SLASH'S PROFILE
I make video games that'll make you cry.
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When did you have your existential crisis?
I'm glad you're doing better now, unity :)
I had similar experiences, Seiromem. I started dealing with suicidal thoughts when I was around 11 or 12, and they kind of ebbed and flowed until I was about 19, when I was forced to really address it. I ended up trying to hurt myself because I was so afraid of so many things. Those feelings came from a mix of places, including a disconnect between what I wanted to be, the way I saw myself, and what others expected from me. I was ashamed and afraid of disappointing people, which stressed me out, and I was disappointing people because what I wanted to do wasn't what they wanted, and what I cared about wasn't what they cared about, and I wanted to be everything to everyone.
I still deal with this sort of stuff a lot, kinda? I have goals that are important to me: I want to make games and art, I want to improve myself and change myself in certain ways. They don't necessarily mesh with what, like, my friends or parents want - I should meet someone and get serious, get married, get a house - I should focus on my career - etc. But I'm doing my best to do what makes me happy, even though, like, the idea of disappointing people I care about still really bugs me.
Woof. It's a really hard thing to deal with and I'm still slowly learning to get better at it. Like, I'm still afraid of sharing artwork because I'm used to being teased about drawing by people I care about (my parents! my friends!). It sucked! IDK. In some ways I'm glad I went through these things because it was due to them that I got to learn, like, what I wanted. but it could've been much easier and I wouldn't wish it on anyone. I feel stressed about getting older while not making progress towards what I want to do because I just job all the time (even though I do make progress every day!) I kinda feel like I'm always having mini-existential crises.
But like unity said, things can definitely change and get better! You can survive and work past bad points in your life to become a person that you can be proud of. I'm very happy right now, for the most part. I'm slowly becoming the person I want to be, and even though I haven't reached a lot of my goals, I can feel myself getting a little closer every day.
I had similar experiences, Seiromem. I started dealing with suicidal thoughts when I was around 11 or 12, and they kind of ebbed and flowed until I was about 19, when I was forced to really address it. I ended up trying to hurt myself because I was so afraid of so many things. Those feelings came from a mix of places, including a disconnect between what I wanted to be, the way I saw myself, and what others expected from me. I was ashamed and afraid of disappointing people, which stressed me out, and I was disappointing people because what I wanted to do wasn't what they wanted, and what I cared about wasn't what they cared about, and I wanted to be everything to everyone.
I still deal with this sort of stuff a lot, kinda? I have goals that are important to me: I want to make games and art, I want to improve myself and change myself in certain ways. They don't necessarily mesh with what, like, my friends or parents want - I should meet someone and get serious, get married, get a house - I should focus on my career - etc. But I'm doing my best to do what makes me happy, even though, like, the idea of disappointing people I care about still really bugs me.
Woof. It's a really hard thing to deal with and I'm still slowly learning to get better at it. Like, I'm still afraid of sharing artwork because I'm used to being teased about drawing by people I care about (my parents! my friends!). It sucked! IDK. In some ways I'm glad I went through these things because it was due to them that I got to learn, like, what I wanted. but it could've been much easier and I wouldn't wish it on anyone. I feel stressed about getting older while not making progress towards what I want to do because I just job all the time (even though I do make progress every day!) I kinda feel like I'm always having mini-existential crises.
But like unity said, things can definitely change and get better! You can survive and work past bad points in your life to become a person that you can be proud of. I'm very happy right now, for the most part. I'm slowly becoming the person I want to be, and even though I haven't reached a lot of my goals, I can feel myself getting a little closer every day.
Character Design!
Ahh, this is a cool topic! I know so little about designing characters from scratch. I always tend to forget about silhouettes in particular and just stick with a generic "medium" build instead of a mix of bulky, thin, tall, short ones. And I should try a wider variety of poses, too...
Thanks for the advice :D I'll have to check out all these links soon.
Thanks for the advice :D I'll have to check out all these links soon.
Making preparations to remake a never-finished project I started as a starry-eyed teen.
