one of the hardest parts of assets is when I need RTP assets to match my art because I don't know how to make said asset on my own. time to research water/lava tiles.
3rd time redoing my game over screen tonight. basically if the mental link you have with one of the main characters is broken, you'll take physical damage and the event you came to stop within that person's subconscious, happens.
I like this NPC lol... They were inspired by Porky and his little brother from Earthbound. The NPC is named Korey and they have a sidequest for you to get their memories back..
Here's some of Akeshaic's enemy designs I redrew then filtered for my game. CutMan Trillions. Normal enemies are all just static memories that are fading from the one of the main character's consciousness, thus the black and white comic like view.
finally made Team versus/victory screens for the boss characters in my game. Since it's setup more like a 2 on 2 fighting game, I figured this might be a neat way to introduce the bosses.
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.
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