Kenen
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  • MZ_Banter_1.gif

    MZ_Banter_2.gif


    Battle banter!

    (I really need to stop and get back to playing through my video game backlog).
    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
    mz_skill_window.png

    Working on my front-view project and trying to sort out the skill window to show the important info as compactly as possible. I coded the damage formula into the help text and went with a tooltip-style help window that can be turned on/off. The skill cost, cooldown, and speed are grouped in a separate window.

    mz_skill_window_gif.gif
    mz_nes_battlelog.gif

    Got a Final Fantasy 1–3 style battle log more or less set up.
    mz_ff1.png
    This evening's project is a mini FF1-themed build.
    MZ_enemystatus.png

    Sharing my first draft of an enemy status window.

    The up and down arrows next to the enemy's stats indicate whether or not that stat has been affected by one of the states shown in the right-hand column. I'm hoping it's not too visually cluttered.
    Richard John S
    Richard John S
    I think this looks great. Good work!
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    Kenen
    Kenen
    Thanks all.

    I think the elemental part is off partly because the arrow direction doesn't match up with attack stat (e.g. a buffed/bigger number = green arrow). I could display the resists as static numbers, like below, which might make more sense. Percentages would also work, but I'm weird and don't like the look. :aswt2:

    MZ_EnemyStatus_2.png
    ZombieKidzRule
    ZombieKidzRule
    Yeah, resistances instead of vulnerability seems to be easier for me to understand. It doesn't make my brain hurt when I look at it. :)
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    MZ-Battle-Log.gif


    The default battle log is a difficult beast to tame when it comes to multi-target skills. Getting there, though.
    Guardinthena
    Guardinthena
    I have always loved battle logs. Grew up playing Baldurs Gate. It is so nice to see them implemented in RPG Maker these days.
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    Kenen
    Kenen
    @Guardinthena I agree. I grew up playing games like Final Fantasy Legend III on Gameboy and Earthbound on SNES, which both had battle logs. I initially wanted to circumvent the battle log, but I think it has so much potential for flavor text or contextual information. Which, admittedly, I didn’t show in my status, but it’s something I’d like to integrate. Thank you for your comment.
    MZ_Status.gif

    I reworked my status window tonight, adding a dedicated window for the actor portrait and a blur effect under each window. I also had the idea to add each actor's sprite to the top left next to the command icons. I felt like I needed another way to show whose turn it currently was, and I like the idea of including the sprites even though I've gone with a front-view system.
    Kenen
    Kenen
    Thanks for the comments, everyone.
    Trihan
    Trihan
    @Kenen I hope mine didn't come across as judgy or harsh. I should actually have asked if you were looking for feedback before commenting.
    Kenen
    Kenen
    @Trihan Not at all. If anything, I'd be guilty as charged. I know that the style I'm going for is not going to be to everyone's liking. In any case, thanks for the feedback and comments.
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