Ninjakillzu
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  • To cut down on map lag, I've been researching how to implement a lighting layer as a single map overlay instead of a bunch of individual lights. Hopefully I'll have a screenshot soon!
    ElCheffe
    ElCheffe
    I think there is a tutorial from Kokoro Reflections about exactly this topic. Should be part of the free stuff on their homepage.
    Ninjakillzu
    Ninjakillzu
    @ElCheffe Is it for VX Ace? So far I'm just seeing MV stuff.
    ElCheffe
    ElCheffe
    The tutorial is for MV, but I believe the techniques applied could be used for VX Ace, too. As long as you are able to overlay your map with a image.
    I'm in the process of converting all locks and intimidate/persuade dialogue options into D20 DC based success/fail (modified by player skill). Before, it required a certain flat amount you had to meet, but with rolls, it offers more freedom. For instance, you can repeatedly try to unlock a door instead of just not meeting the requirement to unlock it.
    • Like
    Reactions: alice_gristle
    alice_gristle
    alice_gristle
    Okay, but is it okay now if I save before a door and spam my lockpick skill on it until it open? And then put all my points into melee instead? :biggrin:
    Ninjakillzu
    Ninjakillzu
    @alice_gristle Yep, it's perfectly valid to save scum, but you won't need to do that when unlocking a door. If you fail a roll, just try again! It rerolls each time you try to unlock it.
    Who's a fan of firearms? The 5 on the bottom row (not including the green laser ones) I made pretty recently. I plan for most of these to be in my project.

    Screenshot 2021-09-28 165924.png
    Ninjakillzu
    Ninjakillzu
    @C64_Mat Not sure yet. I've made a different set of weapons for my brother's post-apocalyptic rpg, but I am potentially open to sharing my work or even making a few commissions.
    Ninjakillzu
    Ninjakillzu
    @Finnuval It's really hard to get a lot of detail in such a small space! The sniper rifles were especially bothersome. Glad to hear you recognized most of them!
    gstv87
    gstv87
    @Ninjakillzu been playing Combat Arms lately, and took that as one of my favorites.
    in a server and game where everyone plays to rush with SMG, I donned heavy armor, picked up a HMG, and dug in to defend. THE amount of salt I collected from the P2Ws, unbelievable.
    "Dude! How can you headshot me with that bullet spread?!"
    "I have 200 rounds.... I'm bound to land one sooner or later!"
    So, I got let go from my current job because my skill set didn't align with the department's goals anymore. I have some hope, because I am currently in contact with a manager from a different department, and they are desperate for more employees. We'll see what happens... :kaoswt:
    • Sad
    Reactions: Froggo32
    Froggo32
    Froggo32
    F....Hope you can get a new job!
    Shaz
    Shaz
    That sucks :( Good luck with the other department. It's also nice to do something different every once in a while.
    I finally pushed out my next game update! :kaopride: The last one was all the back to April.
    • Like
    Reactions: akoniti
    akoniti
    akoniti
    I finally downloaded this on the 10th and just got started. I'm excited to dig in as I have time, the intro sequence is tight.

    I noticed one small issue in Feat selection. The Grenadier feat shows the Empathic details.
    Ninjakillzu
    Ninjakillzu
    Crap, I looked into it and you're right. I'll have to fix that.
    I hate it when I write myself into a corner! For anyone who's played my demo, I've had to change part of the second mission, including the dialogue before and after it.
    ThreeSixNine
    ThreeSixNine
    The best advice I have ever been given about writing is to start with the endings. The end of the story, then the end of each scene. Once you have the characters and world conceptualized and you know how you want things to end, the path becomes clear.
    I went to bed 30 minutes early hoping to get more sleep. Ironicly, I got even less sleep than usual because I took forever to actually fall asleep. RIP :kaosigh:
    • Like
    Reactions: RomVHS
    RomVHS
    RomVHS
    Last night was the same for me! While sitting up and watching a video, I fell asleep for a good ten minutes. Since I was tired I figured I'd hit the sack early after that. Lo and behold, my brain senses that I should be up past 12AM. :kaocry:
    stramin
    stramin
    Same for me :kaosigh:
    How often do you just get random game ideas that you think of one day in a burst on inspiration, only for them to sit on the back burner? This happens a LOT.
    Ninjakillzu
    Ninjakillzu
    I have 4 games in progress, and 6 other ideas floating about. Creativity knows no bounds!

    A piece of advice is to make the game that YOU would want to play.
    Froggo32
    Froggo32
    Hmmmm
    i'd like to play game with choices that batter and a good bro/womance
    and romance options ofc
    and plot twists
    hmmm
    Thanks for advice! I think I'll manage to make something now! ^W^
    C64_Mat
    C64_Mat
    Making Games We Want To Play is literally the tag line for me: https://systemmastes.games

    If you enjoy playing it yourself, then your target audience will also enjoy it. It's why I have the highest rated adventure of all time on textadventures.co.uk :)
    I finally updated all of my demo combat encounters to the new on-map battle system. It won't be much longer until I re-upload the demo with all the changes, I promise!
    To get validation for all your hard work feels amazing.

    Studio Blue did a video on Collector and enjoyed it a lot. I expected them to rip it to shreds, but the gameplay went (mostly) well.

    There are things I can improve, but they said my game "oozes Mike Pondsmith" (he's the creator of the Cyberpunk 2020 ttrpg, which precedes Cyberpunk 2077). I was shocked to hear such a compliment! :kaopride:
    • Like
    Reactions: Wavelength
    bgillisp
    bgillisp
    Studio Blue is really good at giving feedback without ripping the game to shreds at the same time.
    Ninjakillzu
    Ninjakillzu
    Yeah, they gave me great advice.
    What are everyone's experiences with porting games to a new engine (let's say VX Ace to MV/MZ)? Is it worth it as long as progress is near the beginning?
    • Like
    Reactions: ADMtn
    Tai_MT
    Tai_MT
    Never "ported" a game. However, I did move my initial project from VX Ace to MV. However, I always have a metric crapload of documentation so what I'd spent about a year creating in VX Ace only took me about 3 days to recreate in MV. Then, I began taking advantage of new features and my game got an overhaul later.
    ADMtn
    ADMtn
    So are you upgrading engines?
    Ninjakillzu
    Ninjakillzu
    More like just remaking the game from the ground up. It's not like it had much progress in the first place. This is for a side project, not Collector.
    • Like
    Reactions: ADMtn
    When you gotta make a new tileset for each building because of a few differences.

    giphy.gif
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Did this randomly in my free time, I guess today is a good day to show it.
If I were to not exaggerate, I would say that I have changed my damage formula about a million times by now. Give or take 1 or 2.
Son passed his second swimming exam *celebrations*
Super Mighty Pack is set to come out at like 6:09 EST today. It is not free, it will have a subscription service.
Time to wrap things up and release a demo of my game.

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