Derek in the streets, Mirror Boy in the sheets.
author=Craze
i give this status 3.9 hoodies out of 5
Back when I first designed him, I called Derek "Hoodie" because I couldn't settle on a name... Derek was a good choice imo. Can you imagine if I just chose character names based on part of their visual design?
*stares at camera*
Am I being stupid/unrealistic/weird for aspiring myself as an indie game developer?
Probably, but if you enjoy it, do it anyway! Just take care of yourself :D
I think we all gotta be a little out there to dive into the gamedev mess :P
I think we all gotta be a little out there to dive into the gamedev mess :P
Derek in the streets, Mirror Boy in the sheets.
author=InfectionFiles
I just hope a priest doesn't get a hold of Mirror Boy.
..
nooope
author=unity
>.> I'd like to get a hold of Mirror B- *is shot *
//////
you are all sinners
author=unity
I just want to snuggle with him! Nothing more, I promise!
awwww
that's adorable :D
Derek in the streets, Mirror Boy in the sheets.
author=Craze
is this a good thing
IT COULD BE
tbh I def was like "I should make a status" and then I was like "lol I hope craze likes this one"
[RMVX ACE] Boss design tips
VX Ace has pretty limited control over AI, for sure. I had to use a chimera of scripts to get it to do what I want for Bossgame - without that, you can't make enemies target intelligently, and you can't set up complex restrictions for when bosses will or won't use a specific attack. Still, I can give some general advice!
If you want players to be able to defeat a boss on the first shot, but you still want players to face a challenge and your game has permadeath, there's a few things you can do to help them succeed:
1) Give them some room for mistakes. Don't give the boss any instant kill moves. If the boss has a powerhouse move, give some sort of visual / verbal warning a turn or two before the boss uses it, and have the boss take a rest after using it the first time. Make sure your boss only uses mechanics your players can appropriately respond too, and make sure that when they screw up the first couple times, they won't be unforgivably punished for it.
2) Give the players some time to learn the boss and plan around its strategy. This ties with #1. Introduce some enemies that use similar moves in the area leading up to the boss, so players will know what it does before facing the boss. Include some hints here and there about the boss's strategy and weaknesses. Absolutely don't make the boss rely on a specific equipment set up unless the player has a way of knowing what they need to bring before they start the battle.
3) Also, just in case - don't have the battle start before the player is ready. If there's a cutscene beforehand, give the player a quick chance to change their equipment and use healing items before they start.
If you want players to be able to defeat a boss on the first shot, but you still want players to face a challenge and your game has permadeath, there's a few things you can do to help them succeed:
1) Give them some room for mistakes. Don't give the boss any instant kill moves. If the boss has a powerhouse move, give some sort of visual / verbal warning a turn or two before the boss uses it, and have the boss take a rest after using it the first time. Make sure your boss only uses mechanics your players can appropriately respond too, and make sure that when they screw up the first couple times, they won't be unforgivably punished for it.
2) Give the players some time to learn the boss and plan around its strategy. This ties with #1. Introduce some enemies that use similar moves in the area leading up to the boss, so players will know what it does before facing the boss. Include some hints here and there about the boss's strategy and weaknesses. Absolutely don't make the boss rely on a specific equipment set up unless the player has a way of knowing what they need to bring before they start the battle.
3) Also, just in case - don't have the battle start before the player is ready. If there's a cutscene beforehand, give the player a quick chance to change their equipment and use healing items before they start.
rpgfighterleague_battle_screenshot10.jpg
The hero / enemy battlers don't match super well, and neither does the background... but the art style for the enemies is pretty cute!
The font for the skills menu is nice and bold and legible, I like that! I think you could probably get rid of the + and - signs on top of the icons. The minus symbol on top of the Slow looks a bit out of place, specifically.
Keep it up :D
The font for the skills menu is nice and bold and legible, I like that! I think you could probably get rid of the + and - signs on top of the icons. The minus symbol on top of the Slow looks a bit out of place, specifically.
Keep it up :D














