Oggy
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  • Sometimes the doctors in my area really frustrate me. If you run tons of tests that come back normal except one why would you wait to do the confirmation tests for that one because your waiting for one more vitamin test to come back? Especially when that vitamin deficiency symptoms don't match. ~ End medical rant. ~
    • Sad
    Reactions: Alright
    gstv87
    gstv87
    they want to make sure the meds they prescribe you are 100%, certified, without a doubt, *NOT* going to do a damn thing to you.
    if they cure you, you won't need the doctor.
    if they kill you, they gonna need a lawyer.
    Oggy
    Oggy
    It wasn't even about meds it was about further blood tests to follow up with the only abnormal result.
    Feeling confident today wrote two plugin codes implimenting notetags! It doesn't seem like much for most but to me that's a mountain climbed.

    Incase any were wondering: One is to lock the tagged character from being moved in formation and the other is hide boss hp when the party has the ability to see enemy hp. I always wanted it to be non boss and now it can be.
    Oggy
    Oggy
    @ATT_Turan Im not using gauges. im calling it via the draw name in the enemy window.
    Screenshot 2023-09-13 115837.png
    Oggy
    Oggy
    a snip of the plugin
    if ($gameParty.hasDropItemDouble()) { if ( $dataEnemies[this._enemies[index]._enemyId].meta.Boss === 'yes' ) { this.drawTextEx('\\FS[26]' + name + '\\FS[26]', rect.x, rect.y, rect.width); } else { this.drawTextEx('\\FS[26]' + name +'\\FS[24] - HP: ' + hp + '\\FS[26]', rect.x, rect.y, rect.width); } }
    ATT_Turan
    ATT_Turan
    Well, whether or not it was a gauge or just the numbers was not entirely relevant to my comment about it being a part of the original plugin :wink:
    But if it's all just stuff you've done yourself, cool!
    That moment when you're playing a new game and you see some of the same systems you have and think, I'm not copying them I already had that in my project.
    I think I'm going to change my quest indicators to proximity based instead of just always up. But leave the return indicator up all the time (once quest is ready) so one can find the turn in easier. It seems like it may be less obnoxious this way.
    Finally made some executive decisions.
    1. Finalized how crafting will be in my project and how impactful it will be on the game.
    2. Decided there will be a hard mode of the game. It won't be 'balanced' like the main game, as it's meant for those who are like punishment.
    • Love
    Reactions: Puppet Knight
    Puppet Knight
    Puppet Knight
    OK, but do we get to choose a safe word in the hard mode playthrough?
    Oggy
    Oggy
    @Puppet Knight I considered it but with how tough it will be I figured it would be in the best interest of the player to just start a normal game lol.
    Trying to make world map waterfalls...
    Screenshot 2023-07-21 123617.png
    Oggy
    Oggy
    @Kes I agree the logistics of are hard to fully get right. But I did do research on mountain lakes that feed rivers they have a lot if green around them.

    The black line has been fixed. The waterfall is animated and that picture captured a a moment where the top was translucent with nothing behind it.
    Oggy
    Oggy
    I will say if can't get it to a point that I feel ok with how it looks it will get cut.

