August Goals & Progress Thread

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bgillisp

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@Arithmetician: One idea might be to make it that everyone gets 1 SP per level up, but some skills cost more than 1 SP? If you did that I don't think you'd need spell or skill levels, as the higher cost of upper level skills would offset it.


@ksjp17: Thanks! Found the script and bookmarked it. Will have to add it once I'm done with Chapter 9 though as I'm not starting a new game right now, not with a playtime of almost 19 hours in my own game.


@Marquise*: Suppose that makes sense. Maybe I should post the updated dancing Minotaur scene then so you get a good laugh, as you might need it now? Let's just say I took a new meaning to bull in a china shop.


@Chiara: True. It's just that work has picked up at the same time, as my summer vacation is about over. So soon I'll be back to more normal working hours and having to work on the game in evenings and weekends, instead of my current work on it 40+ hours a week because I'm only working about 4 hours a day at my current job (reduced summer hours).


@OZiO: Are you making you're own ABS? If so, hope that goes well! I know that's far from an easy task.


@Sated: Are you doing all the side stuff then the game?


8.10 Update: None, unfortunately. I had the first round of start of the new school year meetings today, so spent the day in meetings. Hopefully I'll have more to report tomorrow.
 

VideoWizard

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I actually have some progress!


Fri 8.5.16 through Sun 8.7.16- Worked on a jam entry for another site (a food jam). It's called The Great Hunger and it was made in MV.


Mon 8.8.16- Made half a map for a revamped town. Now, you can enter buildings from other directions besides from the south. East, west, north, even diagonals. Thanks @EternalShadow for the cool idea.


Tue 8.9.16- Just spent the day chilling and letting ideas stew.


Wed 8.10.16- Trying out MV 1.3.0. It's still RPG Maker related, isn't it? Hard to believe another summer has gone by, and kids are back in school. Winter is coming.
 

ZServ

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Haven't posted thus far this week. For several reasons, including the impending release of World of Warcraft: Legion, and it's pre-launch events.


This week has been productive, yet I feel that I'm slacking. So far I've written more of the Zone 1 rework's remaining two cutscenes, adding an additional 3 scenes, to help pace the dungeon better. The West Woods remake is starting to take shape, although I've found that I have more "dead space" than I'm happy with, and remain concerned that the remake of the East Woods and West Woods might not be visually appealing enough.


In addition to this, I've been toying with adding scanlines as an additional visual effect. However, I'm not sure how to overlay it over everything from the very get-go (title screen and all), and after asking around, I seem to be having an issue with an optical illusion called a moire. So, the likely fix is to instead have a small pattern (2x2 pixels) and have it repeat countless times across the screen. Unfortunately, these things are above my technical skills, so it's not going to happen any time soon. But, let's end on a positive note, shall we? A sleep-induced thought came to me a night or two ago as to how to implement self-randomizing chests, and the system is now built and in place. I'm quite proud of it, all things considered. It's comprised of four common events; RandomChest, RandomChestSmall, RandomChestMedium, and RandomChestLarge. A variable (RandChestEnum) generates a number, 1-10, and then each of those numbers have certain rewards tied to them. The bit that makes it exciting, however, is that RandomChest will use the variable to determine which type of chest you get, with a weight leaning towards the Small and Medium variants. So, instead of fussing over EXACTLY what should be in what chest, I can simply offload the problem to these common events, and now just choose the general size of the reward I want to give the player.


For general world exploration, this is only a tad exciting, because for players to see the true depth of the system would require several playthroughs, but for the portions of the game that focus on repeating content, this makes it easy to incentivize players to farm it for an exact amount of time before moving on. Another benefit is that it makes it incredibly easy for me to edit the formatting of opening chests further down the line. I'm likely to add the icons for the item in question to the "you got X" text, which is much easier when you're editing it in one event rather than 20, spread across 50 maps.
 

Marquise*

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@bgillispNo worries; well save the happy dance for errr...  Later on (I was to type for rainy days... IT is so hot in here an no announced rain we should had have).


@Chiara TYVM *cybermental hugs* Well need it we get her fixed tomorrow maybe WITHOUT blood sample tests.  o_O  (and if we can't pay the other half of the bill -didn't saw how much we got now-, then the vet keeps our Daughter Cat -and I dunno what will ever happens to her then.)  I'm so scared now with no shame to admit it.


And... errr scanned this tonight;


View attachment 44911


Please, remember that I mostly work on recycled paper and that I am proud of it and...  Yeah this used to be the minotaur spritesheet penciling.  Need I tell anyone who are the heads?


And I did the dragons very fast in afternoon because I tried to *sigh* sell my own hand carved buckler to help with a certain vet bill.  I<m thinking of working on 3 others in case those are too ugly in my despair, so there is one good to pick!
 

