can't decide on using one map with all of the city locations available or rando teleportation spots on each map... I'll be up till I figure it out knowing me lol.
and my "hype beam" is fixed lol. one of my characters has summons named Phil and Carl. Phil is capable of firing off a beam as super move of sorts. oh and thanks to a couple of plugins... I was able to do something about the OTB's black bars lol.
when you spend all night and half the next day trying to make a feature you weren't even originally gonna use, work... and then you can't lol. I want my time back lol
with the help of action sequences and visual state effects, I'm able to fake summons on one of my characters. I've learned a LOT of random tricks like that in the last few months.
I thought about "puppet" characters in fighting games and decided to have one of mines act like one. Phil and Carl, the two hands, can enhance Diana and even add on to her attacks.
when you spend like half an hour to an hour wondering why one thing isn't working, look up info, and realize you accidently changed ONE thing... state priorities, I finally understand how they work now tho.
I'm glad I'm sticking to my guns on having fighting game mechanics in my game, from what I've read, it's not for everyone. but for the most part, I've made it so you don't have to use them motion inputs for attacks if you don't want to.
Juice FX is amazing... the portal in the middle is actually animated and moves thanks to Juice FX. so I edited part of a map I have and then drew the portal around it. threw it into Juice FX and now it's lively instead of static.
people weren't kidding when they say one bad parallel process can utterly goof up everything. I didn't even think it was much going on until I realized how long it was taking map transfers to happen with even the simplest events.
hmm one of those days where there's a lot to work on with my game... annnnnd I have no idea what I wanna do. most of it tho, involves drawing lol. either enemies or NPCs.
I feel QSprite for MV is underrated. I basically am able to use my chibi sideview battlers I drew on the maps and have all the motions available. this'll help a lot with cutscenes.
now seems like the worst time for me to need a better computer with how much stuff is costing. that and I don't thing there's much else I can do to make MV run any better with what I have.
split view of both versions of the pocket city you traverse through. there's differences like areas only being accessible in one version of Autumn Bay. or events that only happen in one or the other.
Normal enemies are all distorted fragments of memories inside one of the character's head. you can help her sort them out depending on if you erase the distorted ones or not. Memories will reveal a lot in the end.
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.
When the Panic gauge is full, Mike will turn into Omar in a state of actual panic. his move list changes and until the meter depletes completely, he'll be able make use of this alter ego.
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