zerobeat032
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  • finally drew the last member of "team outcast" for my game. since my game has a lot fighting game elements in it, there's bosses in teams of three like King of Fighters.
    starting working on the sprites for one of my games major antagonists finally. here's the first frame of his chanting motion in battle.
    hmm in exploring MZ with FOSSIL... I see I'll probably need to stick with MV for now as none of the menu altering plugins I use work on MZ lol. and I don't have the money to dump into what I would need in some cases to update plugins to their MZ versions. Everytime I think of converting, 5 or more reasons popup on why I shouldn't.
    ImaginaryVillain
    ImaginaryVillain
    A lot of what I think people don't do is look for alternatives to their plugins. They seem to just want to jump to MZ while using exactly their MV plugins. I admit I definitely underestimated how much people would make use of FOSSIL. When I moved it didn't take long for me to discover the MZ alternatives were just better than what MV had to offer... most of the time.
    zerobeat032
    zerobeat032
    unfortunately most of what I need seems to only have been made by Visustella and I don't have anywhere near the money I'd need to replace stuff. If I knew alternatives, I'd definitely try them as I feel most MZ plugins are more streamlined than their MV counterparts.
    zerobeat032
    zerobeat032
    If I didn't have my battle system the way it is, I could honestly get away with not having certain plugins at all. unfortunately it's structured in a way that I need most of what I use I feel. but maybe I just haven't looked hard enough? I dunno.
    optimization is the bane of my existence right now with MV. It's been a nagging issue the entire 2 years I've worked on my project lol.
    I'm going to start the awesome task of making ALL my assets smaller and transition to a smaller resolution, hopefully that helps with the lag/framerate issues I've been having.
    I'm like legit having a bad time with keeping a consistent frame rate... it won't stay at 60 at all... even when I drop it to 30, it won't quite stay steady all the time. grief why is MV so... I don't wanna say unoptimized, but I kind do lol.
    ImaginaryVillain
    ImaginaryVillain
    But really there's secretly a lot under the hood besides being reworked for later versions of PIXI. MZ really is significantly more capable across the board. It's just super hard to point out exactly where as it's so many numerous small reasons. Unfortunately for them though, most people won't notice that which is why it sells soooooo poorly.
    zerobeat032
    zerobeat032
    I myself was more against MZ than for it to be honest. mainly because as a non coder, it was costly if I wanted all the plugins I had from MV and even then it wouldn't be all of them. that and the new animation system doesn't work for what I need unfortunately.
    zerobeat032
    zerobeat032
    BUT, I might have to switch if FOSSIL keeps going in the direction it's going, along with the numerous fixes that make it run better.
    hmm... so I've wanted to try to fuse fighting games and turn based rpgs for my battle system... but I don't think it's feasible. mainly because so many seem to dislike inputs. I have them for every move, like a fighting game... but missing them just means you don't get the added bonus for that attack. I'm still on the fence tho if it's even a good idea.
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    Aslanemperor
    Aslanemperor
    In Legend of Dragoon, As I recall, you'd choose your combo (which you learn from weapons I think) and then when you attacked, you'd press the appropriate button in time with attacks to get more damage. (the game is well worth playing if only for a fantastic story and unique gameplay (Kinda like Legaia, actually!)
    Aslanemperor
    Aslanemperor
    On another note, I think that players will really be into it. One of the biggest complaints about almost ever RPG out there is that battles can get repetitive. They mention how a game can end up being the player just constantly pressing "x", which get's REALLY old, really fast. Making your battle system unique will help keep players engaged.
    zerobeat032
    zerobeat032
    yeah that's why I've had such a hard time on whether to keep it or not due to how it adds a bit more to battle other than just selecting skills. it's definitely given me something to think about.
    started on one of the mini bosses of the game, Enig... he's on a quest for something, tho he can't remember what that is.
    making the MV/MZ SV battlers in my style with my characters has been really fun. I edit/ create original motions where needed and have a good template to streamline my process for these. I've finished 3 characters in under 2 weeks.
    I modified the thrust motion a bit and came up with this based on the King of Fighter's games. it's a move called ZanRetsuKen.
    RachelTheSeeker
    RachelTheSeeker
