lately I've been battling general fatigue. I have no energy lately and it's affecting a lot lol. I've barely done much with my project recently. hopefully I can figure out why I'm so tired and get everything back on track..
finally got it where enemy's will "panic" after they've been stunned. during this time you can insta-KO them with a certain attack. even set up no EXP, but special item drops when finished off this way.
so my friend is a shopkeeper in the game. and I finally drew all of his sprites. you can tackle into stuff on the map, normally just enemies, but I made a special event if you do that to him.
my game mostly deals with leaving your mark on the world. so that when you're gone, something you did WILL be remembered, for better or for worse. I guess saying I feel something about that topic would be an understatement.
this a weird year for me... I mostly hid inside and did gamedev. but on that note, I've gotten more done since this summer than I had since I started in 2019. here's to 2022 and me hopefully putting out a demo finally.
sometimes I read the more heavy discussions on the forum and think to myself... I don't really know what I'm doing do I? lol... but I know my biggest 2 goals are to tell the story of Panic Attack (my game) and for it to be fun.
FINALLY buckled down and decided my main character would be better off with front and back running sprites, as opposed to doing something like Among Us with just sideways running.
this map I'm drawing... is gonna take at least another day or 2. it's probably too huge, but it'll be one of the explorable maps in an otherwise linear game.
I'm so grateful for the combination of QSprite and JuiceFX... I got tons of poses for characters (They're just my SV battlers on the maps) and I can show rocks shining lol.
I FINALLY think I have a solution to my mapping issue for the areas that need it lol. I used one of the example maps and redrew it to fit my needs... and it looks pretty good.
been wanting to make maps, but I don't really know what I'm doing still lol. most of my maps are MV battlebacks redrawn in my style. it works, but I do want SOME areas you actually explore.
when there's a LOT to do with your project, but after finishing one major thing, you're unsure what to tackle next... this is me after making a LOT of battle adjustments.
skills now work differently in my game... you can use them all for no cost, or use the correct input to use MP but also get an EX bonus ie more damage, added elements, etc... and you get the EX popup now.
it's wild how versatile action sequences are... I'm able to have a skill do 2 different sequences based whether the enemy is affected by certain states. and with the QTE plugin, I can even setup a parry/counter system on the enemy's attacks.
I am supposed to be preparing to teach my students this afternoon and tomorrow morning about Refugees, Asylees, and Fraud/Misrepresentation and all I can think about is how to improve my Turn Order display.
Try changing POV battle, near and far away like suikoden...
In the end I choose near over shoulder resembles RE4. Tight close window better. The correlation between battleback, monster style and battler should also be observed and merged.
I'm going to see if I can set up a triple booting setup. Windows for standard use & gaming, debian for linux development and manjaro for linux gaming, wine & proton use.
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