April Goals & Progress Thread

bgillisp

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@imascribble: I used -102, -17, 85, 0 for my tint for my underwater dungeon, and the outdoor tile sets for the ground. Been quite happy with the results. Maybe try that tint and se what you think.

@Marquise: You remember right. Maybe that is why I like doing database work and playing with the numbers?
 

Kes

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@slimmeiske

Ah yes, those dreaded NPCs who unerringly end up exactly where you don't want them.  I put it all down to some sort of vast, secret plot. one in which NPCs rule the cosmos apart from one pesky corner which they keep trying to infiltrate but are beaten back by our first, our last, our only line of defense - the RM devs, who heroically, come rain, come shine, do battle to keep them in their allotted place.

@Hotfire

I sometimes find that it is doing all the small variations that take up the time.  I start running out of ideas on how to vary the same thing yet again, so have to work quite hard at it - either that, or ditch the repetitions and do something different just to keep my sanity.

@Lemongreen

Ideas already?  Good luck with them.  I've decided that I won't be entering (again), as I have enough stress with RL work without adding a huge extra deadline.  I admire people who can take it on.  Are you going to be working solo or as part of a team?

@Marquise*

Bit by bit it gets done.  Good luck with your bedbug buster tomorrow.  But oh, what's this I read?  "sweet secret spriting".  Hmm. Hope it doesn't stay secret forever.

@bgillisp

I hope you ending Undefeated with a lot of money, it's the only way to get the 'best' ending.  I recognise a kindred soul - I, too, try never to use items.  I've gone whole games using perhaps 2 healing potions right back at the beginning.  So yes, I usually finish the final boss battle with all those ultra high all-party healing and boosting items intact. I can wreck almost any economy a dev puts in front of me.  I like your idea of status healing items also healing a bit of HP as well.  How about the reverse as well?  I've got a couple of skills which e.g. remove something exceptionally nasty, but also remove some of the target's HP as well - think of draining off pus from a wound that you've cleaned out, you lose a bit of blood as well.  I also have a healing spell for emergencies only which costs a bit of the caster's HP as well as MP.

@imascribble

I think the thing with the tint is that you've used a very blue one with the bright blue water tile so that it all ends up both a bit bright and a bit monotone.  Try experimenting by adding back in a bit of green, and maybe a touch of grey to tone it down a bit.  As for your question, I always tint using the command in the event menu.  It is only if I am doing an overlay for some reason that I don't.  The tint screen command is very powerful and flexible if you're prepared to experiment around.  For example the tint in your screen shot I posted the other day is done just using the tint command.

EDIT

I didn't notice bgillisp's advice until after I posted, so try his first, as it is more precise than mine.

My update

More mapping.  I did a count.  Since the beginning of March i.e. 6 weeks, I've done 52 maps.  Okay, some of them were small interiors, but a significant number were large, quite complex ones.  The cave maps I'm doing at the moment, for example, take a lot longer and are more fiddly to do because of the rounded tiles.  To give myself a bit of a break from mapping, therefore, I started doing some complex eventing.  In this case I have no way of knowing what order the player will choose to do things in, principally which side caves they will visit first and therefore what order they will see things in.  At 3 strategic points I need to event what will happen depending on what order they've done (or not yet done) what needs to happen here.  I have completed one of the 3, worked out all the many conditionals, and the structure of the dialogue.  Now when I get to the other 2 places, I can drop much of it in.  Okay, I shall need to change the numbers of the switches being called/turned on/turned off, and some small changes in move routes to reflect the different geography, but nothing like as much work as getting the first one working smoothly (which it is.)

I have also decided to spice up the floor a bit, so now the terrain damage tiles not only give you the normal damage, but will also inflict Burn on you.  Done with regions.  I love regions, I use them for all sorts of things.  The reason for doing this is that when faced with a bit of terrain damage to get at a chest, players will just breeze across, grab the contents, go back and heal up.  However, items to heal Burn are not that common and there might well be a difficult choice to be made, because Burn in my game affects your battle stats quite considerably, so if you haven't been able to heal up, meeting an enemy could be a painful experience.  Oh, decisions, decisions.
 