Kes

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@bgillisp Let me introduce you to another friend - Save File Doctor  It enables you to introduce a new script without having to start a New Game.  The first time you use it after inserting a new script it takes a little longer to load up, but once you have a save file with the new script incorporated you can disable the Save File Doctor and continue on with no problems.  Note the requirement that it must be below all other custom scripts and immediately above Main.  It's also free for commercial use.
 
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Yoraee

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Goals to be achieved by 31/Aug/16 (11/Aug/16 Update with %Complete):


- Finalize decided resolution and player/NPC sprite sizes. 0%


- Complete all maps of my first area (total 6 maps, including all interactive objects). 53%


- Post said maps on the forums for feedback. 0%


- Design and implement all NPCs of first area. 0%


Completed coloring of an entire map last night! Its funny how my most productive days are those where I don't really plan to do anything.


I now have 4 out of 6 maps at 80% complete. Getting there!
 

OZiO

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@OZiO: Are you making you're own ABS? If so, hope that goes well! I know that's far from an easy task.


Hahaha I wish man, I'm just going to use Quasi ABS and build off of that, I'm still new to JS as a language and all of this in general, but thanks :)
 

Schlangan

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Quick hopping in here, so no time to reply to everyone, I'll just say this :


@Chiara : Yes, Schlangan has a house. It is still standing. But not for long  :(  


My update :


The first part of mission XV is completely without fights. As always, the city is pretty much calm. For now, I've done all discussions within Schlangan's house, at the Mayor's office, and also the visit of the Shayo center that opened for this mission. Everything is going smoothly, for once we see Schlangan in normal diplomacy mode, and not in destruction mode :D


Now, peace will end. Tonight, I'm doing to start eventing the next part: we are going back to Schlangan's house, and trouble will arise. He will detect that the door of his house has been trapped while he was in the Shayo center. Using an energy barrier, he'll be able to protect himself and his men, but the house will completely blow up, leaving a nice crater in the city. More cutscenes will follow, until the team finally decides to come back to the Shayo center during the night. Having to create the city at night will be nice  :D
 

bgillisp

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@VideoWizard: Ok, Ned Stark :)


@ZServ: I've used a version of that chest system in a little dungeon crawler I made last Spring. Seemed to work well, as long as you balance out the possible rewards and don't make it so the players have to pray for a good RNG and get the top tier stuff to survive later on.


@Marquise*: Just for you:





Graphics are a tad off (one Minotaur looks like he is standing half on the table), but you should get the idea. I figured it would be a while before I could fix it as that is low priority right now to fix it + rerecord the video, with all the work obligations + trying to wrap up Chapter 9.


@ksjp17: Thanks! I'll have to check it out!


@OZiO: That's still infinitely more JavaScript than I know at the moment though.


@Schlangan: Who would want to kill the master of the universe?


@Yoraee: I've had those. Wait til the day where you give up for the day, go watch a movie, then return with a vengeance.


8.11 Update: Mapped the final dungeon, as well as placed the final fight. We're getting there! Still need to block off the dungeon some and make it so that you can't just bum rush to the end, gotta make this a little interesting after all. And for that reason, I still need to map the basement area, as that will be important for that purpose.
 
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AnotherMage

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Hmm, I've never posted on one of these, but I guess I may as well considering that I've actually started my project, (albeit a month ago...). Unfortunately since school starts back up in a few weeks, production will slow for my project, but it also may help as it will allow me to have a fresh look at my project every day. Well, goal time.


"Memory System" - Specifically using Yanfly's Common Event Menu to set up a "Memory System" which allows players to make memories to gain experience. It sounds weird on paper, but I feel it fits with the overarching theme of my project. Regarding this, I'll need to set up a system so that when the player "makes a memory", it is shown in this interface and the player is awarded the appropriate EXP. I envision a lot of switches in the future... But regardless, this also leads into creating a new skill type so that these "memories" can be used in some specific boss battles. Once again, this sounds weird on paper, but it fits, and I believe it allows me to convey a story with the mechanics of the game. So this month's goal is simply to get the interface up and get a system to run, even if it doesn't work completely at this moment.


Soundtrack - I need to stop slacking and keep practicing composing. Although I have a good amount of melodies that I want to add into some tracks, I have barely actually created any. I'm setting my goal to create a single piece, even if it still needs polishing up.


Spritework - Now that I've established a visual theme to my project, the next major step is to modify the RTP to fit my theme (being reminiscent to a pixel/retro style). Obviously modifying an entire tileset is huge work, so I'm just shooting to finish all the objects in the first interior of the game, being a simple classroom. Seeing that I've already modified most of it, I feel like this goal is plausible. 


Well, hope I didn't take too much space up! Looking at this, I feel that I can accomplish these goals, taking me a step forward to actually releasing a demo one of these days.
 

