zerobeat032
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  • render000.png
    been using old character designs I had from high school for npcs in my game. seeing as the original idea of my game was a comic, I've got a LOT of designs for characters sitting around. a lot of people aren't a part of the story anymore, so I'll make 'em npcs.
    anyone else's game come from a completely different idea? mines was originally a comic book idea I had waaay back in 2003 when I was in high school. I even have some of the old artwork for it.


    in Panic Attack!, not only can you bother NPCs on the maps, you can hit objects too... they may even have an item waiting for you...
    as of April 7th, I'll have been working on my game for 4 years lol. sounds crazy in hindsight. but it's been quite the journey. biggest hurdle was honestly assets since I'm doing most of them myself. still debating about a demo tho. I mainly want one to get feedback on the gameplay.
    zerobeat032
    zerobeat032
    yeah, I'm wondering how I'll handle it all to be honest. but I know that I need some feedback in general sinc my game has such a unique structure to it.
    TheAM-Dol
    TheAM-Dol
    My advice is to do a closed beta test and to let only people you know and trust to provide good feedback (it's what I did), then try not to reply to people right away. Take time to consider what has been said and think about why it was said. Summarize and distill the feedback into a text document, then use this document to make any necessary improvements to your game.
    zerobeat032
    zerobeat032
    that honestly sounds good to me. I think with the people I could give this out to, I'd get the most constructive and insightful feedback. and yeah, I'd be able to take it all in if I wait to reply and really get an understanding of what the feedback is saying. thanks for the idea.
    Future Mike.png
    was fun to draw my characters for something other than my game for once. made some new designs for them, one being based on a friend's version of my character for his comic. I'll fix this up at some point tho as I feel I wanna use it.
    • Like
    Reactions: KazukiT
    KazukiT
    KazukiT
    You are right, sometimes its fun to draw your character outside the confides of their games.
    zerobeat032
    zerobeat032
    exactly, It was nice doing something different with the characters as well.
    Hi-Fi Rush is one of the coolest games I've seen in a while. I don't have a way to play it so I watched a friend and wow... I really wish I had a powerful enough computer for it.


    really happy with how these combo strings panned out. thanks to the forums I learned how to get another party member to force an action during an action sequence in order for them to "finish" the set of attacks with their own.
    anyone else been working on their game almost 4 years lol? I will say the first year and half was prototyping. I had no real plan. it didn't come together until almost 2 years in.
    zerobeat032
    zerobeat032
    whoa... that's quite some time. I mean the most I can say is I've used maker off and on since 2008 with the same idea. but I didn't get serious about it till 2019.
    Ami
    Ami
    using MV since 2017 (that year i'm using a illegitimate copy (sorry if i'm doing that, i'm still young back then) until i got the legit one since 2019, along with VX Ace (just for collection), then MZ in 2021)

    so it's more than 4 years 'til now & still in planning (my plan is making a visible encounter which you attack them based on D20 chances... or something like that)
    zerobeat032
    zerobeat032
    that sounds like an interesting idea tho. and the more I see, the more I'm realizing that it does indeed take time and it's not just me who's been at it for ages.
    Metal Gear Solid 2 is still one of the greatest stories I've personally ever experienced in any medium. I dunno what it is about that game's story, but it's had a hold on me since at least 2005 lol.
    HOLYMOTHER
    HOLYMOTHER
    Yeah, I relate to it a lot, myself having been a child soldier in the Sierra Leone. Really though, I always appreciated those sort of gnostic-inflected plots of the early 2000s, of escaping the false clothing of reality, of escaping the Patriots. The most famous one is the Matrix, but I think MGS2 does it better. Shame about the ending.
    gstv87
    gstv87
    haven't played it, but it's undeniable that 2000's games and media were simply *good stories*
    not messages, not promotions, not products... just *good stories*
    zerobeat032
    zerobeat032
    @HOLYMOTHER yeah something about the patriots in that game stuck with me. I kinda miss plots like it and the Matrix now that I think about it. @gstv87 I will say it has messages, but not something it's trying to shove down your throat so much as give you a new perspective. oddly enough, some of it's plot is way more relevant now than it was back in the early 2000's.


    I got inspired by the train stage in Streets of Rage 4 and figured I'd use several parallax backgrounds here going at different speeds.
    • Like
    Reactions: rpgLord69 and Kenen
    Kenen
    Kenen
    This looks so good. One of my personal game inspirations is Final Fantasy XIV, and they often do similar things with a stationary foreground and a moving background. I think you pulled it off very effectively.
    zerobeat032
    zerobeat032
    thanks, I admit I really like how this turned out myself. I had this area done, but with a completely different background setup, but after seeing Streets of Rage 4, I decided to filter a bunch of backgrounds, change their sizes, and then speeds once in the background.
    ScreenShot_1_17_2023_7_37_54.png
    the face in the background belongs to one of the main plot focuses in my game, aka Maia... you're out to find her. Tho I want her presence to be felt in various areas.
    • Like
    Reactions: ImaginaryVillain
    Kenen
    Kenen
    Looks great! I like the reflection effect.
    zerobeat032
    zerobeat032
    thanks! yeah it was fun putting the reflection in there. I figured it'd be a nice touch visually.
    ScreenShot_1_15_2023_11_35_30.png
    let's head into the Autumn Bay sewers. made a new area to branch off of another. also made a new song for the sewers, along with sprucing up the lighting and water stuff. Galv's layers plugin is pretty amazing.
    Illustration.png
    crazy how all 3 of my characters started off simple MV/MZ side battler stances. Then once I felt comfortable enough with drawing them, I gave all 3 characters an original idle stance in battle. it's been fun revamping the sprites to be less MV/MZ and more original with the MV/MZ stuff as a base.
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On the "things im remaking" department even i kept getting confused by my status grenades similarity so i decided to redo both of them, now the icons and being thrown animations are very distinctive from each other :kaopride:
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I genuinely like the default MZ actor sprites, and the character creator. I think I will draw new headshots for them, but part of me doesn't want to replace the default sprites. But should I? I want to eventually release my game.
Someday, I hope they make a game where 95% of the animation budget went to turning valves and opening door animations, leaving every other animation looking like a CDI zelda cutscene.
programming at 12 years old: "I love how it works!"
programming at 18: "I love that it works."
programming at 25: "I love why it works."
programming at 30: "I love when it works."
programming at 50: "How did this work?"

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