@imascribble
I've never got round to building a website, I just use other people's (lazy or what?), so I'm always interested in seeing what other people have done. Your signature doesn't yet have a link for it. Will be be going live soon, or is there still more work to be done?
@Dream3r
I'm not sure I've quite understood what you mean with your 2 screens. It almost sounds like the player has to go through 2 screens each time they open the game, as there is no option there on the first screen to choose between new game and continuing with a save file. Will it be 2 screens? I'm not sure that that would be a popular choice, as after the first time, most players hit 'enter' in order to avoid sitting through splash screens and so on. They just want to get on with the game.
@niokasgami
Well, at least you recognise that it's procrastination, and don't try and kid yourself that it's something else. An essential first step to dealing with it.
@Denna
I know that there are car tiles out there. Have you looked on Granny's list of modern and futuristic resources? Here is the link to the vehicles section.
@Marquise*
Relax, enjoy!
@CrazyCrab
Good to see you back.
@EliteZeon
Those forest areas are looking much better now, and so the whole map looks better balanced than on the original. Did you come to any decision about tinting?
My update
Thanks to some help from bgillisp, I got my Save screen looking the way I want it to. Hmm, maybe I should post a screenshot.
EDIT and here it is.
My problem was that Yanfly's script allows you to have up to 6 variables giving information on this screen, therefore the space available is in 2 columns. As you can see I am only using 3 variables, and because it was in 2 columns, there wasn't enough space for the word 'Found' to appear. I have now (under bgillisp's tutelage), got rid of the second column, and then adjusted the width so that the info wasn't too far from the text. The other 2 changes I've made is the 3rd variable showing the difficulty mode the player has chosen. As you know, variables normally only store numbers, not text, so that took a bit of juggling. And finally, I've got the date and time of each save file so that you can more easily identify the one you want. I've never been able to work out why that isn't native to the engine. My next task is to see if it's possible to have a different opacity for different windows, as once the proper title screen is in place there could be a problem. It's an animated screen, and I don't think it will look good to have it showing through on to the save screen the way the place holder one does. I've got a sneaking feeling, though, that it's got to be the same opacity for everything.
Did a bit more polishing on the maps, then worked on the enemies for this location. Done most of their basic stats and skills, which will all need tweaking following play testing. A lot of my skill animations are custom and I'm getting fairly adept at them, but I spent quite a bit of time fretting over the sound effects. I have some custom ones, and a number of non default ones, but trying to find something that fits both the type of skill and duration is (for me anyway) time consuming. It is, however, nothing compared to the time I spent trying to find a suitable battle theme for this area. I spend hours and hours and hours on music selection. Anyway, I think I've come up with something that goes well with the dungeon theme I've got.
Game making productivity may be hit over the next couple of weeks. The World Snooker Championships have started and, well, you know how it is...
I've never got round to building a website, I just use other people's (lazy or what?), so I'm always interested in seeing what other people have done. Your signature doesn't yet have a link for it. Will be be going live soon, or is there still more work to be done?
@Dream3r
I'm not sure I've quite understood what you mean with your 2 screens. It almost sounds like the player has to go through 2 screens each time they open the game, as there is no option there on the first screen to choose between new game and continuing with a save file. Will it be 2 screens? I'm not sure that that would be a popular choice, as after the first time, most players hit 'enter' in order to avoid sitting through splash screens and so on. They just want to get on with the game.
@niokasgami
Well, at least you recognise that it's procrastination, and don't try and kid yourself that it's something else. An essential first step to dealing with it.
@Denna
I know that there are car tiles out there. Have you looked on Granny's list of modern and futuristic resources? Here is the link to the vehicles section.
@Marquise*
Relax, enjoy!
@CrazyCrab
Good to see you back.
@EliteZeon
Those forest areas are looking much better now, and so the whole map looks better balanced than on the original. Did you come to any decision about tinting?
My update
Thanks to some help from bgillisp, I got my Save screen looking the way I want it to. Hmm, maybe I should post a screenshot.
EDIT and here it is.
My problem was that Yanfly's script allows you to have up to 6 variables giving information on this screen, therefore the space available is in 2 columns. As you can see I am only using 3 variables, and because it was in 2 columns, there wasn't enough space for the word 'Found' to appear. I have now (under bgillisp's tutelage), got rid of the second column, and then adjusted the width so that the info wasn't too far from the text. The other 2 changes I've made is the 3rd variable showing the difficulty mode the player has chosen. As you know, variables normally only store numbers, not text, so that took a bit of juggling. And finally, I've got the date and time of each save file so that you can more easily identify the one you want. I've never been able to work out why that isn't native to the engine. My next task is to see if it's possible to have a different opacity for different windows, as once the proper title screen is in place there could be a problem. It's an animated screen, and I don't think it will look good to have it showing through on to the save screen the way the place holder one does. I've got a sneaking feeling, though, that it's got to be the same opacity for everything.
Did a bit more polishing on the maps, then worked on the enemies for this location. Done most of their basic stats and skills, which will all need tweaking following play testing. A lot of my skill animations are custom and I'm getting fairly adept at them, but I spent quite a bit of time fretting over the sound effects. I have some custom ones, and a number of non default ones, but trying to find something that fits both the type of skill and duration is (for me anyway) time consuming. It is, however, nothing compared to the time I spent trying to find a suitable battle theme for this area. I spend hours and hours and hours on music selection. Anyway, I think I've come up with something that goes well with the dungeon theme I've got.
Game making productivity may be hit over the next couple of weeks. The World Snooker Championships have started and, well, you know how it is...
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