Marquise*

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@AnotherMageWelcome in here!


@Schlangan good luck with the house.  And that software for script editor... Is it Ace or MV?


@bgillispThat never gets old. :) You really put that in your games?


@Chiaraand @everyone wondering, Daughter Cat is errr recuperating at the vet and I owe a 68$ to someone.  I just had been called once by the doc... plus it was right after New Cat seemed to play/flee an invisible Daughter cat pouncing out of her transport cage he tried to attack.  The surgeon did called about huh... *long attempt to find the best words* doing biopsies on a mass growing out and IN what was removed.  *PHEW*  Yeah, we had no money for the additional tests and if it was cancer, well at least a big part is removed but extensive treatments is out of the financial picture.  We kinda were there for a pyometra and 9 years ago, I was warned maybe 5 years if the water in her lungs was rather a cancer.  Our epicness kinda collected almost all ways to die 13 years already and still smells good!  As long she don't meow "Mrrrraiiiins~!" err I mean "Braiiins~!".  And yeah, I am all affected by this but I don't think we'd go with pink syringe yet.  Besides, with the extreme protest I had all the way there and troubles to get her in her cage, no it isn't the time!


And since I had to occupy my mind while poor baby daughter was... err on drugs, recuperating?  I had more time to err...  spend too much details on what was supposed to just be another set of sketches;


3Dragons.jpg


I guess they are slightly less RPGM than previously imagined, hope my commission guy is happy.  Now he must choose one over 5.  And of course... this is WAY too detailed for what it will turn in pixels!
 
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Schlangan

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@bgillisp : Some people don't like when Schangan is snooping around :D . Good luck for your final dungeon. 


@AnotherMage : Welcome aboard, and good luck for your goals !


@Marquise* : Huh, I only released two things one this forum : one XP->MV conversion script and the extended MV character generator. So I don't know what you're talking about ^^. I hope you'll get back daughter cat soon.


My update :


Schlangan's house blew up, with him protecting himself and his men with an energy barrier. Now, the maps has a bit changed, that's great. The cutscene that followed is done, as well as Schlangan's next plan. I've started to prepare the city at night. The BGM has been slowed down, and only street lights bring light in the night...


Now I have to consider the way to block given paths. During the day, cops are just standing there to stand guard. But during the night they won't. I'll probably just make the characters say "no need to go that way" since the goal is to go back to the Shayo center.


Tonight and this weekend will be focused on the infiltration in the Shayo center, and the teleportation to another place... the Death Realm itself. That place will be quite nice to map :D
 

bgillisp

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@AnotherMage: Welcome aboard!


@Marquise*: Yep, it's seriously in my game, in Chapter 7 now. It was originally in Chapter 3 (the first version I showed you), but that area got cut from the game, so I revived it for this point in Chapter 7. Guess those Minotaurs got bored or something?


@Schlangan: Thanks!


8.12 Update: Evented the final dungeon and tested it up to the final fight. Was hoping to maybe even handle the final fight today, but fatigue started setting in, as it took a while to test the final dungeon. Maybe after I rest up a couple hours I'll return to it?


Screenshot of my save file from before the final fight, for the curious. I edited Yanfly's Save Manager script to give me 30 save files, hence why it looks like I can scroll down some more from File 24.

 
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taarna23

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Well, I made one last adjustment to my loot chest contents display - it (sensibly) shows the number of a particular item that you have. I also restricted it to two columns, as three seemed a little cramped, especially with a number added in there. Also used this project to test line breaks and colour codes in item descriptions, which both work.

LootChestContentFinal.png



Now, I guess with scripty stuff out of the way for now... it's back to making my tilesets. Currently working on a dark castle type tileset, but there really isn't enough of it to show off just now.


Edit: Meh, rather than adding a new post... I got the first run of some "dark castle" type tiles done. Last month I posted an ice castle room example... I took that map and just applied the new tileset (which is important - this is how my game handles different environments - tileset swaps).


Old map:




New map:




I love the stark change in atmosphere with nothing more than a change of tileset.
 
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AceOfAces_Mod

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Progress Report #7


-Added a Rouge Striker to the enemy roster. These use their fists (rather than conventional or stolen prototype weapons) and they can buff his allies (along with dishing heavy damage).


-Speaking of enemy roster, I wrote an event for enemy troop with different members. It randomly picks from a small set of available troops to select (with a help of a variable).


-Re-balanced the prices for honing and learning arts.


Misc:


-I've finished evaluating Project Centennial (although I need to figure out how to make my own appx file). If there's interest, I'll post a thread with some information.
 
