April Goals & Progress Thread

Dream3r

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@bgillisp

That's what I thought. Ice rock pretty much.  I believe that was one of the first things that artist had drawn for me (a long time ago) and at the time we weren't really thinking of drawing things that can be adjusted to fit any light, so since that was originally drawn for a dark room it was just drawn dark basically.

EDIT:

Here's a mockup of the cabin so far.



Still trying to find the right balance of colors.  Also need to redo the floor.  You can see where the boards don't meet up right or clip over each other.

Also going to add another bed (though I would like the beds to be facing alongside the top and bottom walls, not away from them).  A dresser/nightstand would be nice though I don't think I have one of those to put in.  Editing the outlines is on the to do list too.  Trying to have everything have an outline of one pixel, right now they range from 1-3.

After all the assets are put in and adjusted properly going to move onto light sources, shading, and perhaps special effects of some sort.  Considering a hole in the roof that you'll need to fix or snow will come through.

Based the cabin design on this picture more or less along with other google images.

 
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VideoWizard

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Sun 4.19.15- Finished the Lakeland Highlands- SE map details. Most of the next week probably will be spent on events, as for the moment, there isn't anywhere to go at this point of the story besides back to the town. But what's this? The monsters on the way to town are stronger than before! One of the townspeople now will even shout up to the sky. "William! The monsters are getting more powerful, what gives? Perhaps you're not such a great guardian after all!" and others feel he shouldn't be trusted anymore, and that maybe he's a monster himself. Naturally, Thomas is livid at these comments and tells the hero that this can't be happening, and they need to hurry to the Icefields, where a cavern that links Lakeland to Renzan exists.

Of course, since the hang glider's trashed, they must take the long way across the Dry Lands (aka desert) on the western side of the lake. The last thing that needs to happen is the townspeople hunting him down and crawling all over him trying to take him down... Sure, William could just swat them in such a situation, but that doesn't fit the role of a great guardian, does it?
 
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Marquise*

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@EliteZeon,


If that is PandaMaru's windmill, yes you can.


Goes looking to see how I did it in Tale of a Common Man.


EDIT


Yup, all I did was place the sales as an event (one big event) and then stepping animation.  When PandaMaru released that windmill she had the sails on a separate sheet so that you could import it as a character sheet and do what I did.
Hope you messaged that person on Steam from the forum. Because you'd had made a very grateful friend then.

Adjusting some old assets to work with the new game.  New goal for the next day or two is to make this cabin look good.


Here's a sneak peek at some minor adjustments to pretty up the place.
Beautiful. one for the night and one for the day?


I like the way you do your researches from your other post.


As for me, got some provided answers and research hints transcribed into my Digital Tome of Unanswered Questions and inputted 3 more from my list and elaborated examples. I will have to end it another day.


I wonder if I should make a tread out of it in here? Well it is sometimes a bit personal, because I want to do it on my own stuff. :)
 
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Dream3r

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Nice job @rondchild. I like the menu.

Alright guys stood up from 12-5am and this is my progress so far.  Think I'm close to done design wise.  I'll spend tomorrow making things function.

Before

After

Feedback would be really appreciated.  I haven't designed an interior to this extent before and would like suggestions on how to make it better.
 

rondchild

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@Dream3r : thanks.


I think your map need some detail again, or you can resize the map.
 

EternalShadow

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@Dreamer: Didn't myself and some other say to at least halve the size of the interior?
 

Kes

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@hotfirelegend

Yes we did, but I made my suggestion nearly an hour after he posted here, and you made it another hour later, so his post here couldn't take those comments into account.
 

CrazyCrab

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Had another really productive day, but now I'm so tired that I make 3-4 mistakes per line, so I'll make this quick.

Finished 2 classes and expanded my ''theory'' behind classes in general. Now I have a system that should somehow balance all classes depending on HP, stats and skills. Kind of. We'll see how it works in practice I guess :) Redid the icons and animations for them.

Added an item that lets you change classes, anyone from any class to any other class. Then again, most heroes are nothing but cannon fodder so anything else would be a pain. This way if you lose your mage you can just get a new one and train a bit to replace the last one.

