zerobeat032
Reaction score
1,529

Profile posts Latest activity Postings About



  • worked on a combo sequence where if you do the right sequence, a friend will step up and add one last attack to the sequence.
    super curious how the MV Input Combo Skills plugin counts actions. If I put user.numActions() <= 0 on the starter move in an action sequence, nothing happens even if I don't input anything else. but if I do after whatever last attack queued.. it works.
    ScreenShot_1_1_2023_11_14_13.png
    everyone's got a different idle stance compared to what they had when I first drew them. they were all based on MV/MZ sideview battlers. but now I'm comfortable enough with my process to draw them in different poses.
    ScreenShot_1_1_2023_2_35_20.png
    first thing I do in the new year is basically make speed matter with attacks in the Instant Turn Battle system. normally attack speed does nothing, but I added agility stuff to the end of every attack to have an effect on the next turn. basically working like Octopath now.
    using the Instant turn Battle system for MV and figured out how to turn the turn order bar on and off. picture AND icons. great for when the rest of the hud is gone and for when the camera zooms in.
    New Charge.gif
    drew this yesterday. animated it with JuiceFX and layered the sword "aura" on afterwards. Juice has been a life saver since I'm really no animator.
    spillycat
    spillycat
    the sword aura and the little scratches all over it give the impression that it's all hand animated, even if it wasn't. that's pretty impressive!
    BK-tdm
    BK-tdm
    I could swear you game was beat em up whitout weapons so seeing a sword caught me off guard :kaoswt:
    zerobeat032
    zerobeat032
    @spillycat yeah, the pencil filter helps a lot once it's filtered over everything. @BK-tdm yeah I guess you don't see the weapons too often lol. but each character has at least one main weapon.
    • Wow
    Reactions: BK-tdm
    ScreenShot_12_28_2022_8_29_41.png
    redid my main character's "chant" motion. instead of looking like the MV/MZ ones, he charges his sword. I'm going back and changing some poses just to give them more visual flair and so everyone isn't all doing the same stuff.
    so with the help of a few plugins. I can A. move anywhere in battle via directional inputs. B. when enemies are in a certain state, they can be moved down the screen when hit with weaknesses, until they slam against the wall. C. attacks are proximity based as to whether you can use them. tho this all feels weird turned based so I might not keep it. cool experiment tho.
    so one of the BEST decisions I made during my gamedev journey was changing battlers to the SV ones from MV/MZ and just drawing my own characters over them. I use them in battle and on maps. the only bad thing is I had no reference for walking/running lol... so I would up with this for one character..
    Run 3.png
    BK-tdm
    BK-tdm
    Tbh your comic style is charming and sets your game apart just at first glance, no one could tell you're using RM unless you told them, good decision indeed :kaopride:
    Celestrium
    Celestrium
    I wanted to say it makes me happy to hear you are glad with that decision. I am inspired by your artwork and game-making. I remember a time when you were thinking about not doing SV battlers and I am glad you stuck it out. They look great and it's inspiring to see you felt the efforts were worth it.
    zerobeat032
    zerobeat032
    @BK-tdm yeah, I've actually had to tell a couple of people it was indeed RM lol. @Celestrium yeah I was really close to settling on something completely different from what I have now. but I'm glad I came to the idea doing what I did. kinda legit saved my entire game.
    • Like
    Reactions: BK-tdm
    comparing the difficulty in Streets of Rage 4 compared to Shredder's Revenge is interesting. I feel SoR4 is way easier on hard/hardest than TMNT is on it's hard mode.
    zerobeat032
    zerobeat032
    depending on when you played Streets of Rage 4, it's a way easier game in general now. the first major update adjusted a lot of the difficulty. I can more or less cruise through arcade on hard and beat hardest. tho with Shredder, I can't even get past the 3rd stage on it's hard mode without a continue.
    ATT_Turan
    ATT_Turan
    Ah, that could be it. It was kind of frustratingly difficult, and I really disliked the graphics, so I didn't play it after the first session. In fact, I can't remember if I even returned it...
    zerobeat032
    zerobeat032
    yeah when it first came out, it was pretty ridiculous difficulty wise. and it took months before they changed it. while I managed to get decent at it, I know it was still really hard. even other friends gave up on it until it was patched.
    ScreenShot_12_21_2022_11_53_44.png
    the gang is on the roof of a tall building downtown and running right towards battle. inspired by Sonic Rush of all things, battles only happen on certain maps so you can explore at you leisure and battle when you're ready. clear all battles in a room to move on.
    Shuck
    Shuck
    You always find/post the EXACT thing I’m looking for. <3
    zerobeat032
    zerobeat032
    glad to hear it. it took a bit of setting up, but basically I used this plugin combined with Yanfly's Battle Engine Core to change how depth works, looking for everyone's Y coordinate on screen instead of if it's an actor or enemy's turn.
    some say just event it... other's say that can get sloppy and time consuming, use plugins. I've reached a point where I'm using them together to solve problems honestly.
    EntangledPear
    EntangledPear
    Same (as they say, why not both :LZSwink:). Successful eventing is so satisfying, isn't it? Dopamine galore.
    ATT_Turan
    ATT_Turan
    As you should be! I haven't seen anyone reasonable who says only do eventing and I've never seen anyone who says only use plugins and no events. I don't even see how that would be possible, as you need events to call plugin commands or script functions.
    zerobeat032
    zerobeat032
    I've seen some people straight try to avoid plugins as much as possible for some reason. I don't really see the point. but yeah, not eventing isn't the answer either. They both go hand in hand in my opinion.


    this was harder to pull off than I thought it would be lol. fading in followers AND keeping the aura on one of them.
    lol all this stuff about AI Art lately. after looking through that thread. Imma boy scout walk my way out and not even get into that tallgrass tussle.
  • Loading…
  • Loading…
  • Loading…

Latest Threads

Latest Profile Posts

Since cats love to walk across keyboards...what would an entire RPG where all the text was written by a cat walking across the keyboard look like? Prepare for the adventures of the hero aaaaaaaaasddfghyuyhju878uiop;'[p0ol,m
Had an idea for a new way to calculate damage and work it in a battle system but I had to restrain myself because it would be such a pain in the ass to balance and I just want something DONE not something COMPLEX
shes so skrunkly
62653655_cacf8KHvo9yU5dr.png
Godot's coding language somehow makes my head spin more than Unity's. (No, I'm not switching to Godot, I've just been seeing a few games in that engine.)
And now a new loading screen because the other one was too "old" :kaoswt:
1679419775847.png

Forum statistics

Threads
129,732
Messages
1,204,716
Members
170,817
Latest member
tamal1
Top