Sigony
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  • 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.
    s95y.gif

    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
    ly1e.gif

    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?
    Anyone know where I can find PIXI particle emitter particle images?
    Sigony
    Sigony
    I've been fiddling with it and it's making sense. I want to use these for spells and such. Thanks for the advice :kaoblush:
    ImaginaryVillain
    ImaginaryVillain
    I think the thing to really note is what happens when you drag the mouse around with the particle animation. The particles will try and catch up to it creating all manner of fun animations. So in RM if it's tied to an event or the player and it will automatically make a motion to follow them like the mouse cursor in the editor. The same is true if you use Plugin Commands to move it. :LZSexcite:
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    ImaginaryVillain
    ImaginaryVillain
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    How much time have you spent writing the plot of your game?
    Playing "Pokemon Mystery Dungeon: Explorers of Sky" for 'research' purposes :kaoblush:
    Thinking about a game system in depth beforehand is not my favorite part. I like to actually make it happen. But, I don't want to just clone reference games, I'm looking to add a spin. Y'all relate.
    gabrieldiastche
    gabrieldiastche
    I think you can have a lot of inspirations in other games, like I remember Alex Kidd for example and you fight the boss with Rock-Paper-Scissor, it's a simple mechanic? It's is, but If you use in the right way, it can be make it fun you know?
    I always look for my references to see what I can improve :D
    SoftCloud
    SoftCloud
    I sometimes will take inspiration fro other games, but prefer letting them develop around the narrative. n..n; thinking about them beforehand is tiring.
    ImaginaryVillain
    ImaginaryVillain
    A lot of times it's really about taking a simple game concept that already exists and running with it. I mean when you think about it, my game has the player drawing paths behind the them. You know what basic game also has you drawing a line behind the player? Blockade, all those snake games were based on that. :LZSwink:
    I have so many ideas that I like but have to pass up.

    Like the chosen one is a Don. A mob boss. On the day of his daughters wedding he is asked to save the world by Santa Claus, or whomever god is in your fantasy world.

    Go.
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    The Stranger
    The Stranger
    "Santa Claus, or whomever is god" xD

    Now you come and say "Don, keep Christmas alive." But you don't ask with respect. You don't offer friendship. You don't even think to call me "Godfather." You come into my house on the day my daughter is to be married and you ask me to deliver presents - for the sake of the world.
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It seems that I have to change the order with which I make the fantasy games on my bucket list, because the intended title is used as a story element in the first two games in the line, and somebody else might take the title for their own game because the term uses real words. I can't risk going over the apparent three year limit for registering trademark ahead of time.
I am interested in collaborations so if you like my art, hit up my messages! :wub
unknown.png

Making good progress with the second chapter. :)

Still work in progress.

(Real life, it is chronically the fourth chapter that I am making.)
constructionworkconcept.pngezgif-2-0acb620ecf8d.gifezgif-2-afeaf16ebb8d.gif "The Great Wall is great. But, most people can only be the slaves who built it, leaving their bones underneath that wall. They spent their whole life to build that wall and the empire, an empire that enslaves them." :kaoswt2: I'm just going to turn it into a modern-day sad tale.

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