Kenen
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  • mz_nes.gif
    Just something random.
    darkand
    darkand
    bro awesome, how you maded it look soo pixel art?
    TobyYasha
    TobyYasha
    Oh my lord, i really like what you've done with the character portraits on the side, using them as HP Bars by greying them out based on HP they have left.
    Such a simple yet brilliant idea!
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    Trihan
    Trihan
    I agree with Toby on the portraits, though them greying out from bottom to top messes with my brain. It would feel more intuitive going top to bottom, IMO.
    MZ_Reaction_1.gif

    MZ_Reaction_2.gif


    Working on a D&D 5e style reaction system. I don't really like the current UI for the reaction prompt itself (feedback welcome), but I've got the mechanics of interrupting the current battle action and then resuming it more or less worked out.
    MZ_Chest_Dialogue.gif


    Working on some dialogue plus some tweaks to the message window. Added inline speaker names (not a fan of name boxes), automatic and balanced breaking of text lines, and portraits. I like the balanced line breaks, because I think it looks nice and it saves me from manually adding line breaks.
    MZ_QuestJournal.gif
    Quest journal is about done, I think. I could add more, but... Keep it simple, stupid. I'm going for more of a "main character's to-do list" vibe than a full-blown MMO / CRPG quest tracker.
    MZ_JournalGif.gif

    Thought I'd share something unfinished tonight. I'm trying to branch out from battle-related content, and wanted to try a quest log. While I don't plan to do a bunch of "kill X" quests, I thought it'd be neat to display the enemy sprite in those cases. Lots more to do, still.
    MZ_PartyChat.gif


    Just finished the first iteration of my party chat system. Sort of like the "Tales of" series' skits, but I wanted to try a chat-like UI inspired by Persona 5. Plus, it ties in with my bark system, so party members can drop hints on the map for new chats:

    MZ_PartyChat_Barks.gif
    Trihan
    Trihan
    Looks awesome! Only potential tweak I'd suggest is not marking the chat as viewed until the last message in it shows, just in case the player scrolls off of it before it finishes.
    Willibab
    Willibab
    Do you have any social media accounts or similar? I'd be interesting in getting some of these plugins if you ever share or sell them.
    TRIDIUM
    TRIDIUM
    That's amazing! And, of course, clean and crisp as always.
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    MZ_ToggleSkills.gif


    Working on a new party member's skills always seems to mean writing more plugins. Introducing toggle skills: toggle a skill on—or off—right from the skill menu.
    mz_quest_victory_scene.gif


    This battle victory screen has been pretty fun to work on. Not only can party members set new personal records for their contributions to the fight, but when they do, the party remarks on the accomplishment!
    MZ_Banter_1.gif

    MZ_Banter_2.gif


    Implemented a basic battle banter system.

    (I really need to stop and get back to playing through my video game backlog).
    Tw0Face
    Tw0Face
    Impressive work, mate. Lemme ask you, is this part of a game you will release on time? Or is this gonna be more like a battle plugin for ppl to use?
    Kenen
    Kenen
    It's primarily a code and design playground for me. I am working on a more general-purpose boilerplate Dragon Quest battle HUD plugin that I plan to release.
    Willibab
    Willibab
    I disagree, you need to continue with this xD
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    MZ_HUD_1.png

    Accomplished a longstanding goal: transitioned from windowskin graphics to native canvas drawing for windows. No more window.png or resizing individual mask images; Bitmap and Window classes handle it all seamlessly now.

    Same UI, different corner settings:

    MZ_HUD_2.png
    QuestMZPlugin.png

    My first foray into a plugin that I plan to release. Working on something for those who want to set up a Dragon Quest style battle HUD with minimal fuss. Includes the ability to round the battleback corners to fit your windowskin and, of course, front-view animations.

