zerobeat032
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  • 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.
    Kanori24
    Kanori24
    I'm learning and experimenting with action sequences as well. So far I've been able to make all of my visions come true with it. And yes, there are a LOT of tricks XD
    zerobeat032
    zerobeat032
    yeah, thanks to evals and if... else statements, you can pull of a LOT with them and that's not even the visual part of it. any problem I've run into, I can "usually" solve it within the sequence I'm noticing.
    ScreenShot_2_4_2022_5_50_37.png
    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.
    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.
    ScreenShot_1_20_2022_2_19_41.png
    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.
    • Wow
    Reactions: ShiraCheshire
    Alador
    Alador
    Are you escaping space or pressing space to escape?
    zerobeat032
    zerobeat032
    heading into a place called Escape Space. tho I need to make that more clear most likely lol.
    Alador
    Alador
    ah I see
    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.
    Falling Crew1.png

    the four main characters falling into a pocket dimension known as Escape Space.
    Trihan
    Trihan
    I love how the approaches range from "OH GOD WE'RE ALL DEAD" to "Meh, this barely qualifies as eventful."
    zerobeat032
    zerobeat032
    I'm surprised I didn't notice that myself somehow with each expression. Poor Ray at the top looks like he's fearing for his life while Mike in the middle is barely phased.
    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.
    • Like
    Reactions: ImaginaryVillain
    zerobeat032
    zerobeat032
    it's mostly just animation lags actually. it's fine otherwise. but it's still really annoying lol. and preloaders only seem to kind of help?
    Arthran
    Arthran
    Are there hue adjustments on a lot of your animations? That causes it to lag a lot worse than a normal animation, the first time you use it.
    zerobeat032
    zerobeat032
    yeah I stopped changing the hue a while back because I noticed that myself. I THINK I know what's wrong tho finally, I'll test it once I'm home.
    split.png
    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.
    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..
    • Sad
    Reactions: lianderson
    zerobeat032
    zerobeat032
    knowing me, I think it's probably the potassium mixed with lack of physical activity. I don't think it's Covid as I was having similar problems in 2019 before Covid. I used to hace bad sleep apnea and ever since It went away, it went from constant sleep mode to ehh, I'm always tired. not sleepy, just tired.
    cthulhusquid
    cthulhusquid
    Uh... I don't think sleep apnea goes away. I have it and have been using a cpap for years now, I don't plan on stopping.
    zerobeat032
    zerobeat032
    mines was weight related. the more weight I lost the less of a problem it was until I finally started sleeping normally again. tho for some it's an issue regardless of that I've noticed. weight just makes it worse.
    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.
    my game mostly deals with leaving your mark on the world. so that when you're gone, something you did WILL be remembered, for better or for worse. I guess saying I feel something about that topic would be an understatement.
    Philosophus Vagus
    Philosophus Vagus
    Leaving your mark is overrated, no matter how good you may be the reality is once all those who knew you personally have passed away if you are remembered you will eventually be remembered only for the worst choices you've ever made, or for the general failings of society at the time you were alive regardless of how great your contributions might have been on the future or in eventually changing those failings.
    Philosophus Vagus
    Philosophus Vagus
    Best case scenario you truly make a positive impact and all it gets you is millions of ahistorical idiots tearing down your legacy for their modern agenda in a pique of self-righteous fury. Focus on your true legacy, what you actually leave behind in the end, whether that be children, or just friends and family because that's the only way your memory will ever truly outlive you.
    zerobeat032
    zerobeat032
    those are good points I'd say. that was the kind of stuff I wanted to touch on in the game as far as the characters motivations go as well.
    this a weird year for me... I mostly hid inside and did gamedev. but on that note, I've gotten more done since this summer than I had since I started in 2019. here's to 2022 and me hopefully putting out a demo finally.
    sometimes I read the more heavy discussions on the forum and think to myself... I don't really know what I'm doing do I? lol... but I know my biggest 2 goals are to tell the story of Panic Attack (my game) and for it to be fun.
    Iron_Brew
    Iron_Brew
    Nobody knows what they're doing! At least not comprehensively, anyway :D

    Everyone is learning at all times, so just give it your all and know that if you make any missteps the whole point of gamedev is iteration, and you can always make things better - if not on this project, then on the next :D Your game looks crazy good, and I'm hype to play it
    ericv00
    ericv00
    There are a half dozen distinct aspects of making a game, at least. I know what I am doing in a couple of them. Like most people, I am winging it on the rest.

    I know your feels.
    zerobeat032
    zerobeat032
    that's true lol... it is a learning process and I feel I've learned a ton of the last almost 3 years of being serious about my game. but I'm definitely still learning lol. and thanks @Iron_Brew! I'm hoping to have a demo at some point next year.
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Watch Studio Blue play Numina by starlit in our latest RPG Maker Games Critique stream starting NOW!

Wish me luck. One of the leading experts on certain false shuffle is going to check if my skill is good enough to be called "not total trash".
Not an RPG Maker Update but I'm happy to say that I finally passed my drivers written test. Which makes me a happy guy.
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Have you ever been in such a luck streak you felt fear something was wrong?
I'm going to be adding in combat animations, revamping the UI and putting in a new cutscene this week, so this is your last chance to play the MC:RIS demo in its original form! Say you were there since the beginning! https://qos.itch.io/infinite-sadness

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