ImaginaryVillain
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  • and_remember_tomorrow_all_fall_down.jpg
    An early version of the next map in the sequence. Yes... yes I actually built a mini version of the house on fire from the previous map in the distance. :LZSexcite:
    ImaginaryVillain
    ImaginaryVillain
    But what she saw at that house before being chased makes her not want to live. She is after all now all alone, and thrown into a cold world where at least one group of people want her dead.

    As for a timeline... er... um... The programming is largely done. I plan an episodic release so that it actually happens. The first episode is largely planned out. Many of the assets are already made too....
    ImaginaryVillain
    ImaginaryVillain
    But I also work 50-60 hours a week and work alone on this, so my concept of a timeline is pretty er... um.. long? The good news is future episodes won't take anywhere near as long as the programming is the same. And I can pretty much crank out maps. Though I do need to refine the writing, it was originally a book I was working on. Not a script like a game needs.
    ImaginaryVillain
    ImaginaryVillain
    Also I need to make some quick assets for the combat areas as I've changed their design a bit. and_remember_tomorrow_real_world_forest.jpg
    ..to reflect nearby areas. Especially the real world stuff. I'm hoping sometime this summer... Though people keep shoveling money at me to do other stuff instead so er.. Listen. I'm greedy, lots of money always wins. :LZSgrin:
    Last update I posted, I had two different people on two different platforms ask me about the engine I used. Both seemed excited when I mentioned RM... And here I thought I'd have to dodge rocks. Perhaps when I do finally release my game, I can dispel at least a little stigma the engine has. :LZSexcite: ...Or they are just waiting for my back to be turned to start throwing. That's possible too. :kaoswt:
    Half way to making the scene I want. :LZSwink:
    Riazey
    Riazey
    In the back of my head that one meme with the little girl and the burning house comes to mind... xDD
    ImaginaryVillain
    ImaginaryVillain
    Haha pretty much. I thought the same as I was doing the video. Unfortunately I had to stand there to get, most of the house into view. Though I guess I could have setup a camera event at the front door. I'll probably need to do that for the sequence anyway come to think of it.
    Every time I switch to a cooler dev map it's like moving into a new home, super exciting and it makes me want to work even more on the game. :LZSexcite:
    ImaginaryVillain
    ImaginaryVillain
    Sometimes I think I'm the only person here who doesn't need motivation to work on their game. I just enjoy it and dream of working on it all the time... It's just too bad I'm so insanely busy with my actual business, else I would. :LZSgrin:
    Riazey
    Riazey
    I'm incredibly lucky for my husband for offering me the opportunity to go full-time now on gamedev <3 I don't know what I'd do without him!
    ImaginaryVillain
    ImaginaryVillain
    I work 7 days a week, usually 50-60 hours, then I come home and do this. Thankfully due to Corona-chan I don't have much of a social life these days, so I've got a lot of extra time. :LZSwink:
    Finally finished the home map.

    Going to start the game on this map, send them through the forest to see the meteor shower on the hill, then return them home for a nasty surprise. I'll see if I can animate her climbing out the window by Frankensteining animation frames together from PVG's stuff. Won't be AAA but hey, might still be cool? :kaoswt:
    ImaginaryVillain
    ImaginaryVillain
    Indeed it is, this track is actually something of a crowd favorite it seems... It's gotten compliments on every platform I've posted a clip with it. :LZSexcite:

    As for animations, yeah... I've been experimenting a bit with inbetweening to get extra frames... But it just looks weird. So instead, I've just been grabbing single frames to make longer animations. I have one with her falling down the pit already.
    ImaginaryVillain
    ImaginaryVillain
    I could marionette her I guess, just make a doll out of the character and create joints... Then repose her as necessary. Super time consuming though... I'd probably be better not doing that in the interest of every actually finishing. :kaoswt:
    Riazey
    Riazey
    Marionettes are super creepy, now you've got em stuck in my head!
    and_remember_tomorrow_real_world_forest.jpg
    and_remember_tomorrow_real_world_forest2.jpg
    The randomized areas are starting to look pretty cool. This is for the early areas of my game to match the maps from the three previous posts. :LZSexcite:
    ScorchedGround
    ScorchedGround
    I think leaving the "real world" with more realistic colors would be a nice touch to add some contrast.
    It might also help with communicating to the player that a transfer from "real" to "dream" happened.
    ImaginaryVillain
    ImaginaryVillain
    Eh... you know what? Nah.. I don't really like the whole cold light of day feel. I like the storybook/childish innocence of the multicolor better. Though maybe I'll use a Sepia filter for something for the "cold light of day" scenes. Just so I can showcase that innocence breaking a bit, which should fit the whole "denial" thing of chapter 1. :LZSexcite:
    ImaginaryVillain
    ImaginaryVillain
    Haha you posted that just as I did. There is an argument for making it a real world versus a fantasy world all the time. I'll experiment and see what works out best. Goodness knows I love playing around with special effects.
    • Like
    Reactions: ScorchedGround
    ScorchedGround
    ScorchedGround
    Hmm... I just noticed that this style looks like a cartoonish version of Diablo.
    It has the same kind of vibe, atleast on this picture.

