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STRAK'S PROFILE

Just an indie game developer out of Alberta, Canada, building games for fun, never for profit, and always giving full effort to every project.
Bloodstained Hands
Read-on Classic RPG with an artistic approach.

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A.I. Generation and RMN

So, I have a bit of an inside track on Coca Cola's marketing decisions within Canada. If you're Canadian and you've seen the new Y3000 coke flavor, there's a reason it tastes so bad.

It's flavor profile is AI generated.

I wish I was kidding.

That has nothing to do with the sites decision, but I thought I'd share.

Featured game

Well deserved, congrats on the feature!

[RMVX ACE] Need help with yanfly common event shop coding

From looking at the script, I wouldn't recommend using that note tag if you're not familiar with RGSS3. Use this one instead:

<shop show switch: x>

And replace x with the ID of an in game switch. At the start of the game (or whenever), turn that switch ON. The common event should appear in the shop then. If you want that event to disappear from the shop after you've bought it, then turn the switch OFF within the common event itself.

Hope that makes sense.

What are you listening to?

Classic.

Also, thank you for reminding me of this thread.

I've been trying to build notoriety for this band for the last two years. If you live in Essen and can get tickets before Wednesday, go see them. Long Distance Calling is amazing. And if anyone already knows about this band, please tell me, because it seems like NOBODY has heard of them.

Developing Systems

I had meant to post new videos as I released them, and frankly I just forgot. Anyway, here's three new videos detailing certain aspects of development over the last month!

First of all, here's a video describing how I added controller and keyboard button prompts in-game based on your control configurations.



Next, here's a video showcasing my scripting process. I've never actually taken any courses on Ruby or formally studied the language, so all my scripting knowledge comes from trial and error, and studying the scripts of more prolific scripters such as Zeriab and ModernAlgebra. Reviewing this video post-release, I caught several mistakes in my initial code that made me feel like an idiot, but the end result works. Also, this has now actually been overwritten by the new sorting code that I implemented last week, and is now available in the new demo.



And finally, here's a video talking about the random dungeon generation in Thrall, and how that all works. Not much more to it than that.



Anyway, that's it for the episodes in October. Maybe I'll just update the page once a month? We'll see. Tomorrow is blog day, so stay tuned for that!

Thrall

The demo for Thrall has been updated!

What's new in v0.5?
- Button configuration recognition and accurate on-screen button prompts
- Added a new weapon accessory, "MULTI"
- Added option to sort loot based on either rarity or type
- Added Elite enemies with unique affixes
- Added a Blackjack minigame
- Added character specific unique Overdrive skills
- Updated major cutscene during prologue
- Altered "reset" functionality on floor change. Now only Overkill and Fury will reset
- Reinstated "unequip" functionality
- Turn counters added for skills on cooldown
- Adjusted how enemy weaknesses and resistances are determined
- Overhauled skill trees
- New skill tree layouts and names
- Overhauled loot table and inventory screen layout
- Added healing items to starting inventory
- Changed status healing item functionality
- Added Gold drops to loot pools
- Adjusted formula for hit ratio (less likely to miss)
- New unique and Legendary weapons (Gravity, Gold, Chastiefol, Conductor)
- Variable drop rate and EXP gain based on Difficulty settings
- Changed EXP formula based on overleveled allies
- More streamlined and consistent code for enemy management

And a ton of other minor quality of life improvements! No additional gameplay has been added to the demo, it still only extends to the end of the first dungeon, but I have done lots of work on developing later dungeons and story points. I simply don't want them in the demo. I'd rather the demo stay the same length, but have functionality and mechanics that accurately reflect what the full release will look like. Regardless, have fun with the demo!

If you encounter any bugs or situations that seem out of the ordinary, please let me know and I'll do my best to resolve them as quickly as possible. Happy playing!

A.I. Generation and RMN

author=kentona
Power BI is a powerful business intelligence and data visualization tool *SPAM*

Not sure what to do for this week's video. Any ideas?

Ended up doing a video about random dungeon generation and how that works in the context of this game. I'll keep in mind the skill development concept video though, that's a good idea, but may take a bit more planning.

EDIT: I also just re-read my initial post, and just realized that I'd already thought of doing that. I'd forgotten about that until now.

A.I. Generation and RMN

author=SunflowerGames
Houses made 100 years ago have tons of building violations based on today's laws. But we don't force the owners of those houses to bring them up to code.


Actually, the building I live in got assessed two years ago and found the balconies were unsafe and not up to code. My building was forced to update them or risk foreclosure. That was a $1.5M assessment, and the owners of the units (myself included) are on the hook for it. I'm paying an extra $250 a month for the next 25 years or until I move and work the debt into the sale of the unit. Retroactively bringing things up to code is very much a thing even in real estate. Houses are the same way, if you try to sell a property that isn't up to code, it gets factored into the cost of the sale. I'm Canadian, mind you.

Not sure what to do for this week's video. Any ideas?

That's a good idea, I could definitely do that.