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Arcmagik

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Current Accomplishments


I put my menu screen together using the AltMenuScreen3 plugin and SRD_MenuBackgrounds. It came out good! Don't think I am going to use the picture that is currently the Menu Background but for now I am satisfied with it. The artwork for General Themar I had commissioned with Katsudoom who was fantastic to work with. Contrary to what it says... the Old General is not the Hero that we have been looking for. (Can be seen in Screenshots & Maps 8 thread)


I also put together my 6-man battle group using the Simple Max Actor & SVActorPosition (edited by myself for 6). I like the concept of Yanfly's Row Formation system, but there is currently no way to force it to split people between rows so I had to go a different route. I created a Common Event called Battle Rows that basically read who is in the battle position and applies the "Front Row" or "Back Row" state to them and I have this common event currently run on Turn 0 of every battle right now.


I also set up the common events for a dueling system (ala Suikoden) and get a duel playtest completed! It works now I just have to add the extra events that will display the Gauge of the Opponent and the Player... and quite possibly will be looking to Parallax some special maps for the "Dueling" events. Ultimately I want to have a custom sprites/animations for the dueling, but that is a far future plan. I also plan on expanding upon the currently simplistic dueling system to include additional actions beyond "Attack, Defend, Wild Swing".

I will probably start digging into the database soon. I need to get a couple more sprites together so that I can compare them to my tileset in order to start putting together my Parallax Maps.


So all in all it has been a rather good week.
 

bgillisp

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@taarna23: Looks nice! Now to make the game that uses that plug-in, right?


@AceOfAces_Mod: Is that similar to how Yanfly's Monster swap plug-in works?


@Arcmagik: Just be careful. You don't have to go parallax maps, and parallax maps will significantly increase your project size (something to consider if you wish to go mobile).


8.12 More: So I got some more energy after a short break, set up the final battle, won the final battle, and wrote the ending sequence for the second of the eight different endings you can get (the first ending doesn't require you to do this fight, I just have to program it in). Let's just say you don't want this ending, as this happens at some point:





Parents, don't let your kids play with magic, else this may be the result.
 

Another Ned

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Has it been days already? Again. Oops.
I try to reply to everyone's progress posts, but I'm a little rushed, so if I forgot someone, it's not on purpose. D: In any case, yay progress!


@Arithmetician: It's kinda cool that you had to use Latin as, you know, a language. In my school, we learned it more like a bunch of rules and words.
I like the more simplified skill tree version, it's not as confusing as before. Unless all the lower level spells are available at the same time. D:


@AceOfAces_Mod: I first read "enemy rooster" and pictured a strike force of chicken.


@Yoraee: Yay for the good progress with your maps!


@OZiO: Lots of motivation for your goals!


@Sated: Yay for the systems!


@bgillisp: You seem to make pretty good progress despite work picking up again. : D


@VideoWizard: The dates on your progress confused me at first until I remembered that it's month-day, not the other way around as I am used to. XD Also, yay for the progress! : D


@ZServ: The random chests sound fun, yay for implementing them!


@Marquise*: So daughter cat is saved? She is, is she? Hope you'll get her back soon. D: Also, the crocogator-like creature is super cute.


@Schlangan: The poor house. D: Schlangan probably wouldn't even get any insurance with that history of buildings getting destroyed in his vicinity. XD


@AnotherMage: Lots of motiviation for your goals!


@taarna23: The difference made by different tiles and colours really is quite nice. Also probably a quite time-efficient method to do things in the long run, pretty cool. <3


@Arcmagik: That's quite a lot of stuff, so yay! Also, that sounds like a nice simple solution to the row formation thing. : D


Progress, 10th:
Got distracted organizing some things and by the time I was done, I had a bad headache. So no progress this day.
Progress, 11th:

  • completed the second batch of quick studies (less than the first batch, which is why I got it done in one day)
  • some more studies and preparation sketches

Progress, 12th:
Need to speed things up a bit after I didn't get much done so far this week.

  • sketched the first intro map to figure out which tiles will be needed
  • loaded the sketch as a parallax in-editor to check if it's too large/small – spacing and such can be changed while mapping later, but it's good to know that the layout pretty much works
  • sketched the first of the two intro indoor maps
  • took a sketching break to collect some references of inns
  • began with the sketch of the inn

I stopped at this point as I need to do some studies of inns first, just to familiarize myself with the subject matter so I have a better idea of what types of tiles I'll need.
 

BlackRoseMii

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Forgot to post yesterday.


Well, it's not like I did much though. Still a lot of testing. I've started to merge gameplay and eventing now, so after one final test, I'll open up a closed beta.


Honestly, I just want to get this game done. I'm sick of it already XD
 

Kyuukon

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Forgot to post yesterday.


Well, it's not like I did much though. Still a lot of testing. I've started to merge gameplay and eventing now, so after one final test, I'll open up a closed beta.


Honestly, I just want to get this game done. I'm sick of it already XD
The last 10% is the last 90%! xD
 
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