Created new tilesets using some wonderful tiles I've been meaning to and some little edits I made myself and remapped most maps I did so far, played a bit with tints and stuff. I think it looks... acceptable, I suppose.

Been rewriting the intro, making it less tacky and more believable. There is also an ancient and ominous elder spirit in one of the books now, because everybody loves those, right? ;)

Overall I'm just getting ready for a ''prototype'' release to see how it turns out in practice, I guess I'll start looking for ''testers'' (as in check if the bloody thing even works before I put it up ;) ) soon. Maybe I'll have it done by tomorrow? Who knows.

Anyway, off to bed asap. Good night everyone. :)
 

Dream3r

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@Dreamer: Didn't myself and some other say to at least halve the size of the interior?
@hotfirelegend

Yes we did, but I made my suggestion nearly an hour after he posted here, and you made it another hour later, so his post here couldn't take those comments into account.
I'm sorry guys I fully plan to shrink it I just wanted to make sure that everything fit first... I did not mean to make you feel as if you were not acknowledged.
 
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Kes

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@CrazyCrab

From what you've got there, I would have thought that the description "productive day" was something of an understatement.  That is a lot to get done.  I'm not surprised you're tired.

@Dream3r

No problem.  I just assumed that with differing time zones and people's work schedules long gaps between posting and responding are inevitable.

My update

Spent some time trying to sort out a small detail of one shop scene.  Have you noticed how it is often the small things that take forever to get in place?  In the end I've had to commission a script to get exactly what I want.  Finished playing through this dungeon a couple more times.  It's not just testing out the balancing.  If you remember, this is the place where the player can do things in several different ways.  I have worked out that there are at least 4 possible combinations which my cut scenes need to take into account, so I was going through all those.  I know I can use F9 and do it just by throwing the switches, but I prefer to do a final go through 'live' as it were, not relying on switches, to make sure everything flows, not merely that everything works.  I've now got to the stage where I don't know if I've made the enemies too easy now, or whether it's because I've got the strategies off to a fine art.  I may have to wait until someone else tests that area for confirmation of which it is.
 

EternalShadow

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Got title screens for 4 resolutions (544*416, 640*480, 1024*768, 1344*768) done with the new game logo (which will be checked amongst the beta testers) as well as a newspaper image - need to get the Game Over image fixed as well tomorrow, I think. I also need to get an image of the map into the game at some point, and that one will be a pain... :S
 

EliteZeon

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Nothing too big, more of a "Oh, well then!" type of moment.

Yall should know by now, I am a complete novice here... I've been trying to figure out how to do my subclass system for my project. Because I couldn't figure out a way using the default system of how to implement a class change without resetting levels, progress, forcing me to redo skills and stats, etc... I thought of renaming the Helmet Slot to "Specialization" and having characters equip items that will simply give them extra skills based on the "Specialization Class" they decided to equip. Advancing was going to be based on upgrading those items, since there wasn't really another way to level up the subclasses naturally in this manner. So yea, this should work for now, I thought.

After a few days of installing the Yanfly Parallax Locking script, and several months after I had installed the Yanfly Battle Aftermath script... I start to wonder how to give more oomph to my combat. Being a big time fan of Guild Wars 1, I kinda wanted my combat to feel similar to that, where if I use this Gash skill when enemy target is bleeding, they will not only take damage, but also get deep wounded! But only if they are bleeding. Since I was still staring at the default combat system, I decided, eh this kinda sucks... how am I going to make things chain in that way...?

Then I realized, Yanfly Scripts existed!

Cheers to the Class System Script and Lunatic States Script... now time to spend a few weeks figuring these out!

Oh yea, and in lieu of this I'm going to be making a good amount of icons now, for skills, states, class representations... makes me wonder if I will end up making an entire icon set... :unsure:
 

imascribble

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So I haven't posted much lately due to being conked out with an inflammation in my ribcage and still having to work (lifting 50lb boxes is not fun in this state), so I've been mainly resting and trying not to breathe in my spare time. I did manage to finish the details of my underwater dungeon and make character designs for my other project though, so I guess that's something :/
 

EliteZeon

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@imascribbleO

Ouch, I hope things get better for you soon, at least you did managed to get some things done.

Just another update for me, since I hit a spark of inspiration from looking around at the Lunatic system, I managed to come up with basically all the States I could possibly need for my RPG so far.