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rondchild

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@lurker : nice map, are you make custome tileset ?

@ksjp and slim : Thanks !

@Marquise : Thanks, i know that feel bro.

Nope, we make from scratch for kitten mita XD

@king : wohohoho, scary monster. What do you use to make it ?

@galan : nice video, your'e inventroy menu look nice, but i see something not right between tab category and text inventory.

I think, you need adjusment again for the navigation. Just my opinion.

Everyone good luck for this April !
 

Marquise*

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@Marquise*


Bit by bit it gets done.  Good luck with your bedbug buster tomorrow.  But oh, what's this I read?  "sweet secret spriting".  Hmm. Hope it doesn't stay secret forever.
yeah... I'm kinda almost waxing the house for what? Poison!


But I did 9 out of 12 poses today on my sweet secret spriting project. And my user will show you when the time will come.

@Marquise: You remember right. Maybe that is why I like doing database work and playing with the numbers?
:) I might need to hire you some day. :p

@Marquise : Thanks, i know that feel bro.


Nope, we make from scratch for kitten mita XD
I already have a cat having her mittens at the task... The question is who catch who?
 

Many Faces

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So I have just started on my game, I know people have shown fancy maps and such.

But here is my progress

I have created a fair amount of items for my game in quite a short period of time.

a bit about my game that I have thought of so far and hopefully work on through the rest of April;

I only have 1 'main' character but, you can use creatures that you raise and level to help you in battle.

-you also get particular fruits that, when used on the correct pet race, gives them skills/buffs e.c.t.

You have talent trees, where you specialize in different weaponry, or take the talent to better support your pets (support tree).

##Idea - thoughts?##

I was thinking, rather than actually being able to buy weapons, you can only buy ingredients e.c.t.

all equipment is refined (or dropped) - hence the list of items so far - crafting skills in game for exp.

Enchantments again will be involved, and again can be dropped with enchantments, but never sold.

Edit:

Added some pets - still working on their classes and ironing out some ability looks, but here is a list of current playable and eventually obtainable pets!

 
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bgillisp

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@Marquise: Hmmm....we will see. You might want to wait until my game is done though to see if you like what I did with my balance

@ksjp17: I had about 14,000 gold when I ended. Seems I got a decent ending, probbaly not the best, but I dont wanna do that last wave of bosses just to get more gold beforehand. Maybe another time.
 

Kes

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Ah no, you need about 40,000 - and the way to get it is to sell everything, but absolutely everything, you don't need before going to the Wasteland, including gear.  That last wave of bosses can't be re-fought, once you've defeated them, they're gone.
 

VideoWizard

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Mon 4.13.15- Nothing, honey. Seems like one of these happens every five to seven days.

Tue 4.14.15- Added some things to the bare spots of Lakeland Highlands-SW and started mapping the South Central Highlands. Getting closer to getting the party back to the Lakeside Cliffs area (will be after Lakeland Highlands- SE. The overlook where the hero meets Thomas and William is east of Lakeland Highlands- NE, to get an idea).
 

Kes

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@marquise*

Now that bug buster day is over, I hope you get a relaxing evening to make up for the stress.

@Many Faces

I personally am very ambivalent about having to craft all the gear.  If your game is a crafting game, then fine, that is the main focus.  But if it is on top of everything else, then, speaking for myself, I find it an irritant, and this for two reasons. Firstly,  I really don't want to spend my time doing this, this is not what interests me in a game.  But secondly, I usually find the crafting has no in game justification/rationale/explanation.  It's just there.  So, what would be your in game explanation for the fact that this particular world has never developed craftsmen who would do this for a living and whose specialization would permit more sophisticated/effective gear to develop?  Because if everyone has to craft their own gear on top of the other things they have to do, no one would have developed the skills to make anything more than pretty crude items.  What would be your in game explanation for the fact that the player has so many crafting skills?  Or is it that you have to find these items and then find the person who can craft them for you?  How are you thinking of arranging your drops?  Does this mean that the player must farm for hours to get the ingredients needed?  How does this affect your overall balancing, if drops are random, and therefore you cannot predict how many encounters the average player will have before moving on to the next location?  But perhaps it might be better to open a thread in general discussion about crafting and see a wider range of opinion than my slightly jaundiced offering.

