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.
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.
FINALLY buckled down and decided my main character would be better off with front and back running sprites, as opposed to doing something like Among Us with just sideways running.
this map I'm drawing... is gonna take at least another day or 2. it's probably too huge, but it'll be one of the explorable maps in an otherwise linear game.
I'm so grateful for the combination of QSprite and JuiceFX... I got tons of poses for characters (They're just my SV battlers on the maps) and I can show rocks shining lol.
I FINALLY think I have a solution to my mapping issue for the areas that need it lol. I used one of the example maps and redrew it to fit my needs... and it looks pretty good.
been wanting to make maps, but I don't really know what I'm doing still lol. most of my maps are MV battlebacks redrawn in my style. it works, but I do want SOME areas you actually explore.
when there's a LOT to do with your project, but after finishing one major thing, you're unsure what to tackle next... this is me after making a LOT of battle adjustments.
skills now work differently in my game... you can use them all for no cost, or use the correct input to use MP but also get an EX bonus ie more damage, added elements, etc... and you get the EX popup now.
it's wild how versatile action sequences are... I'm able to have a skill do 2 different sequences based whether the enemy is affected by certain states. and with the QTE plugin, I can even setup a parry/counter system on the enemy's attacks.
FINALLY done will all of the main cast's sprites... here's all the main characters and other teams you'll face in the game (Sans secret bosses and whatnot). and thanks to Qsprite, I can use these same SV Battlers on the maps too.
I wish more stuff worked with FOSSIL lol. some of my most important plugins don't so I don't really wanna move to MZ. and I don't have any money to replace the plugins I need lol.
since all my maps are hand drawn... I admit, I super envy those who can make the tileset's work. I'm garbage at mapping, but slightly less bad at just drawing my own areas. plus it's easier to draw my own sprites than edit others to look like my characters.
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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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