What do you guys think?

Basically I'm just going to go and have base items and spells will be able to get rid of all Physical and Spiritual Conditions no matter what, and have abilities that can shatter every enchantment as well. Certain abilities will be a nullification, which will purify a target of all States, good and bad.

I wonder if I can make some abilities have it so that by removing x amount of states, it will cause more damage/healing/etc. I also wonder if I can have abilities or items that simply remove one conditions from a specific state category but at random or at a certain priority.

Hrm... I need to read into the scripts more.

Oh yea! Also, I got Pandamaru's Windmill animated now! It was messing up at first, because I had Victor's Rotational Turning script installed, but I managed to sort it out.
 

Dream3r

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I like how you kept all of them organized @Elitezeon.  Other than that though not sure what to say.  Having that many states/conditions tends to scare me as a player who is trying to wrap their head around them.  But that's why I don't play games like Dark souls XD
 

Kes

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@Hotfirelegend

I'm not sure what I've missed, but why do you need 4 versions of your title screen?

@EliteZeon

Yes, Yanfly.  I'm a great fan and user of Yanfly scripts.  That Gash skill can be done with the damage formula. 

[SIZE=10.5pt]if[/SIZE][SIZE=10.5pt] [/SIZE][SIZE=10.5pt]b[/SIZE][SIZE=10.5pt].[/SIZE][SIZE=10.5pt]state[/SIZE][SIZE=10.5pt]?([/SIZE][SIZE=10.5pt]x[/SIZE][SIZE=10.5pt]);[/SIZE][SIZE=10.5pt] damage formula 1[/SIZE][SIZE=10.5pt];[/SIZE][SIZE=10.5pt] [/SIZE][SIZE=10.5pt]else[/SIZE][SIZE=10.5pt];[/SIZE][SIZE=10.5pt] damage formula 2[/SIZE][SIZE=10.5pt];[/SIZE][SIZE=10.5pt] [/SIZE][SIZE=10.5pt]end[/SIZE]

[SIZE=10.5pt]where x is the number id of your bleeding state.[/SIZE]

[SIZE=10.5pt]That's an impressive number of states to have.  How does the player keep track of them all?  Do you explain what each one does as you go along, or does the player have to work it out for themselves?  Having that many can be difficult to handle, particularly in battle where you're trying to keep track of so many things.[/SIZE]

[SIZE=10.5pt]@imascribble[/SIZE]

[SIZE=10.5pt]Hope you feel better soon.[/SIZE]

[SIZE=10.5pt]My update[/SIZE]

[SIZE=10.5pt]Quietly working through the preliminary chapter of Slip into Ruby.  Some things are now a little bit clearer than they were, and I like learning by using the information.  For those who haven't looked, you learn the absolute basics by scripting a bestiary.  I make lots of mistakes, but if I can persevere through all the chapters, I should have a much better understanding.  Other than that, I've started putting together another new tile set for the next location.  Some I can get by editing, some I can't, so this will take a bit of time.  I think I shall have to simplify the design in my head, because I think the tiles I would need will be too complex for me to do.[/SIZE]
 

EternalShadow

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@Hotfirelegend

I'm not sure what I've missed, but why do you need 4 versions of your title screen?
Oh, resolution selection xD

Can't use the same high-res one for all of the resolutions as only half the logo shows when you go to low-res, etc.

It's basically the same screen, resized properly and modified at the edges to fit.
 

Kes

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@Hotfirelegend

Ah, that makes sense.

btw, I saw your post about music and missing resources.  Seeing that script being posted reminded me that you can get that information using Shaz's event extract script.  I've used it a couple of times now to check that I've not left an event still calling for something I've deleted, and where there is such an event, it's given me an error message.  Very useful.
 

EliteZeon

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@ksjp17

I think I'll give players a key item handbook that explains every state earlier on using pictures. For the most part, they will start to encounter the states as the characters progress and would be able to unlock skills that apply those. Also I'm making a new set of icons for these states, and the base color of the icon will denote what category the state is. Then pretty much 2 items will get rid of most harmful conditions. (One for all spiritual and one for all physical)

I'll say most monsters and encounters won't do more than 5 negative states on players at a given time.
 

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