@VideoWizard

Maybe having a fallow day on a regular basis is what gives the space for more focused progress the rest of the time?

My update

Mapping and eventing.  That's it, really.  I have done the 2 maps which lead up to the second of the 3 cut scenes I mentioned yesterday.  I was indeed able to copy/paste quite a bit of the eventing from the first one, but with different switches etc.  What I did find, though, was that because of the variation on the shape of the map (done deliberately to make things more visually interesting for the player) it would be possible to approach the key area from either the left or the right.  So that meant doing 2 versions of the cut scene because of the choreography involved.  Not hugely complicated route moves by any means, but important to ensure that each version worked on its own side of the area.
 

EliteZeon

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Got a little progress done today. Redid my town a little bit, edited the cliffs and wall heights for certain maps, and got around to making some dialogue to transition the end of Chapter 1 to begin Chapter 2 already.

I practically have a solid idea for how the story in Chapt 2 will work out now, and some idea for side quests and optional things.

Thinking of getting a Lets Player to check out my current unfinished version of my game so I can get more direct feedback on what I've got so far.

Even so, I might have something playable by the end of the month... and by that I mean, without fully animated battlers, no cinematic pictures and loads of bugs. Hrm... might be better to wait til May.
 

nio kasgami

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two objectif made o/ 

  • finish this damn college attendance!
  • eat poutine
now I work on my manga : D ! finally this begin to do a lots of progress! I think I will be able to make the first page in clean version : D !
 

Dream3r

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Just realized I'm already posting daily updates on our progress/goals already so rephrasing myself here is kind of redundant.  So I'll just quote the updates in spoilers and you can feel free to read them or visit the blog by clicking the link.  Hope you guys enjoy!

Link

Successfully Broken: Inventory Groups

It's great when you add a new feature to your game and you can feel good that you're one step closer to having a finished product.  But as any game dev. can tell you, 99% of what you create is going to be broken and a lot of your job isn't so much spent creating as it is finding out what went wrong with your creation and how to go about fixing it.  Every game developer makes those mistakes.  Today I'll show you one of mine.



See a week or so ago we created an inventory system that shows all the items you have on you when you interact with an empty space (self actions basically).  Today we go to add groups to the inventory system so that you don't have to scroll up and down through a list of fifteen items but instead just go left or right to the group you want such as food or herbs.  So the system is scripted and I broke items into groups.  I boot up the game and pick some plants and what do you know, it works.  Only herbs are showing in the group I'm in.  Good right?  You would think, except the thing was when I went to go left or right there weren't any other groups besides herbs.  (Not including the exit and journal as they aren't items but actions)

We basically made it where items that weren't in the last group listed just wouldn't show at all.  Meaning if we listed the groups, herbs, food, tools; only tools would show in the inventory in game.  It shouldn't be a big issue but I thought it was a fun one to share.  A lot of people think that game developers make a game and then before release do some bug test and fix any glitches, I wish that was the case.  Really we're bug fixing almost all the time and we're only "creating" the game a little bit at a time.

Have some funny bugs of your own you want to share?  Let us know in the comments below!  If you liked this post be sure to click the like button below or even better, follow us by clicking the  button at the top left.

If you like our game, Out of the Storm, and you want to see it get completed sooner, please consider supporting us on https://outofthestormlde.files.wordpress.com/2015/04/*******-banner.png?w=225&h=51.  We can use all the support we can get.

Take care everyone,

-Dakota
 
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Denna

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Just found this thread. Looks interesting, so here we go:

My team and me work on the last things for the beta of the new full version of Listen.

