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

The last few were about some unique game mechanics or my development process, and before those I did a mapping series, but now I'm not sure. I'm thinking about diving into the mechanics of the random dungeon generation, but I kind of already talked about that in the mapping videos. Maybe something more related to the planning process?

i have no brian and i must think

I once had a Brian.

We're not friends any more.

[RMVX] Controller Support?

That is helpful, thank you! I think I found the assignments, but I'll test it against thay as well.

A.I. Generation and RMN

I will only post one comment on this thread, because I do not want to be dragged into this rabbit hole.

All I want to say is that, first of all, your own art style is actually not bad at all, Kat. I am not much of an artist, and it would take me quite a while to get to where you're at, skill wise. But tracing isn't learning, it's just copying. Ever copied on a test? How much of the material did you learn?

If you want to improve at literally any skill, it's a simple process. Start small. Practice. REFLECT. Scale up by 1%. Repeat.

Learning basics, such as how to draw eyes on a face, then repeating those basics until you've mastered them and developed your own style, THEN moving on to the next step is how you learn. And reflecting on what you did wrong and could have done better. But the key in that is repetition.

I talked about this in a video series about parallax mapping and how I developed my own style. I started with basics, then literally did hundreds of maps until I'd perfected my own style of mapping. I'll link you to the videos if you want.

And here's the great part: you can be lazy. You just have to be consistent. If you do 15 minutes a day to start and work your way up from there, it's not extraordinary hard work. But if you're consistent with that work habit, you'll eventually master whatever skill you put your mind to - granted that you are also reflecting on what you learn.

That's all I really have to say. As far as the AI thing goes, I'm on board with this decision. Let's keep the value of hard work and effort at the forefront of the games hosted on this site.

[RMVX] Controller Support?

Oh. My. God.

Thanks to an old script found in Zeriab's pastebin, I was able to create a script using it as a base that reads player controller configurations in RMVX, then allow the player to choose what controller they're using and display controller prompts on screen based on those settings.

RMVX has notoriously saved player control configurations for every game made with the engine, causing serious issues when trying to explain controls to anyone who messed with the default settings in a different game.

This is a problem I've been plagued with for 15 years. And I finally found/created a solution. This might literally be the thing I'm most proud of in 15 years of game development.

I may still need some help though. The only thing I need to figure out now is how PlayStation (and similar) controllers assign their buttons to the engine buttons in the F1 settings. Anyone have a PlayStation controller they could test this with? I found the Xbox controller prompts, but haven't found anything in regards to controllers with X O Square and Triangle buttons.

The Featured Game Thread

Wait, featured game changed on day one? That IS spooky.

[RMVX] Controller Support?

Hmm, I think I just realized the actual problem that I'm having, which is not necessarily controller compatibility, but rather button mapping. I know some controllers require you to remap the buttons. My retroid doesn't map controls very well, but that could be due to the emulation rather than the controller itself. This might not be as simple a solution as I'd thought, but dog gone it I'll find a way.

[RMVX] Controller Support?

Hey, so I'm looking at developing a little bit more in-depth controller support for Thrall. Essentially this just means changing the on screen prompts to match whatever controller the player is currently using. I've figured out a way to do this, but I'm curious if anyone knows what controllers are compatible with RPG Maker VX games. I know certain PlayStation controllers work, but has anyone tried other controllers? Or does anyone know what some of the most common controller types are that are typically used for RPG Maker games? I don't have many controllers, and my laptop is so old that connecting them is nearly impossible, so I haven't been able to test this myself.

Update 2023-09

Hey, good on you for making a return to the project! It's easy to give up on something when you start experiencing burnout, or if it isn't turning out how you want. It's much harder to come back to it and say "okay, what can I do better and what should I prioritize?" Looking forward to seeing where this goes!

Awful haikus

So, why are there two
Flush buttons on the toilet?
I have no answer.