ImaginaryVillain
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  • Success, my character has harnessed the power of the particle, and now she leaves a speed streak.:kaopride:



    I'm breaking up with QSprite. :kaolivid:
    I'm a bit conflicted. One the one hand, it's quite visually cool to make bodies of water that the player can interact with by going into it. However obscuring the player character from a gameplay perspective is pretty bad. Hmm... There's the option to make the area around the player visible, but then that kind of defeats the purpose of submerging them. :unsure:
    ImaginaryVillain
    ImaginaryVillain
    Thanks! I've got a game thread here if you want to see it. :LZSexcite:
    ImaginaryVillain
    ImaginaryVillain
    I'll likely just end up testing both and see what I like best. I've already been messing around with it. My last YouTube video with my WIP boss fight had the water depth on. It didn't drastically effect stuff. But it didn't really add anything either. I'll have to slow stuff down a fair amount to really make it not just a visual obstacle to the player.
    ImaginaryVillain
    ImaginaryVillain
    @l8rose I'll definitely look into it, thanks for the advice. :LZSexcite: I'll tinker around with it. It will definitely be a challenge, but worth it if the gameplay is better. Though at this point I might be willing to sacrifice some of the beloved graphics for gameplay. I mean it's a game not an art gallery, even if I think I'd be way better at making an art gallery. :kaoswt:
    • Like
    Reactions: Dororo
    And then I figured out a way to doing a "regular animation" that's affected by PIXI particles. So now each frame of the animation gets particle effects. Soon my dreams of a world without QSprite will be realized. :kaopride:
    ImaginaryVillain
    ImaginaryVillain
    PIXI Particles aren't locked to layers 1,3,4, in fact I use layers -30 to 100. This allows me to create the illusion of depth by making layers appear above or below the player at varying z coordinates.

    So what I've been experimenting with is creating multi frame animations by swapping PIXI particles on the fly. If I can....
    ImaginaryVillain
    ImaginaryVillain
    ...successfully do it in a way that's not too resource intensive but completely replace the QSprite animations, then I won't be bound to layers 1,3,4 and the restrictions of normie things like solid spritesheets. :LZSexcite:
    Hyouryuu-Na
    Hyouryuu-Na
    Oh I see :0 Thanks for explaining ^^
    Huh, with the release of HUD Maker Ultra... I'm one plugin closer to my game being able to run on MZ. :popcorn:
    KakonComp
    KakonComp
    Nice. Thanks for the heads up, yo.
    Kupotepo
    Kupotepo
    @ImaginaryVillain, you see Driftwood Gaming using the Hud maker. Maybe you might get a new idea from their video.
    ImaginaryVillain
    ImaginaryVillain
    Yeah they're the ones who clued me into it's existence. Though I admit I didn't watch their video since it's over a hour long, I just watched SRD's thrown together explanation video on it. Other than having an outside editor, they're pretty similar. Admittedly since I don't own MZ (and am uncertain if I ever will), it was more of just a curiosity versus anything else.
    I just realized, ever since MZ came out and they moved the MV board... I've almost never looked at it, unless a "Latest Thread" just happened to be in it. Honestly I kind of forgot it existed. All I ever seem to look at now are the Javascript boards and the "Latest" stuff, then I just wander off. :kaoswt:
    I was messing around with particles and made a pew pew sparkle laser. :LZSexcite:


    Also I tested this game on my first gen Surface Pro (it's literally made of stone)... And er.. Anyway enjoy your 8 fps? Yeah... Going to need a graphics card or a much new APU for this game barring some kind of major changes.


    So I've been testing disintegrating a map from left to right over about a minute and thirty seconds. And giving the player that long to drag stuff to a portal on the opposite side they'd like to keep, along with accomplishing any side objectives.

    They can of course permanently abandon the map at any time,.....
    ImaginaryVillain
    ImaginaryVillain
    Of course there's no visible timer, I think the world disintegrating behind you is enough of an indicator that you should probably go fast, and er... not in that direction. Definitely doing a very "Half Minute Hero" vibe here, since well... I have infinite maps, might as well take advantage of that. :LZSwink:
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    ImaginaryVillain
    ImaginaryVillain
    I just continued what I was saying in my game thread... I have no idea why I try and type out long stuff in the Profile Posts. :kaoback:
    Sigony
    Sigony
    It’s the safe place
    taarna23
    taarna23
    Can't even see all the useful stats anyway. Concurrent users is not a helpful metric on a piece of software.
    ImaginaryVillain
    ImaginaryVillain
    Yeah the owners listed below is 0-20,000... Hardly the most accurate of measurements. I just give it the benefit of the doubt and say 20,000.
    The Stranger
    The Stranger
    LOL! Owners between 0 and 20,000. Which is it, Steamspy? There's a huge difference between 0 and 20,000. xD I'm one of those who, while owning it on Steam, only use the desktop version.
    I got my personal lighting plugin down to 486 lines of code from 613 lines. :LZScool:
    The game was going well until the Harold Titan arrived. :kaoback:
    As I look at ways to protect my game assets for a demo... I realize I'm more concerned about people stealing the code versus the graphics. Like my water graphic, you want it? Here you go! You're welcome! :LZSexcite:

    In action it looks like this...

