about what maker it is, the reputation of the author, if its a fangame or not. If I want to play something, if I care about it enough, I will.
Feedback, in truth, is my true wish, goal, and care.
(I could of said that in a sentence but I wanted to explain my point and fit in with everyone else.)

Art Stuffs



If you stalk the image names, yes, 5TH REDRAW. I AM NEVER SATISFIED.
(I redraw Levi more often than I redraw the main character, Kumo, because I can never get his look correct. *sigh*)