RCXGaming
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  • Call Common Event is insane. I originally only used it to connect common events together, but I just realized that this can save me A LOT of having to repeat conditional branches and variables.

    And if I need to edit any values, I can just edit the common event itself and not every single event they're attached to.

    I swear 75% of the fight behind game development is finding the most efficient way to do things.
    Hell yeah I finally got combat hotkeys to work. :kaothx: Now you can:

    * Voluntarily cut your speed w/o taking up a turn (button 1)
    * Change your equipment mid-combat without taking up a turn (button 2)
    * Have five customizable slots for item use that you can set up what is used. (button 3-7)
    It has now gotten to the point where I need detailed excel spreadsheets to track where every individual enemy on the map is, what type of enemy they are and how many rooms you need to pass through to make them respawn.

    I'm simultaneously proud of my diligence and would never wish this torture on even my worst enemies. :kaoswt2:
    HexMozart88
    HexMozart88
    Brethren, you can say that again.
    waypoint arrows.gif

    Lil' waypoints!
    • *Green ? - Place you haven't visited yet
    • *Gray - Place you have visited
    • ! - Plot important
    • Star - Secret. Never shows up naturally
    • Purple w/skull - Boss incoming
    (The arrows are from Ksi's part of the community PCK pack on Steam & the "!" & "?" marks come from @Wecoc's iconset.)

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    Kato-A
    Kato-A
    I like your idea! although I would make the places you have already visited gray (as if there was no more content there) and the places to visit green (or another bright color)
    RCXGaming
    RCXGaming
    @Kato-A Funny thing, you're not the only person that said that to me! And since more than one person brought it up, I swapped the colors of the "Not discovered" and "already visited" markers. Now it's green "?" if not explored and gray if you did visit before.
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    Kes
    Kes
    Now it's green "?" if not explored and gray if you did visit before.
    I, on the other hand, would expect places that I have visited to be green, precisely because I know what's there, and gray if I haven't, because it's unknown. As far as I can remember, that's how it's been in any game I've played where those are both shown, either as symbols or as a world map.
    Custom slip rates and custom ailment durations for enemies really opens up the floodgates for status effect use. I can have Poison and Time Stop affect bosses without it breaking their balance! Finally, a healthy middle ground.

    (Especially after I cooked up a thing that prevents you from re-applying deadly states more than once in specific occassions.)
    hjyI4gQ.png


    Made an attachment for the HUD that I can control the visibility of with switches. This tracks the current amount of items needed to finish a quest. Once you meet the requisite, it turns into "complete" because I figured it would be a good way to tell the player they're done. Also it stops numbers from going off of the UI.
    Joyh8IP.png


    Expanded on YSA Order Battlers - status effects will change the color of the border & muddy the face a bit to show the effects of status ailments on turn order.

    Likewise: implemented a Delay Action move that makes you go last if you want. Doesn't cost anything, doesn't take up a turn and can be removed just as easily. You know, for combo purposes.
    Thanks to Jet's Pathfinding I've finally conquered the one thing that would have ruined my attempts at scary chases: the enemy getting stuck on the terrain and blankly staring at the player! :kaoback:

    Now they actually backtrack and find the shortest path to kill you. :wub
    ATT_Turan
    ATT_Turan
    I remember fighting The Butcher in Diablo...that was the only way to actually win, without over-leveling.
    KazukiT
    KazukiT
    Nothing breaks a scary moment more then them getting can get on terrain. Monster: I am going get you.
    (Chair blocks their path)
    Player: ...Oh...
    SoftCloud
    SoftCloud
    Ahh finding solutions to terrify your player~!
    Yo! We got custom keyboard configurations working for my games!

    spongebob-excited.gif


    Now you can set up any kind of cursed button combination you want and the game won't poop itself. Thanks @Sixth !
    Imagine being poisoned in an RPG and that prevents you from eating food-based HP recovery items because you're literally sick to your stomach. I love overthinking mechanics in video games. :kaoluv:
    Environmental gimmicks are fun. Just the last night I came up with a poison floor that keeps increasing the damage you take if you keep stepping on the tiles, as well as a superheated room feature where even idling will not only damage you but the damage keeps doubling every few seconds if you don't get out of there or have protective suits.
    Sword_of_Dusk
    Sword_of_Dusk
    Sick. Especially the latter feature, which fits very well as a trap room.
    cthulhusquid
    cthulhusquid
    I have radioactive areas in my post apocalyptic game, you have a dosimeter that shows how many mSv of radiation you gain per second. Radiation gives you mutations, is used as a source of power for mutation skills, and will also kill you if you absorb too much of it.
    Me when I feel practical: "Alright, let's incorporate this feature to help the player's overall experience. :kaothx:"

    My brain, at random times: "DUDE WHAT IF WE HAD BOMBING RUN MISSIONS LIKE IN ACE COMBAT WHERE YOU HAVE TO GO THROUGH A GAUNTLET OF A MILLION DUDES AS PART OF THE MAIN STORY :kaosalute: "
    Everywhere I go to, everyone brings up the heat being insane. Is this an omen? :kaoswt2:
    Willibab
    Willibab
    Yes, a gradual one foretelling of a warmer climate :p
    woootbm
    woootbm
    More of a thing that was "accurately predicted by science and ignored." Omens are usually supernatural, heh.
    Recommendation of the day: Lufia - The Legend Returns for the Game Boy Color. One of the most gorgeous GBC games and an RPG that's way more robust and clever than anything I've seen on the system. There's a lot of little neat tricks and the main party gimmick encourages customization.

    Also it lets you defeat "unwinnable bosses" and tackle parts of the game you're not meant to yet.
    Well I had a productive afternoon. Checked how levels affect the strength of my characters.

    Essentially, Stat Bases and Stat Growths are critical in determining the viability of certain peeps and levels themselves stop mattering after a certain point. Equipment can be super useful in affecting character strength too.

    I feel like I've learned where to make the unique parts of my combat shine. :kaoluv:
    Interesting concept: if an enemy WILL drop their rare item in a fight, they'll have a little sparkly next to their name & a battle log message that says they have [x] thing.

    I feel this would greatly streamline the process for my fellow completionists... provided I find a script that lets me do it. :wub
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Hello! I’d like to ask where is a good place to start logging about my game dev progress as production of my game goes forth
In one of our campus classrooms was a bag full of stuff people forgot there... my bag. That I forgot there xD
You know your room is too tiny for how much stuff you have when it gives you literal insomnia. I just cleared a bunch of stuff out and man it feels good!
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Meet the Kernel. You encounter him in cyberspace. He's important!
I released a test version of my game on itch.io. If anyone wants to check it out, here's the link (for now in Brazilian Portuguese only, sorry).

https://rafael-lobo.itch.io/insolita

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