    Not very useful without the code. :LZSwink:
    Current size of my game before deploy? 97.8MB... 51.6MB audio, 31.1MB graphics, the rest data. 249MB deployed... Got to love that oversized Chromium browser deployment throws in. :LZSwink:
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    • Haha
    Reactions: Dororo and Riazey
    ImaginaryVillain
    ImaginaryVillain
    Also now that I'm testing it in a deployed state, I can see now that it requires around 600-700MB of RAM to run, and obviously if you don't have WebGL you need not apply. Even if I didn't forcibly make the game require it, the game would just be literally blank without it anyway.
    I think of all the effects in my game, the light passing through fog has got to be my favorite....

    ...Also I spent all day trying to figure out how I had suddenly messed it up and made it start dropping frames like crazy. So I had all day to look at it... mocking me... with it's previous 60fps reduced to 30fps... At least it's fixed now.
    taarna23
    taarna23
    It's okay. I have no social life and I don't work or always put that kind of effort into my game and I'm not remotely sure what I'll have by the end of October. My brain is going "bluhhhh" at mapping so I decided to pull out the graphics tablet and try to learn some art but that things being a bastard and refuses to be pressure sensitive and I dunno why. T_T
    ImaginaryVillain
    ImaginaryVillain
    No social life, converts caffeine into programming and has a tablet you never actually use? I er... don't know anybody like that. :LZSwink:

    But honestly I kind of just want something to show people so I can hopefully get people at least kind of excited. So I'll just see what I can produce, and update it as I go. Of course now I need to do a lot of research into encryption so people don't just steal the assets/code.
    Riazey
    Riazey
    SPORKLE BEAM- !!!!! :kaopride:
    Ah! Another nice "clear day" in....
    //Smacks a nearby fleshy mass
    No you! Me time, not you time! :kaolivid:
    //Looks back
    Where was I? Oh yes, another...
    //deep breath and coughs
    ...nice clear day in Silent Hill. :LZSexcite:
    ImaginaryVillain
    ImaginaryVillain
    Hyouryuu-Na
    Hyouryuu-Na
    It says 64 AQI, poor. Still a lot better than what I expected since I've practically grown up studying in school-college how our environment is so polluted compared to developed countries :") Looking up stats is pretty fun ^^ reminds me of the time I used to play with my calculator as a kid lmao *starts to look up cities from neighbouring countries*
    ImaginaryVillain
    ImaginaryVillain
    Probably the thing I miss most about living in the mountain forests is the clean air.... I mean when they aren't on fire. Down here in the city, most days are at "Fair" range usually in the 40s. But the massive trees up there cleaned up California's crap air nicely, so it was always excellent on the scale. If I ever become a game dev as a job, I'll move to somewhere nice and rural with clean air. :LZSexcite:
    Explorer's Log:
    September 29th
    Silent Hill 4pm, 91F, air quality forecast of 301 AQI

    The mask upgrade appears to be working great, I've had less hallucinations of weird fleshy creatures today... Some even look like people. Though I remain unconvinced of such. Still in hindsight, I probably should have treated previous "weird fleshy creatures" better, just in case.

    Still no Pyramid hat though, I'll keep searching.
    This new screen transfer looks wild! :LZSexcite:


    ImaginaryVillain
    ImaginaryVillain
    It's so fast that it looks quite fluid, it took me so many tries to screenshot it. :kaoswt: It happens over 36 frames... Also I have a way to do that with message windows. :LZSexcite: I almost want to use them now... Before I was just going to use PIXI Text everywhere (what's normally in the videos).... But it looks so sweet, especially when combined with text boxes over character's heads. :LZScheeze:
    Sigony
    Sigony
    Brandon Sanderson said in one of his lectures that “sheer awesomeness” should always be included or something like that. That is sheer awesomeness.
    ImaginaryVillain
    ImaginaryVillain
    The further I get into this, the more I have become enthralled with visually telling the story. I figure if I can make it quite the spectacle, at the very least the player won't be able to look away. :LZSwink:
    I should have looked for this earlier....

    It makes MV only need OGG files, and it fixes the audio lag issue. :LZSexcite:
    Wow... For the longest time I thought, my game had a memory leak. I've been doing everything I can think of to optimize it. I was at a loss... Then today I tried a deployed version. Turns out the memory leak is MV running it.
    :ewat:
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