Sigony
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  • A game is a lot like pasta.
    Pasta is technically edible after a few minutes of boiling, if a bit chewy, not very nice.
    If you cook it with patience, perhaps with some oil, at a rolling boil in salted water, drain it and add a nice sauce with some roasted vegetables, and present it on a beautiful plate, with beautiful cutlery on a beautiful table in a beautiful restaurant with beautiful sounds and scents; VERY NICE.

    What a drag.

    Todo:
    Add fog of war
    Add enemy indicators
    Make window draggable
    Optimise map drawing algorithm (5 seconds to load the map you see, so it's a... poo-poo algorithm)

    Any suggestions? :kaoblush:
    I watched Vinland Saga recently. I really like the cultural world-building point that the young Danes are always idolizing war. They don't know about the tragedy of it, they only think of it as glorious. And for many of them, even seasoned warriors, they still have to come to terms with the fact that their vision of glory is an illusion, through pain.
    This talk has really changed the direction of my thinking about where my game is going.

    KakonComp
    KakonComp
    I remember seeing this a few months ago. Helped me lock in on making a hub town over many smaller towns as the focus, though there will still be other towns in some of the dungeons.
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    Kupotepo
    Kupotepo
    @Sigony, great job for not going to sleep. I am going sleepy.
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    Sigony
    Sigony
    KakonComp, that's good. You still could do many towns in another game, I think he just means something "cozy" that's easy to get into and feel like you're making progress. Some form of relaxing activity.
    I found something that has broadened my horizons.
    I'm such a little baby writer that everything I learn about broadens my horizons.
    Yesterday I learnt about this thing called "rhyme" and I will use it to its fullest extent. A true revolutionary, I know.

    Click on Transcript > Key Points
    NTS: The tint of the screen can make a tonal promise to the player, and amplify the emotions you want. Remember to use this.
    Milennin
    Milennin
    The lack of a saturation slider on the Screen Tint command really is killing me.
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    Been trying to find, for lack of a better term, a system that allows me to easily consider flaws and what causes them in a character. I found a list of negative "affects and cognitions" which is inspirational in that way. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3351545/
    Sigony
    Sigony
    Do you mean that you reveal the backstory slowly until you can reveal the vulnerability of the character? I like that because it seems more controllable than seeing how characters would interact, and have that as the heartbreak.
    Finnuval
    Finnuval
    In some cases yes. The benefit of the way I do it is flexibility - for me anyway.
    Sigony
    Sigony
    This is the ole rift between "architect" and "discovery" writing.
    In writing my tile visualiser, I’ve written code that is useful for making a minimap.
    So I’m making a minimap too :kaoblush:
    I’ll try to release it soon!
    It will have fog of war :kaopride:
    (Working on all of the plugins of my game in iterations and as needed, so most of them won’t be at a releasable point for a long time.)
    Because anime songs are written to purposely complement the story of the anime, their lyrics are a good inspiration for emotional points, flaws, motivations, behaviours, etc.
    What are some of the most emotional points of your stories? How do you make your characters suffer?
    RCXDan
    RCXDan
    Having a ghost come and steal their breakfast. Is that good enough for you, Darkness?

    Ok but in all seriousness, I make them face their problems head-on. Usually because processing how to deal with a bad situation in a smart way makes for good drama.
    Dororo
    Dororo
    It's a subtle art, anyway is not the character that should suffer, is the user. And this happen only if you gave enough time for the user to empathize with the character and hope for him the best - then something sad happen. Something that the character cared for is undone/destroyed/negated. Could be everything, people got an emotional strike for Wilson, the ball in "Castaway"... AN OBJECT!
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    Sigony
    Sigony
    I've been doing a lot of research on this, and I think that a character's own dysfunctional beliefs, that maybe they have a "good reason" for, will cause them to suffer eventually, and can drive the plot forward easily. I'll need to think of ways to endear the character to the player.
    Character: I am a lost boy who became a giant spider. I don't know why. I can't get help. People run away in fear, as my head is the size of a pumpkin. I'm disgusted with myself every time I eat; I can step on bunnies and eat them like Doritos.

    Have fun :3
    Sigony
    Sigony
    @The Stranger how else is the giant spider supposed to eat?

    @Dororo I am an uncultured swine who doesn’t at all understand that reference.
    Dororo
    Dororo
    @Sigony: it's "The Metamorphosis", one of the most famous novel of Kafka, where a man (Samsa) wake up changed into a giant cockroach for no apparent reason. Goth, sad, disturbing. He was so alone, maybe a giant spider boy could have make his life happier (not speaking of Matheson "Born of Man and Woman" - you should read it).
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    Sigony
    Sigony
    @Dororo, goes to show that most ideas one comes up with have been done before.

    The Tilemap class is gibberish.
    Anyway, currently the tile visualizer draws the sprites floating, like a window. I want them imposed over the map, so that when the camera moves, they stay where they're supposed to. So I need to understand the Tilemap class. ._.
    standardplayer
    standardplayer
    $gameMap.adjustX and $gameMap.adjustY will take an x and y (in tile reference, the way $gamePlayer.x and y or and event's x and y would read) and return the value in reference to where the camera is currently looking. Multiply that by 48, or whatever your $gameMap.tileWidth and .tileHeight props are and update them in the scene's update process
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    standardplayer
    standardplayer
    So if your left most 'visible' tile is 4, and you do $gameMap.adjust(x), where x was any value less than 4, you'd wind up with a negative x, obv off screen. Other than that, placing the sprites in the shader tilemap alone will just layer it properly, it won't scroll it
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    Sigony
    Sigony
    Thankyou so much, you probably saved me hours of looking.
    Been working on a tile visualizer, almost there

    Time Fantasy resource pack is used in this image.
    Anyone know a simple function / plugin with the ability to add an event to the map after it has been loaded?
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Officially not a mod anymore. Thanks for the many years!
Thinking if i should post on the classifieds section...
Made another plugin showcase video! :kaojoy:
(Plugins and details inside the description of the YouTube video.) :LZScheeze:
Ami
Castle is my Biggest Fear :kaodes:. I just Managed make Part by Part (like the Entrance only),not the Entire Castle like in the RM Sample...
This video really speaks to me...

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