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  • I just realized... when people talk in Zelda games, their mouths don't move... and this looks totally natural, somehow.
    regigliak
    regigliak
    Telepathy duh. . .
    regigliak
    regigliak
    thats how your mouth moves when you text to talk, LoZ people are always on Facebook
    hyde9318
    hyde9318
    Funny thing is, in Dragon's Dogma, their mouths move but dont match the words. So, point here is this... Mouth not moving with words coming out is much better than the mouth moving, but not matching.
    Can't get over how powerful Atelier Rorona's battle themes are. I think it's something about the fact that they're don't sound all that serious.
    So, I decided not to kill off Gene because keeping him around allows Casmir to struggle with choosing between loving him and being the strong person he knows he wants to be. The dynamic was too good to pass up and I thought it would be boring to have the story make anybody's choices for them.
    Evan G.
    I should probably be starting an external devblog, now that I think about it.
    I decided to finish the storyboard, then decide whether I'll be using Isometric or true 3D. On a side note, that muscle study I talked about yesterday was so very, very useful.
    Evan G.
    And... yeah, I forgot to mention that it was made in RPGMXP.
    Lunarea
    Lunarea
    It's been a long time in the making, now. I've heard of it, and seen a few videos. :)
    Evan G.
    They put so much effort into it, but the end result is that it didn't seem to sell well. It had some amazing character designs, too.
    Story is done. Storyboards come next, then resource creation, then the engine, then putting everything together.
    Thalzon
    Thalzon
    I'd expect it to be about $15. I've paid more for less.
    Evan G.
    I was thinking $6, since I don't expect people to pay much for something that they have no expectations for. There will be a demo, of course, but it'll only serve as a "try before you buy" sort of thing and not an early beta release.
    Zeramae
    Zeramae
    Unless the game is of lesser quality I wouldn't go under $11.99


    This is because people will assume it's bad otherwise. If it was 10 hours the price would scale down to about $9.99 In other words, don't sell yourself short unless you have no confidence in your ability.
    Finished all of the design work that I needed to do. Fullbody sketches come next.
    Jalen
    Jalen
    ...Hrm I put up a comment but it doesn't look like it went, haha. I like the first design, but I like the markings on the head in the second one better. Is there any way to combine them? And what do you use to color these, by the way?
    Evan G.
    I do the shading in greyscale after the linework using MyPaint, then I use the Color brush function in GIMP, followed by the Burn brush function using a very light grey over the whole image.


    The first design will probably have tattoos added later.
    Clareain_Christopher
    Clareain_Christopher
    I like the first one a lot.
    So, now that I've learned of another open-source RPG creation tool that defaultly supports parallaxes, isometric movement, video playback, and action battle systems, I might be flyin' away from here pretty soon. (It's some magical coincidence that said engine just started being updated for the first time in 7 years a few months before I found it.)
    Evan G.
    And by defaultly, I mean "with knowledge of the engine's programming language" which I already have from working with a similar system.
    Is it just me, or is the only difference between Early Project Feedback and Project Development 75 words in the game description? I think there should be more distinguishing characteristics between them.
    Archeia
    Archeia
    I am an evil person :D


    It's to encourage people to at least attempt to map certain areas or show off battle concepts haha
    Archeia
    Archeia
    But no they're not really necessary, if you check other project threads, some of them don't have screens.
    Evan G.
    Oh, you! Maybe I should post an Early Project Feedback thread...
    You obtained Scripting Knowledge!
    Emzie
    Emzie
    Yeah sure, but you need to make tons of script to prove yourself as a scripter.
    Evan G.
    I only bothered learning it for five scripts for one project, though, so it's not like I'm going to be posting helpful scripts all around the forum or anything now.
    RyanA
    RyanA
    Grats!
    Following Main's trail to learn more about RGSS3. Main runs SceneManager, which initializes Game_Data...
    I'm at that point in scripting where editing the default RGSS3 scripts is easy, but making my own modules and classes feels like jumping off a bridge. I should probably practice editing more complex scripts...
    I'm wondering if there's some way to use the second animation set in the animation editor to define battle hitboxes, because I'm using the Animation editor for battle animations already.
    Lone Wolf
    Lone Wolf
    Oh, there's definitely a way. But that wasn't your question, so I'm not telling how.
    Evan G.
    How logical of you!
    In the process of trying to script a system that converts image data into collision and hitbox data. All collision maps and hitboxes are read from the "hitboxes" folder and converted when you start the game and a map/event/player's default collision data is applied to them using comments. Battle actions can change your hitbox to another one, but I'm having trouble thinking of how to make hitboxes move and scale.
    Acetonide
    Acetonide
    This sounds awesome. o.o; I have no suggestions, but I wish you luck.
    Lone Wolf
    Lone Wolf
    Have each event keep a pointer to it's current hitbox, and make collision checks pull relative coordinates from the hitbox image. After that, scaling is just an extra bit of division when checking relative coordinates.
    Evan G.
    "Collision," by the way, is defined in this system as at least one pixel of a hitbox overlapping with another pixel from a different hitbox that isn't being applied to the same actor.
    Trying to think of some way to use scripting to convert image data into precise hitboxes.
    Evan G.
    If I can figure out some way to do it, I'll save myself the trouble of having to use Map IDs to control passability by just defining room boundaries as hitboxes and changing the way player movement works.
    Evan G.
    I'm thinking of using blue to represent passive hitboxes (ones that can't attack, but can be attacked), red for active hitboxes (ones that can attack and be attacked. Priority determines the winner if both happen at the same time), and green for walls on maps.
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I FINALLY DID IT! 5 years making my very first game and I just officially released it on STEAM..... OMG..... I can say I finished a game! The feelings!!!!!
Stream will be live shortly! I am going to be playing some Among Us! Feel free to drop by!
Ami
tv program always get the ratings (it's the reason why drama series has 1000+ episode),also full and nonsense of censorship (weird blur, a scene getting cut because the unconvenient viewer,but it unconvenient to me either. you never see what the original is)

i know the reason is to take cover the viewer from the negative thing,but i just laughing and mocking of them that they're always suck :guffaw:
Star Chart Idea - Just something I am working on.
My sister learned spanish the old fashioned way and saw my way of conjugating. I don't use the formal method and just wing it. I thought her heart might explode. Apparently, different words use different endings. Weird part is even though I never learned the difference, I still can tell when the endings "look wrong".

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