    Shucks, I'm loving that comic-dot effect for the character. Time to have him rapid-punch some baddies!
    zerobeat032
    zerobeat032
    yeah, I've been a fan of the comic dot effect for a while now myself and with my original idea for the game actually being a comic, I figured the game should try to emulate that when possible.
    when one plugin does one thing and one other does another... but you need a plugin that does both lol... but you don't know how to code.
    if you're making you're own assets... I beg you, please find a way to streamline your process with a template or something. at least for characters/battlers.
    orochi2k
    orochi2k
    I have a pipeline of making 2D characters. I have another pipeline of making 3D battlers. Now, the problem is how to make them work better with each other. :kaoswt2:
    zerobeat032
    zerobeat032
    @TheoAllen I'm curious myself on that as I make the music for my project as well and um... yeah I gotta start from scratch every time. @ATT_Turan yeah that's pretty smart. I'd be much further along had I done that. @orochi2k hopefully there's a way to figure that out.
    orochi2k
    orochi2k
    The current solution is to add another art style to eliminate the existed one. However, some players prefer to have the original version of the 2D/3D combination. Thus, I am maintaining 2 art-style versions of the game on Steam.
    I can't be the only one who dumps actual music into an empty project just to listen to it in different pitches thanks to how Makers speeds up and down stuff... right???
    ... I FINALLY found a way to balance Sideview and make sure I don't burn out drawing. it was staring me in the face the whole time. use the MV/MZ battlers as a template. I nearly drew the entire 18 stock motions in one day..
    Finnuval
    Finnuval
    So... You gonna stick to it this time? I told you not to be to hasty :p
    zerobeat032
    zerobeat032
    haha yeah I am. especially if I'm able to keep getting them done this fast. I'm almost done with the main character should I not choose to do any custom motions. tho I think I will do a few that aren't standard.
    KazukiT
    KazukiT
    The RTP has good animations but I think they pop out so much people tend to ignore them. I used the RTP battle Animations for my own custom battle animations.
    on twitter and amongst friends... I've debated sideview and frontview A LOT. then I realized I had drawn soooo much that it'd almost be a waste not to do side. but then I still haven't drawn quite enough either LOL. the joys of doing your own assets.
    KazukiT
    KazukiT
    I start with the mechanics just like @Moai_Games but having to do all the art all at once can be overwhelming for me. So I jump between the programming and the art so I don't burnout. Its tough to balance out.
    zerobeat032
    zerobeat032
    well in my case, I can't really use place holder stuff... at least default RPG maker stuff because It doesn't fit what I'm trying to do. for me, I needed to get the assets going to and build from there. through that, I have built my mechanics and game flow. like @Finnuval said, it's all in what works for you.
    zerobeat032
    zerobeat032
    I think because I knew what the art stuff was going to be because of my game is based on an old comic idea so I had a lot of stuff in mind to start doing. I think my honest problem was being a bit too ambitious for it just being me lol.
    I have mountains of concept art for my game thanks to all the changes and stuff I'm probably not gonna have any direct use for. add in fan art like my avatar and yeah... I think I'm gonna have some of this in the game.
    I wonder what the general view is on battle logs... especially in front view. I've heard some say that's a no-no, while games like Earthbound I feel do a good job of relaying info to the player... decisions, decisions
    zerobeat032
    zerobeat032
    that's not a bad idea. just keep what's most useful to the player.
    HexMozart88
    HexMozart88
    I'm personally not a fan (I prefer damage popups) But I think if there's a mix and you don't have to spend all of your time looking at the corner of the screen, it should be fine.
    zerobeat032
    zerobeat032
    yeah, I'm leaning on just certain things showing up.
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Just a little close up shot...
w2xZocX.jpg
finally drew the last member of "team outcast" for my game. since my game has a lot fighting game elements in it, there's bosses in teams of three like King of Fighters.
Run Script Calls & Play Unique Sound Effects With Each Skill & Item | RPG Maker News #113

Let's continue making our game in MZ! Touchfuzzy is... still eventing... though this time we may be working on eventing some tutorial stuff for our players!

I work late on the game so I sleep in then I wake up late so I have to work hard to make up for sleeping in meaning I work late again and sleep in again... what a nasty cycle.

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