zerobeat032
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  • I think the filters on the landscape might be too much, but otherwise I really like the solution I have so far for background areas in my game.
    being a character artist... oof it's been tough going making background areas for my game. I opted to not use tilesets because just as bad at making maps with those lol. and my character sprites don't fit them at all.
    zerobeat032
    zerobeat032
    yeah... they are like my avatar lol. so yeah, you see the issue. I'll figure out something tho I feel. just haven't yet.
    Sharm
    Sharm
    In your place I'd look up works that have a similar style and see how they do it. Things like The World Ends With You (I can't think of other examples, the style isn't my forte). The nice thing is that to work with visually loud characters, your backgrounds would have to be more simple so they don't compete for attention. You might be able to get away with flat colors and highly stylized and simplistic shapes.
    zerobeat032
    zerobeat032
    that's honestly what I was thinking. I don't have to do the most complex areas due to my characters. I think I'll look into that game tho. I've been meaning to since my friend started playing the sequel and me realizing my stuff is similar.
    welp... YED_Sideview Battler works on MZ with FOSSIL, and it even works with the new MZ Battle Core. problem is I dunno if the new battle core allows for custom motions with YED like the MV one does.
    I realized a while ago my game was toooo big in scope. even now I wonder am I trying to do too much by myself. and that's after completely changing the format of the game.
    Ashouse
    Ashouse
    I've been working on a few projects for the last 6 years off and on. Scope is a monster! You want to make the best game you can and lose yourself in something to realize that if you keep it up you'll never get there. I don't have anything finished, and I'm back on something fresh again. Episodic releases are my latest idea for viability.
    Ashouse
    Ashouse
    I have about 50 static monsters I'm seriously considering releasing as a paid resource pack. I'm not using them in this current project, or the other I have planned and each took me between 1 and 5 hours to draw and paint. lol. If I can sell em' at least there'd be that.

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    zerobeat032
    zerobeat032
    that looks really good I'd say tho. but yeah scope really is a beast. you have to keep things within a firm reality of what you're actually capable of. especially if you're solo. and yeah I've got so much art I can't use for my project that I could probably sell them too.
    having anxiety during all this virus stuff is the absolute worst. I'm the only one missing out on my friend's wedding in Sept. because I can't be in large groups of people anymore due to anxiety.
    my girlfriend calls all my little chibi art cute lol... funny considering that wasn't the original art style of the game.
    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.
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just discovered thig game called Willowbrooke Post... beautiful artstyle if I do say so myself... does anyone know what this kind of style is called??
In one of my game projects, I am working on an arena where you can fight combatants or bet on monsters, and, man, it is taking so long, lmao. I do not think that it helps that I am using an evented combat system with a lot of things that I have to edit.
Time to take a little break from the project to work on another for Skyrim. Shouldn't take too long, as it's just fulfilling an easy to do request(more than likely I'll get beaten to the punch but...) this also gives me an excuse to play Skyrim again LOL.
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I made two new friends today. I'm not sure which style I like the best..?

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