We're finishing the new minigame which needs just some balancing of the enemys and the menu with highscore and some other suff. Then we'll implement it in Listen and hope that it works like it should. ^^" I hope that it won't be too much bugs...
 

Many Faces

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@Many Faces

I personally am very ambivalent about having to craft all the gear.  If your game is a crafting game, then fine, that is the main focus.  But if it is on top of everything else, then, speaking for myself, I find it an irritant, and this for two reasons. Firstly,  I really don't want to spend my time doing this, this is not what interests me in a game.  But secondly, I usually find the crafting has no in game justification/rationale/explanation.  It's just there.  So, what would be your in game explanation for the fact that this particular world has never developed craftsmen who would do this for a living and whose specialization would permit more sophisticated/effective gear to develop?  Because if everyone has to craft their own gear on top of the other things they have to do, no one would have developed the skills to make anything more than pretty crude items.  What would be your in game explanation for the fact that the player has so many crafting skills?  Or is it that you have to find these items and then find the person who can craft them for you?  How are you thinking of arranging your drops?  Does this mean that the player must farm for hours to get the ingredients needed?  How does this affect your overall balancing, if drops are random, and therefore you cannot predict how many encounters the average player will have before moving on to the next location?  But perhaps it might be better to open a thread in general discussion about crafting and see a wider range of opinion than my slightly jaundiced offering.
I haven't put it in yet, and not sure if I was going too, more wanted thought's of people on the subject.

You do make an excellent point, not all people like crafting, so making it a requirement in a game could have a negative impact.

Plus the pet system I am implementing is kinda crafting (you need certain stuff to upgrade your pets e.c.t.)

It also would confuse this world that harvests the world energies from a central source cant even make basic gear!

Thanks for your help here :) appreciate the feedback!
 

imascribble

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@bgillisp: My problem is that I really like the look of the tileset I’m currently using because it gives me the atmosphere I’m looking for, and the tint you gave me is very bright. Thanks for the advice, though J

@Many Faces: Wow! That’s alot of items! I’ve always loved crafting in RPGs, but it would be nice to be able to buy some weapons - even if they’re very low-level and pathetic - as a back-up. Just my opinion J

@Videowizard: Sometimes it’s nice to do nothing J

@ksjp17: Thanks for the advice. I’ve been fiddling around with the colouring, and I think I finally got it the way I wanted it.

Two versions of the same cutscene would bug me to no end – to have to make them the same but not the same, it would drive me to insanity. I dislike doing one version of a cutscene, nevertheless two :p

@EliteZeon: Congrats on your progress J

@Nio kasagami: Yay for college and poutine!

@Dream3r: Wow, that really sucks. I hope you get it working without too much hassle.

@Denna: Welcome to the group! Good luck preparing for the Beta!

Yesterday, I fiddled around with the lighting in my water dungeon again, and I'm quite happy with what I've come up with. I also continued adding little aesthetic details to it, and I should be done by today. I also continued mapping my castle so I could start working on cutscenes eventually (when I feel like it :p ). Today I'm really hoping to get some work done on a title screen and banner for my project. Considering my artistic talent is next to none, it should prove an interesting challenge :p
 

Dream3r

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@imascribble lol it's not a big deal things like that happen three or four times a day.  It's just something you do and then find out how to fix.
 

wynautastronaut

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Dream3r, that sucks. I know what you mean about fixing bugs most of the time while making sluggish progress. It really bothers me when I can't fix the bug right away and I have to walk away from the computer. But, sometimes walking away from the computer gives me that eureka moment and I run back upstairs or make a note on my phone. 

kspj17, it feels so good when you can copy+paste stuff to save yourself tedious, repetitive work. 

Today I still have to work on a bunch of mapping. I'm doing 150x100 map, but it will be split in smaller sections to avoid lag and other eventing complications. Still, I have, like, 2% of it done. I want to finish all of it by this weekend but it can get boring, so it might be delayed. I am also working on some battle features, like skills, states, etc. I only have two main characters right now but I want all my characters to play very differently from each other. It can be a little frustrating not being able to translate certain ideas I have to RM. I have had to dump a few ideas I could not execute. It's not too big of a problem and it can be fun trying out new things. 
 
