Featherbrain
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  • Hey, so what species are your raptors? Any of these?
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    Featherbrain
    Featherbrain
    They are based on Acheroraptor, the North American contemporary of Velociraptor--the game takes place in Hell Creek so they are all North American varieties. However, I'm just calling them "Raptors," since I'm not really going for strict scientific accuracy; these can talk and build raptor societies, after all.
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    Featherbrain
    Featherbrain
    I'm not sure if I'll include Utahraptor since they lived in the same time and region, but if so they'd be like the Neanderthals were to early humans, lol... a big, brutish cousin that barely speaks and mostly wants to eat you.
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    Frostorm
    Frostorm
    Utahraptor is one of my favorites! It's actually pretty smart (though probably 1 notch below your protagonist species). I do know that they hunted in packs, so they must've had some social hierarchy.
    Made transition effects for going inside or outside using zoom, pixi filter, and a shutter effect
    When you compress a 1Mb parallax image to 65kb but it still looks good enough to serve the purpose:
    Andar
    Andar
    unfortunately the compression only counts on the harddrive, the picture still needs to be uncompressed in RAM while it is being used. And that is the main limit for the size with parallax mapping. A better compression only allows you to reduce download and harddrive storage of your game, not the use of larger parallaxes....
    Featherbrain
    Featherbrain
    Hm... interesting. Thanks for the info! It seemed like the smaller file fixed the slight loading delay I was seeing, but it might be my imagination. Either way, the original file had a lot of detail I didn't really need, so cutting it down to a 4 color PNG-8 didn't lose me anything even if all I gain is a smaller deployment size.
    TakeHomeTheCup
    It can decrease loading times. So the fixed loading delay probably isn't your imagination.
    Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
    Orex_
    Orex_
    cooooooooooooooooooool! Like the tiles and stuff and it looks awesome with the clouds
    Featherbrain
    Featherbrain
    Thanks! I've been working on this dynamic weather system for a week or two now. The cloud transitions are already a bit smoother since I posted this. These are for "light clouds" and "partly cloudy" conditions; also working on "mostly cloudy" and "dark cloudy" that add a full parallax-style cloudiness filter.
    BrentBAM
    BrentBAM
    Yeah it really adds to the atmosphere!!

    Another demo of the dynamic cloud cover system, this time complete with the original soundtrack composition (which sounds even goofier at this 2x playback speed). Much left to tweak but I like it so far.
    It seems MOG Weather only has a "clear" function to instantly erase a given weather effect. Probably works well if weather only changes at map transfer, etc, but looks very abrupt if weather effects are continuously changing. So my next challenge: script a "fade" function to gradually fade the sprites and wait to "clear" the current weather until the opacity of all its sprites hits zero... or something like that! XD
    Scripted a multi-variable weather system that randomizes wind speed, cloudiness, rain, fogginess, etc, while attempting to realistically account for interactions between them (e.g. wind speed affects fogginess, cloudiness affects rain, etc), the current weather pattern, and the player's biome e.g. swamp, beach, etc. Now I "just" have to tie visuals and sounds to the variables so stuff actually happens...
    Shaz
    Shaz
    What engine? Will you be releasing it for others to use?
    Featherbrain
    Featherbrain
    MV. I wasn't thinking about a public release when I wrote it, but it probably could be if I added plugin parameters for the variables. Main thing is it's only a randomization algorithm so far, and the full weather experience will have dependencies on other plugins for visuals (e.g. MOG's Weather EX, Pixi Filter Controller, etc). I'll have to see what I have when I'm really done whether it's worth a public release.
    Finished that egg-sitting mini-game I mentioned here a couple weeks back. Now to fix the weather system so it doesn't rain indoors while you're playing it. >.> A simple fix in itself; leave it to me to take it as an excuse to completely revamp the time/weather/lighting system from scratch.
    Riazey
    Riazey
    Not enough rewriting. Don't forget to also rewrite your entire dialogue system while you're at it xD
    First, the failed hard drive. Then, the leaking garbage disposal. What a week! Now that I've fixed all that, finally, back to my game. Doing some foley work to make baby dino sounds today.
    Working on an "egg-hatching" minigame that plays kind of like whack-a-mole except you're sitting on eggs to warm them up as they get cold. Proud of myself since ~80% of it is handled by JS scripting. Just need to polish it up a bit more. Hoping this becomes the first part of my game I'm ready to make public, perhaps even as a playable demo.
    Now that Halloween's over, our very own backyard raptors went to town on the raptor pumpkin! WIth a sneak peak at "Sable's Theme (Remix)" from my game's soundtrack.

    (Not sure if I'm sharing this video right, hold onto your butts...)

    Featherbrain
    Featherbrain
    I still can't tell if I successfully shared it. It says "Loading tweet..." and doesn't show anything for me but I don't know if that's due to privacy settings, my horrible DS-Hell connection, or what. Do videos from Twitter share here...? Oh well.
    cthulhusquid
    cthulhusquid
    It's there, those are some cute chickens.
    Featherbrain
    Featherbrain
    Thanks!
    Gotta vent a minute: "Move routes" have been unintuitive and clunky since the 90's and I absolutely cannot believe there is no built-in functionality to direct an event to an x, y coordinate. Thank you for coming to my TED talk.
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    Featherbrain
    Featherbrain
    I don't have MZ either but I haven't seen improvements to move routes touted anywhere. And yeah, the TED talk reference is definitely ironic, more in reference to the fact that I'm saying something that no one cares what I'm saying, similar to a TED talk. XD
    kirbwarrior
    kirbwarrior
    I think it would be great to tell an NPC to pathfind to specific coordinates, but I think the reason it was done this way was because Move Route is a lot of things, one of which is actually changing the location of an event. That just happens to be the primary usage of it. If anything, I'd want both.
    standardplayer
    standardplayer
    Unfortunately, part of why it's this way is so that common events can use the same commands and interface as map events
    Now RPG Maker has brought him here. He will never be rid of his need for it. He hates and loves the RPG Maker, just as he hates and loves himself. Featherbrain's life is a sad story. Yes, Featherbrain, he was called. Before the RPG Maker found him. Before it drove him mad.
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Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.

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