DJBEARDO'S PROFILE

At Last Alone: Canyon of...
A mad summoner is on the loose! Journey to stop him in this dark JRPG.

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Screenshot Survival 20XX

author=Kaempfer
@djbeardo:
That screen scrolling is truly terrible. Why would you want to outrun the camera?


Ha! Not a fan, eh? Man, I was so proud of myself when I got that script to work! It looks nice when you walk... But crappy when you run. And since my maps are pretty large, I'm definitely not going to can running.

Did you find the cloud overlay overpowering/distracting? The town is supposed to be slightly ominous and I definitely want weather to influence that tone. But it turned out really dark in the video... I was thinking about turning down the opacity a tad.

Screenshot Survival 20XX

author=Liberty
(I edited your post to make it work for you. >.<)b )


Thanks! Much better!

Screenshot Survival 20XX

@ Orange: Super spooky! I love it! I think the mist could be more variable or, maybe if it moved or something, that would be nice. Tough to tell in the screenshot if the mist moves or not, so maybe you already have it done.

So for those of you who go to the "Whatcha thinking about" thread, I mentioned that I would be going to an IRL game critique session here in Seattle. I signed up to show some maps and characters of my game... which makes me nervous. So in preparation for that, I thought I'd post something here!

This is the main town of my game - there's an inn, weapon shop, and item shop that I don't go into. Just kinda walking around town... And then I show the menu. The title is still a working title. And I will add some NPCs soon; I haven't gotten to that yet.

Bravely Second?

Awesome! I played the demo and Aimee Matchlock was in that as an asterisk, and - agreed - she was awesome. And that class is super fun!

I typically shut off random encounters in dungeon and just set it to 200% and grinded when I was getting low on level. But the random encounter slider is the best! And the demo had autobattle settings for high speed grinding, which was nice.

Bravely Second?

Have people picked up Bravely Second? How do you like it? How does it compare to the first one? What are cool new job classes? Does it make sense to pick up the limited edition book/soundtrack?

I loved Bravely Default, so I'm almost for sure getting Bravely Second the next time I head to the store... Just seeing what others thought of it.

What are you thinking about? (game development edition)

author=Red_Nova
The thin-skinned part might be an issue, though, as that's practically a dealbreaker when it comes to accepting criticism. I'm not saying it can't be done, but you should probably ask yourself what you're looking to get out of the meeting and decide if it's right for you.


Right now, the only thing I have to show are maps and some relatively creative weapon descriptions. And some character sprites. Maybe I'll drop a few in the screenshot thread and test the waters with the people I constantly stalk friends here at RMN.

Screenshot Survival 20XX

@Luchino: Sweet maps, as always. I did notice that, on the second one, that the marble railing on the upper library/sitting area doesn't meet the north wall correctly. It seems that it should meet a tile up from where it is now.

The sconce glow is sooo nice... Did you make those yourself?

What are you thinking about? (game development edition)

There's a local indie-game maker meetup where I live and I'm thinking about going to it. There's a "show and tell" critique session coming up... Which generally scares the crap out of me. I have a pretty thin skin and my project is a hobby - not for sale and not involving anyone but me. Most of the guys going are unity developers and other non-RPGMaker guys...

Am I setting myself up for a shitty time? Have other people gone to these kinds of meetings? How looked down upon is rpgmaker as a engine at these kinds of meetups?

Help with tiles

You may not want to hear this, but this sounds like you need to parallax map to make this work. I had a very similar issue with trying to find a pirate ship.
This isn't to say that all of your maps need to be parallaxed - just the screen with the "World Tree" (or whatever it's called in your world).
There are a number of parallax tutorials on this here website and others, so I won't go into it here. I think if you find a good stock photo of a tree, you could run few filters in Photoshop it get it pixelated/cell shaded. Or maybe upscaling an existing sprite tree should work. I think I've seen "large tree" sprites before for just this issue - but they are usually in parallax mapping discussions.
I have to admit though, the scale of your tree sounds a little off... 5 miles wide (26400 feet) by 5000 feet tall? That sounds less like a tree and more like a dish.
Other unsolicited feedback: Parallax mapping adds a bit of sheen to your game and really makes it stand out against other games (if done well). If you're submitting it steam and/or going commercial, that extra bit of polish will tell potential buyers that you actually spent some time on the graphics.

EDIT: Found a tree for you. You may be able to find better by googledorking... But here's a start.

Mapping tutorial: .

[RMVX ACE] Khas Lighting Effects - Tints?

I'm working with Khas Lighting Effects and, while I can get the lanterns and such to work, I can't seem to get any of the tint settings to work. This seems like an elementary issue... I can get the screen to darken with no problem (and the frame settings work, so it can darken in 60 frames), but none of the RGB settings work. What am I doing wrong?

I found this forum that talks about putting a setting to "false" - which I did. But it's still not working.
Link

And I thought that maybe it was some script incompatibility - but I made a blank demo and it still isn't working. You can check out the demo here: Click!

Any ideas? Thanks!


EDIT: Well, it looks like I have again stumped the Help Boards here at RMN. So, for anyone else who has come across this problem, here's what I ended up doing:

I dumped Khas light effects! While I really liked it, and used it on previous projects, it just wasn't working out for this one. I didn't need really dark, spooky hallways. And KLE is so much more interesting when one is using the wall shadow settings - which I wasn't using. So I found that I could achieve the same effect by eventing my lighting. Which freed me up to do tinting using the built-in tinter. I have since found that the tinting built into KLE never worked anyway and this is slightly known. It was for the best, as KLE also introduced a LOT of lag into my larger maps; my evented candles/sconces/torches are much easier to deal with.