    Looks great by the way.
    ImaginaryVillain
    ImaginaryVillain
    Cartoon Diablo, I like that. :LZSexcite:

    I'm definitely going for a corrupted storybook feel, like it's all happening in a young woman's mind. So just the right amount of wonder, but harsh reality bleeding through. Though the Diablo feel has to be the edited PVGames assets. That stuff's basically a love affair with Diablo.
    and_remember_tomorrow_home.jpg
    Today I realized I've come full circle. I'm remaking a scene from two years ago, the very first scene I ever made in RM (see WIP above). Only this time I don't have to be drunk to think it looks good. :LZSwink:

    Also this tweet is an experiment. Not only did I vastly reduce the number of RM tags, but I'm seeing if I can get Inkarnate to retweet my stuff. I might sweep the RM tags entirely under the rug... I think it's actually hurting interest in my game. :kaoswt:
    and_remember_tomorrow_on_the_plus_side.jpg

    After countless hours, I finally solved the mystery of the missing puzzle pieces, but also created the mystery of the space trees... Progress? :kaoswt:
    KazukiT
    KazukiT
    This looks quite eccentric (matching your style) however, I would tone down the glow effect and make the outline a different color so the menu options are easier to read.
    ImaginaryVillain
    ImaginaryVillain
    Entirely fair. I've definitely noticed that since the menu is just built on top of whatever area of the map the player is currently in... Sometimes the font is very difficult to read. Especially with the Bloom Filter active on a map. I'll experiment a bit and see what I come up with. Thanks for the feedback! :LZSexcite:
    I kind of want make a map that's just giant version of the player that's they're running around on. Either by stringing together multiple maps or just by shrinking the player sprite for those maps. Actually that might make a fun reveal... The player's on a normal looking map, but then as realization dawns on them it zooms out to show a much larger map that's a giant version of the player. :LZSexcite:

    Due to a situation in which I thought plugin adaptations had stopped for the QPlugins, I "ghetto" converted these 7 over yesterday. They appear to work perfectly as long as you use old style plugin commands. I am uncertain if I will have a lot of free time in the future to work on this, but if you'd like them, here they are.
    ImaginaryVillain
    ImaginaryVillain
    Converted plugins are QPlus, QMovement, QSprite, QMap, QM-CollisionMap, QCamera, and QPathfind. Perhaps I'll make a thread about it, but also team Luna is apparently back on the job, so if they do an actual real conversion for these then I'll just delete this. If not, I'll look into it at some point... Probably? Maybe?
    Should I start community projects for the QPlugins on MZ? So far I have QPlus, QMovement, QSprite, QPathfind, QCamera, QMap, and QM-Collision Map ghetto working on MZ... (They aren't the Luna versions either).
    GmOcean
    I would like these, ATM I'm using the Luna version purely for the Collision Map and movement.. But that would be quite the work load. Especially when your project is making great progress lately. I'd say if you do it, only do it when you hit a lull state or just need that short break to prevent burnout.
    ImaginaryVillain
    ImaginaryVillain
    Yeah.... You're probably right. Best not take on any extra work at the moment else my game will never get done. I'll clean up the files and toss them your way though.
    As I mess with Effekseer I find myself wishing certain options were available....
    1. The ability to simply cut frames out of a particle instead of needing to remake it for different lengths..
    2. The ability to force MZ to end the Effekseer animation at any time.
    3. The ability to place it in various containers and z coordinates.
    ImaginaryVillain
    ImaginaryVillain
    For what it's worth, I learned Effekseer has a recorder that will just split it into images for me. So I can just grant my personal image plugin the ability to animation it and stuff it where I want. Also I can just limit the frames I need that way, so the problem will be solved... All be it in a weird way.
    Three days to figure out how to take the mini map for the randomly generated areas, remove it so the status menu could be built on top of the map instead, then readd it when the status menu is removed. All because my lights exist on the tilemap layer, but the mini map exists in the picture level to avoid the lights...
    ImaginaryVillain
    ImaginaryVillain
    However the player needed to jump to a map above the actual map that's the newly created status menu map but that is still affected by the lights. So to avoid the mini map crowding that, it had to be erased temporarily. Which is awkward since each newly spawned thing in the game adds itself to the mini map. :kaoswt:

    Down the rabbit hole...
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Hey everyone! No Studio Blue RPG Maker Critiques Stream today! But you can always check the playlist for old streams you've missed!

I ran out of paper sheets to draw, so I guess I'm forced to do digital for a while now...
x778xt8.jpg

Still haven0t found a colouring style that I like :kaoswt:
woods.pngshop.jpgboss.jpgRoom.png

Mapping is becoming so much easier!
FirestormNeos wrote on Neikoku's profile.
the cat in your profile picture is adorable

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