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Galenmereth

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Today I've been working on the item details "popover" window. It's coming along great, and the effects rendering system is pretty much done. Next is adding historical data, like buying/selling with prices, and also the earmarking feature. Here's a video of it in action:
 

Marquise*

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@Many Faces


Neat amount of work you did! And I am NOT playing Champions Online anymore ever since they made it a grinding game for lockboxes and that the crafting system rand down the drain for a modding system. Seriously, crafting makes in some circumstance more substance to some character. Like is your character a paid hero, or what does that character able to do as a day job apart wrecking everyone's face? Altought an indie maker on RPGMaker shouldn't do too hard the following; a well made crafting system might gives some more depth into the characterization like tech concentration, armament, melee, defense, other craft important for survival and inside of it having specialities that gives the character some unique habilities and unlocks. Even some of the finding corresponding to the character chosen crafting concentration giving him more advantages in encounters. Like defense up for a while, attack up for a while, regen for a while, weapon resistance for a while, power-up for a while. etc! Not that would have to absolutely done in your case with your game. Hey, I mean I liked that in FallOut3 :p It reminisced me the first hint of that in some puzzle of FallOut one or two!

@Marquise: Hmmm....we will see. You might want to wait until my game is done though to see if you like what I did with my balance
There never was really much progression or extensive magic in my stories. Special or props maybe!

@marquise*


Now that bug buster day is over, I hope you get a relaxing evening to make up for the stress.
5 hours with mommy cat in on the chair within the sleeping bag with me hugging and cuddling and purring. Getting on my nerves as she didn't want to share anything with her daughter, especially not ME! I have back pain staying so long in that position and pain all over for the long stroll after to get to the food bank. They are REALLY old cats. I know they don't deserves that kind of punishment, so I do what I can to make them comfy and support them a lot.


And today I slept... a lot! since a few days I don't know already if the itches I feels are because I have one of the bugs crawling on me, biting me or if my own hairs, clothes, a pimple, a flying cat hair or a dust is just sticking on my over alerted skin!


It is to the point that I heard a odd hum (to the lack of best description) earlier in the day and got all grumpy trying to locate it then felt it was above me, I turned the light off and when I turned it on... It was burned. o_O (yeah I don't have lights left in the house to replace it... next month!)


I've done more than over half I planned this month... I just hope I don't get more unfortunate surprises. I think I got to chill out until next Tuesday, and if I can continue that secret spriting project. I just realized I am almost over with it from how I work it out. (Hope the person whom I offer it as a gift will appreciate it. ^^ I know last time one of my animated .Gif caused him to F-bombing! This time it is quite more déjà-vu.)

now I work on my manga : D ! finally this begin to do a lots of progress! I think I will be able to make the first page in clean version : D !
ACK! Some time ago when my art material wasn't so packed away from me in my apartment, I was searching a fellow to race against to finish my action comic. I am happy for you. making comics/mangas is a really soothing creative experience. ^^ And... Gratz upon college!
@Dream3r


It makes quite some sense to link your double posting progresses! ^^


@Galenmereth


Your interface... I would just like it if I could make one like that or have a module tied up to RPGMaker that just ask me how many folders segments I need per cathegories of whatever selections I need to show under tabs and ask me where to find the graphics over them. Well for another day :p Something tells me I would have to need to know how to balance all equipment in a game first when I am mainly concentrating upon story-telling, eventing and graphics :D Well I like how you are perfecting your craft!
 
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Kes

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I'm very pushed for time this evening, so I regret I can't comment on other people's posts, but I have read them.

My update.

Mapping (what a surprise!), but also something completely new today.  Have people seen the thread Slip into Ruby?  Started today, and I read it - and discovered that the way this guy was explaining the concepts, I could actually understand what he was saying!  So I spent quite a bit of time just going through the first article in Part 1.  Maybe this is how I shall learn about scripting.
 

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