    QuestMZPLugin_CustomWindow.png
    Willibab
    Willibab
    Nice, as someone who recently started making monsters with backsprites. A battlehud for that would be amazing...If you happen to need more practice that is xD
    Kenen
    Kenen
    @Willibab Happy to look at HUD mockups or requests you have. HUD plugins are tricky because they're markup-intensive vs. modifying engine features. Currently considering how to limit the plugin scope. My goal is to provide a boilerplate without a lot of features (VisuStella has a front view plugin for those who want options). I'd love to also make HUD plugins based off of Lufia and Etrian Odyssey.
    Willibab
    Willibab
    @Kenen I just remembered I have that Ultra Super Pro...Hud Maker thing from SumRndDde :p But this DQ one can also be used with my sprites anyway. It looks nice, I have grown fond of simplicity after using Visustella plugins ngl :p
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    MZ_ClassSpreadsheet.png
    Here's something a little different. Anyone else enjoy a good spreadsheet? I use them to plan class skills and rotations. It's an easy way to see how much damage an actor will do with given stats, and helps with balancing party members and planning boss HP totals.
    Kenen
    Kenen
    @Tailo_Sakane No confusion intended, lol. :aswt: But I get your point. I'm using the circle for bonus right now so that I can represent a consumed bonus slot as a circle with a check mark. But I change stuff constantly.

    @StrawberryFlower I made it in Numbers!
    Tailo_Sakane
    Tailo_Sakane
    Lol, it's not a big deal, didn't mean it as feedback, more as a fun observation. Though I suppose it could also be seen as a fun observation for how I've spent far too much time lately playing BG3 :ewat:.
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    Kenen
    Kenen
    I need to get back into BG3! I'm on a bit of a RPG Maker kick right now obviously. I'll probably be playing BG3 for years to come, so I guess there's no big rush, lol
    MZ_Actions.gif


    Went too far down the rabbit hole tonight while experimenting with D&D 5e style actions. 1 bonus action and 1 standard action per party member per turn. Bonus actions occur without leaving the current actor's turn input. Action types are represented by shapes because I'm feeling inspired by Baldur's Gate 3.
    Kenen
    Kenen
    Action type, which is a replacement for the conventional skill cost (MP/TP).

    There are two shown in the image: standard actions (triangle) and bonus actions (circle). Actors get 1 each per turn.

    This experiment in particular was directly based off of D&D 5e and Baldur's Gate 3, so the visual cues may not be super clear without that context. Which means that I need to tweak things, so thank you for asking!
    alice_gristle
    alice_gristle
    I do get the triangle/circle thingy at a glance tho. Overall a nice concept, I like it! (Also I have no BG3/D&D background):kaoluv:
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    RCXGaming
    RCXGaming
    @Kenen I forgot to respond to this post OMG. The reason I asked was because I use symbols in my skill names/descriptions too.
    Orange ▲ = Physical
    Blue ★ = Magical
    Green dots ● = Support move

    So I was curious to see what they meant in your game. :)
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    I just came across your profile and I have to tell you, damn dude, you make such impressive battle screens. Never saw anything of this quality before in RM.
    MZ_DoTDisplay.gif


    Doing some more work on how states are represented in battle. First up: DoT damage is separated out by state. Total DoT damage is displayed in the combat log.

    Also working on some state application popups:

    MZ_DoT_Apply.gif
    mz_statusicons.gif
    Super minor, but I'm liking these miniature state icons I've added to the enemy HP gauges. To keep the pixels to my liking, they're drawn independently of the normal state icons, which are tucked away in the enemy status window along with the state's help text.
    IMG_3583.gif


    Flashing yellow frames indicate an imminent enemy attack against multiple party members.
    Kenen
    Kenen
    Thanks Dalph.
    Animebryan
    Animebryan
    Wait. You have enemy skill animations visible & targets actor's HUDs for Front View battles? How do you do that? I've been needing that feature for my DQ MV Remake for a long while now & never found a working solution.
    Kenen
    Kenen
    I'd go over the character limit if I were to explain in detail, but the short version is that I wrote a whole bunch of plugins.
    mz_actor_status.jpg

    It was a little unwieldly to maintain separate actor/enemy status window plugins. So, I merged the plugins and their layouts, then added status effect tooltips. States that have numeric effects show their exact values in their tooltip.

    mz_enemy_status.jpg
    mz_status_gif.gif
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