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  • Unfortunately, while trying to run an app I needed (curse you, Adobe!), my laptop blacked out, so my data got wiped when I got it repaired. Stuff like facesets are saved in my drive, but my sprites now only exist as screenshots I've taken in the past :kaocry:To be fair, I'm a little relieved, since I've been feeling unsatisfied with the visual style of the character sprites, and I guess I can now revamp them?
    I now understand that curse you guys are talking about, I've got 2 more ideas on the backlog, and I haven't even finished my first game :kaocry: (still working on sprites lol)
    Not game dev related, but I just subscribed to Dracula Daily (emails you chapters of the book on the day it is "written"), and man, reading this book is hilarious as a modern reader. Jonathan wondering why people cross themselves and weep when he speaks about the count, then turning around to ask his "good friend Dracula" about it is pure comedy.

    (Also, I think it's a genius way of promoting the classics)
    That's genius :o
    Is this the Bram Stoker novel getting sent in line with the dates in Jonathan's journal and letters and etc? Why didn't I think of that???
    Yep, it's exactly that! (Pretty much the only emails I enjoy recieving, haha)
    Starting to set up social media accounts, hopefully I'll make enough material by the time I've finalized stuff
    Debating whether to try drawing the RTP in 12x12 style since the idea's been stuck in my head for a bit.... hm...
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    Reactions: Nenen
    I had been working on a 16x16 style stuff a while back (though more original) and it was fun and freeing in it's own way.
    I'd be curious to see what you'd make in a 12x12.
    I'm not well versed into the battle/technical stuff, but after playing some Legends Arceus, I was wondering how'd the Agile/Strong Styles work in RPG Maker, since they really do add an additional layer to strategy. We already have a lot of ATB/CTB/etc plugins, so I wonder how one would go implementing something that can edit the action speed of each attack while in battle.
    While not entirely what you're describing, maybe something like this could work?

    I did a couple minutes of Googling and didn't see anything about turn speeds other than the same 'you go, enemy go, you go, enemy go' that the combat normally has.
    oh yeah babey we got a title screen set up :kaopride:

    (also doubles as a preview of the cast)

    [optimize output image]
    Current progress for one of the rooms, feels good to be working on my game again :kaophew:
    finally got out of finals, setting up the basic layout of the combat screen

    still got a lot of work to do, since i only have the full draft animated sprites for 2 actors + i gotta work on custom windows, icons, enemies, animations, etc., but i feel it's a solid foundation :kaopride:

    ahohohoho resize.gif
    finished the draft of some of this dude's motions!


    gonna work on the drafts of the other 3 now before i put detail, need to position these rather tall sprites well on the field

    waiting for the term to end so i can get more time w this :kaodes:
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I've got good news and bad news. The good news is, there aren't any bad news to report. The bad news is, there aren't any good news to report.

Or as others say, yesterday was uneventful.

I am curious that can you "understand/get the point" about what does this place do generally?
(ARPG game)
If anyone knows any C# programmers, please send them my way.
Chilling at night in a tavern.

After 'multiple breakdowns', it's finally over. 10/10 will do this again.
Ever notice that villains can reform and become better people, but heroes can only ever die... or live long enough to see themselves become villains?

Isn't that interesting?

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