zerobeat032
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  • ScreenShot_4_15_2023_11_3_21.png
    in my game you explore a woman's subconscious. this is a distorted version of her childhood room along. thanks to SRDude's Hudmaker, I can show off the mood of the player in the corner along with an encounter gauge that goes up the closer you get to an encounter.
    I kinda wanna setup my tutorial fight like the old arcade SNK games that would have the "How to Play" segment before you'd pick a character and start the game. could be a fun way to explain combat.
    ScreenShot_4_9_2023_9_9_59.png
    redoing my bosses to go with more of an Octopath feel. detailed sprites with one idle animation, as opposed to chibi ones with a ton. this saves me a lot of time, and the bosses look more imposing too.
    hilariously, with a few plugins I messed around and basically made a Press Turn system for MV. Used a plugin that alternates turns between actors and enemies. and then one that controls actions. with it, I can give extra actions when you score a critical or hit a weakness.
    TheoAllen
    TheoAllen
    Without knowing the mechanism, it sounds like "press to begin the turn", which sounds like standard turn system.
    Finnuval
    Finnuval
    @TheoAllen yeah I can see that. SMT games aren't always the best with naming their mechanics xD
    zerobeat032
    zerobeat032
    yeeah I've never quite understood the name myself, come to think about it. It definitely sounds like something that might've gotten lost in translation. tho now I'm curious exactly what the name means.
    ScreenShot_4_5_2023_1_15_20.png
    figured out how to get the engine to zoom in on whoever the active battler is on your end. and thanks to another plugin, I can change the scaling of everyone depth wise. the closer you are to the top of the screen, the smaller you get. kinda gives a neat dynamic view.
    Shoot.gif
    Because The Fury from Metal Gear Solid 3 is one of my favorite bosses of all time, I felt the need to make a somewhat similar boss for my own game. taking cues from both the Fury and another awesome astronaut boss, Captain Vladimir from No More Heroes 2.
    ScreenShot_3_30_2023_10_5_45.pngstarted working on a new area today. It's a warped version of being inside someone's home. Also moved the face and Panic gauges to be out of the way of the map names. switching moods actively changes what you encounter. Calm is normal while anxious is all the way up to Manic.
    zerobeat032
    zerobeat032
    that's probably due to the filters and everything. I'm not entirely sold on it so I might play around with it some more to see what it looks like.
    Finnuval
    Finnuval
    The issue for me is it makes it pop less and at the same time draws my eye to the wrong spots of the screen - if that makes sense
    zerobeat032
    zerobeat032
    I think I get what you mean. yeah, I might just go back to the base picture and change the green since I can't get it to look right with the filters lol.


    got inspired by Tekken 5's character select screen and made some new music today for my character select screen.
    ScreenShot_3_14_2023_1_5_17.png

    decided to give some character info on the character select screen. this way you can make a better informed decision and learn a thing or two.
    for now in my game, actors and enemies only step forward to attack... old FF style. one day when I figure out how to do them better visually, I might add real action sequences back in my game.
    wild it took all day just to keep the player from using a certain move on the maps depending on where they are and what map... this is what happens when you add stuff after a lot of maps are finished lol.
    gstv87
    gstv87
    try "redesigning the color palette and texture library" when "the whole model set is almost finished", to then *render* said models to *make* the *NEW* tilesets, for the maps that are done.
    zerobeat032
    zerobeat032
    whoaaaa.... that's pretty a pretty wild thing to do from the sounds of it.
    gstv87
    gstv87
    yeah,... FML... :(


    this took all night to work on but I've got my setup for random encounters now. you hit a button to "psyche dive" and only then do you run into randoms. the encounters differ based on mood. ranging from normal to manic.
    ZombieKidzRule
    ZombieKidzRule
    That is a cool mechanic. Sort of reminds me of a mechanic I had forgotten about. Lure. Where you are trying to get more monsters to come to you. And yes, for those youngsters out there, Lure existed before Pokemon. lol
    zerobeat032
    zerobeat032
    yeah that's the sum of it. to kinda draw or "lure" out the enemies to you since I didn't want them to be encountered normally outside of designated rooms that had battles.
    until I get better at visually structuring them... I'm not having any attacker move all the way to the defender anymore lol. I'm SOOO bad at the visual end of action sequences. I can code defensive QTE's, but can't get certain attacks to look visually appealing lol.
    HOLYMOTHER
    HOLYMOTHER
    Just a shot in the dark, maybe try over animating the attacks. I realize in real life a lot about fighting is reducing unnecessary or telegraphed movement, but it's a different matter in art.

    Then again, you could lean into a minimal approach and have quick cuts between static but flashy frames, or use visual tricks like animation smears and motion blurs to better make the illusion of fluidity and dynamism.
    zerobeat032
    zerobeat032
    hmm I never thought of it like that actually. that all gives me a lot to think about in my approach honestly. thanks.
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