2021 Goals and Progress Thread

cthulhusquid

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I've made a lot of progress the last 2 weeks on Battle Castle. Mountain Village is totally done, unless I decided to modify the forest off to the side. I also changed various aspects of the equipment, added a new windowskin, and various other things.
I got back to working on the Cube Trail today, and am currently doing the final area before the demo ends. I've still got a ton of skills to make :kaosigh:, the other monster variants, and other busywork before I can re-release it.
 

HexMozart88

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We're in the polishing stages of AD's demo (again). I'll be working on making a demo based on the completed version of Heidi today, so I can release it and the full game by Friday. Chrysalis is coming along. I'm working on the last floor and it'll be ready for release again.
 

BreakerZero

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Localization has been delayed into 2022, however I am closing in on the part where I left off. In the meantime I have managed to incorporate a script rewrite into the part of the game that I'm at which uses material originally planned to be used later in the story but which I think will better serve the script at the point where my substance attack occurs instead.

EDIT: I'm also preparing to release my console SDK for Xbox development in the new year, since there has been interest from at least one other person around here.
 
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MGGEDev

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So far development has been going at a great pace. The next step is getting to a point where it is safe to release a demo. (A stage when not too many significant mechanical changes will be needed.)

After that, hopefully will be able to take on another freelance spriter for character sprites to make RPG Maker sprites from the designs by our other artists.

Gearing up quite nicely for a 2022 release.
 

BreakerZero

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Finally managed to get my testing save back to where I left off in terms of story content, and in the process I found yet another bug and a balance issue, both of which are now taken care of. In addition I was able to make an improvement to my custom encounter setup which will now check for transfer between maps and delay the counting of steps if transfer is detected. Unfortunately I was not able to immediately reset a one count step status, so needless to say it but players in my game won't be able to manipulate encounter timing just by moving between floors of a dungeon or similar area types.

EDIT: Make that two bugs. I had to change the CGMV vehicle system to use a dummy switch (one that will always be turned off) because I'm using the WASD control method and the A key was always triggering interior transfer which I am not using for my project, not to mention that I had a conflict with another plugin which also resulted from this.
 
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ElCheffe

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December passed quickly but it could be worse. I made some progression but not as much as I had hoped.

Targets for December:
  1. Create Tutorials - 100%
  2. Create Intro / Outro for Demo - 50%
  3. Integrate more voice acting - 75%
  4. Continue to implement Monster Audio for all enemies in chapter 0 - 75%
I guess I underestimated the effort to include voice acting and in addition encountered some issues with a new PlugIn. In fact I had to redo a lot of events due to this...

Targets for January:
  1. Create Outro for Demo
  2. Integrate last bits of voice acting
  3. Adjust animations for new battler sprite size
  4. Start proofreading
Phew, at least I can't complain about running out of work...
 

Ninjakillzu

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I've been converting all my in game maps to use lighting overlays instead of a script to cut down on lag. So far I have around 80 or so maps to go before I can upload a new demo version (and I'll probably add some new content too).
 

BreakerZero

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In the absence of a 2022 thread I'm going to just continue this one (or at least close it out). I've just finished writing the Wukong scenario with my own special twist, and connected the elven order to a related incident that builds upon this matter. Needless to say but in my game the head elf gets the Miranda ritual and goes into lockdown as a presumed suspect because a travesty involving one of his own had a severe case of some very bad timing. (Tragically it doesn't end very well, and takes a bit of coercion by the deceased's successor in the line of inheritance of the elven order to convince them to give the humans another chance in exchange for providing some assistance in restoring those who were affected by the elven order's response to the travesty.)

My next objective to write involves the succubbi order (and I know what you're thinking about their kind based on the usual depiction, but in my game that's yesterday's news) and how matters there contributed to the disappearance of their own leadership (who also happen to be the ones who have changed the order away from its traditional behaviors of seduction and pain).
 

BreakerZero

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Technical update this time. This morning I retooled my game installer that I'm planning to use for itch and gamejolt so that it can download files again (since I took down my old patch server to cut costs) and had a few outstanding issues with the new download setup (which required some mucking with htaccess directives) however everything is now back in order with that. I also updated the installer's audio loop to be a bit more seamless as well, and also forked the installer for my upcoming Xbox SDK release.
 

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That awkward moment when you're talking about thinking about writing a limited shop stock plugin for MZ and then find out you already wrote one...last May. My memory is so bad.
When I open my project and I'm like, hell yeah.
Some drawings I made in Lapis, one day I intend to involve them in some RPG Maker project.
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MasterTenchi wrote on Pixeldrama's profile.
Do you happen to have any of the two lockpicking minigames in RPG Maker MZ format?
I'd love to use them both in my game, and the only ones I've found are yours, but they are in MV format. Strange no one has made a single one for MZ yet. I am hoping you have - but just on the down-low.

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