I needed to implement turning in place for a harvest moon style mini/subgame.
Though I only activated turning in place on those maps that had this minigame on it and left it out on all other maps.
It was needed for placing seeds, ploughing fields and laying down stone path ways at certain...
@alice_gristle I made a note, shouldn't be too hard to make the camera static with an option.
As for Rosnight, I don't have a characterset for it, so chances of it playing a role beside normal recruitable monster are slim. But the graphic itself is from Aekashics, so you can make a game about...
Yeah, pretty spot on.
I got enough skills for a preview video done:
Also made a gamepage, but no way do I have enough stuff done for a demo.
Plus introducing all these things works for a video, but just throwing them at a player might not be the best idea, so I guess I'll stick to making a...
@alice_gristle Not sure if you are refering to the moving camera itself or just the jerky movement due to the recordings low framerate.
If its the former, I can just put in an option to disable the idling.
Anyway, thanks for the feedback!
A Slime, a Rat, a Spider, and a Bat, conquer the world and make the heroes mad.
The demon king is dead. Long live the demon king?
You play as Bob, a low level slime, who through some turns and twists of fate sets out on a journey to rescue the daughter of...
@Frostorm : I agree with @Pootscooter Version 1 seems better, both in terms of overall looks as well as gameplay.
Made my first real map since XP times:
No parallax, no pictures, no doodads, just tile edits.
I really missed having multiple layers and manual layer selection.
It's likely that noone will care, unless you hit it big, then Nintendo will shut you down.
If you want to save trouble, just copy their game mechanics and use them in a game with your own monsters and assets.
@Marquise* Well you are not wrong, right now it is still imported as a plugin, but it is pretty much Standalone code.
The windows it interacts with are also subclasses of Sprite and not the MZ window classes.
I'll likely move most of my code into some subfolders within the next days, as that...
I am not sure I understand what you mean with that second sentence.
If you mean how easy it is to create other/new windows for menus that can use this feature:
Its a piece of cake, but the items/entries in the window must be of the same type and the windows it interacts with must be...
Thanks, I guess Ill remake those and change the style and other details, glad I asked while I only had about a dozen icons done.
This is a version of a different skill, I think this should be on the save side:
If so Ill continue along those lines.
Hey, I develop a free game and need a lot of skill images in my game and a lot of my skills are similar in nature to those of Guild Wars 1. (Except the battle turn based RPG, while GW1 is an MMO and so on...)
Now I know that I can't use their graphics, but what about painting images on my own...
Working hard on the battle system, but I am not too optimistic on finishing this month and might not have that much time to work on it come december.
I'd love to get a tech demo for the batttle system out by the end of the year, but I highly doubt thats feasible.
Got the main ability menu done and filled.
All the items are still missing the entries though, except for water, which got some test entries.
October goal kinda sorta semi done I guess.
Still thinking about reducing the font size for the main description window, does anyone have...
Oh god, just watched HawkZombie's stream of my game and realised that *none* of the branching scenes work properly. One has no character graphic, one soft locks due to a passability issue, and one doesn't have its autorun set to the right trigger. I've got first prize in the bag, baby.
Frustrated, as always. I took a break from working on games and when I turned back to working on them again, bam! Slapped in the face with more errors. Such is the pain of working on any project, I suppose.