    I just thought it would be cool to have waterfalls on the wm. Thought it would go well with the seagulls that circle the docks with towns and th floaty objects.
    Puppet Knight
    Puppet Knight
    It looks fine to keep in game mate. I wouldnt wrack your head to hard about it.
    Feeling productive today. Repurposed three party abilities I don't use, Encounter Half, Dual Wield, and Double Items.
    Encounter Half now greatly increases encounter rate.
    Dual Wield now duplicates the Accessory slot allowing two accessories.
    Double Items is now the trigger to see enemy hp in battle next to their name.
    I was thinking of making new crit damage formula. Something like: damage + stat. Physical + atk, Magic +mat, and else damage × 1.25. And for enemies just damage × 1.5. Assuming it's possible of course.
    • Like
    Reactions: pawsplay
    Shaz
    Shaz
    Are you just stating that, or are you asking for help? If you're actually wanting help/suggestions, please post in the forum. If you're just making a statement, go for it. And good luck :)
    Oggy
    Oggy
    @Shaz hehe just a thought. I was at work thinking of ways this could be possible.
    • Like
    Reactions: Shaz
    Oggy
    Oggy
    WooHoo!
    Game_Action.prototype.applyCritical = function(damage) { if (this.item().stypeId == 1) { return damage + this.subject().atk; } if (this.item().stypeId == 2) { return damage + this.subject().mat; } if (this.item().stypeId == 4) { return damage * 1.25; } if (this.item().stypeId == 5) { return damage * 1.25; } else { return damage * 1.5; } };
    • Like
    Reactions: Shaz
    I always hated when the an NPC disappears for the night they just blink out. Finally got around to making a fade out/in for any NPCs that leave/comeback for the night or day.
    Well, I wanted to expand player battlers visually and now have 3 sheets and counting for each of my players party.
    1. Regular sheet
    2. The character has turned stone sheet.
    3. Using potions sheet.

    Technically the main hero has 4 since he starts with a wooden sword, and I felt that the battler should reflect that until he gets a metal one.
    Finalized my save/load window today! I'm really happy with the results.
    SaveLoadWindow.png
    kyonides
    kyonides
    Do you really want your players to feel like scum for not having a penny in their pockets? :p
    SpyroFan67
    SpyroFan67
    This looks really great. Was your kingdom's name of "Ryule" supposed to be like "Hyrule" from Zelda but spelled different to avoid a copyright lawsuit by Nintendo? :p
    Oggy
    Oggy
    @SpyroFan67 Happy accident tbh. I was working on a name with a yule sound in it. Eventually put the R in to make it "rye-yule" and liked it. Didn't notice what you mentioned til way afterwards, but didn't really care.
    Did some work on my shop status window today and I like the results thus far. Just need to figure out how to either grey out the no change or have -- instead of 0.
    Shop Status.png

    Attachments

    • Shop Status Weapon.png
      Shop Status Weapon.png
      292.1 KB · Views: 3
    • Shop Status Armor.png
      Shop Status Armor.png
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    • Shop Status Accessories.png
      Shop Status Accessories.png
      383.6 KB · Views: 2
    I think I've solved the tedium of using consumables in my project.
    I think my project may be more ambitious that I previously thought. I just looked at my map count and have 121 and its not even 20% complete.
    Level scaling player skills... why is it so hard to decide which formula I like?
    Gunmetal_Dreams
    Gunmetal_Dreams
    What is available to you, and what do you like? (sorry, trying to get a better idea of what you are talking about, before I say anything else)
    estriole
    estriole
    IF you're stuck in the end... just try gambling method... roll a dice and let the dice choose which formula :p hope this help...
    Oggy
    Oggy
    @estriole Hehe I've actually done the dice method before.

    @Gunmetal_Dreams It's mostly just different options I've made. But I think I've landed on my formulae. I had a breakthrough with certain code using stats on weapons as its own variable.
    I don't know why but I really love the Chibi style battlers.
    Mystic_Enigma
    Mystic_Enigma
    Ditto, But I can understand why people would hate them. But personally I like them!
    Kanori24
    Kanori24
    The default battlers? I love them. I'm building my sv characters from them.
    Oggy
    Oggy
    Yeah. I don't like the limited variations of provided actions (swing, thrust defend, ect) because a lot of them are repeats, so I've been working on new actions for them for my game.
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Do you like this design?

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Im watching Depp vs Heard and keep thinking: "Wouldnt it be fun if her middle name was Lisa? Then she'd be Amber L. Heard. Sounds like Amber Alert."

Then I found out her middle name is Laura.
Yeaah, pallarax mapping

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working on the house you explore in the beginning of my game. it's the first major area... part exploration, part battles. just need to script events and setup the on screen enemies.

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