December 2020 Goals and Progress Thread

BreakerZero

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Major change from my previous comment. I have run into a philosophical problem with my family regarding my project which means that my script will have to be changed significantly to appease them. In other words, they are the kind who grew up on "sin to swear" and have threatened to disown my work so unfortunately the mature content in my project has to go.
 

cthulhusquid

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I've been working on my new MZ game, Fall of the Bastion recently. It's inspired by Darkest Dungeon, except you play as the villains. Figuring out how plugins work is a bit of a headache coming from someone used to VX Ace scripts.
 

Zeriab

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Things has gone well recently with my level generation. I expect soon to have it in a state where I can look at other tasks. My goals for the rest of November is:
  • Fix the last bug prevent the levels from being usable.
  • Create my first bot that will follow you around. (Making it non-obnoxious is not part of the goal for November)

@BreakerZero Sorry to hear it. Hope you wont have to rework too much of your game.

*hugs*
 

Frostorm

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November goal: (tech?) DEMO!:kaojoy:

I currently have an extremely alpha build if anyone wants to give it a try, PM me for the link. Currently half of the starting town + half of the 1st dungeon lol.
 

ShadowCrispy

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Actually, work on my game's prologue to run smoothly and remove unnecessary things as I added way too much for a first project. :hswt:
 
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BreakerZero

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@BreakerZero Sorry to hear it. Hope you wont have to rework too much of your game.

*hugs*

Yeah... It's not like it was all that frequently done but I had to go back and tone it down. I'm also hesitant to do anything that goes over E10+ now, which is going to put a definite hex on at least one of the boss ideas that I had.

I'm also hesitant about using "kick its ass" as well, so I changed that to "knock 'im flat" as a precaution (though I did keep a few "Damnit" moments as a compromise, with the exception of those invoking the sacred provisions of course).

EDIT: I forgot to mention but I am also basically done with adding draw poker to my casino implementation, with just a few last edits left to make.
 
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Frostorm

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I added some Orcish stuff, check it out! (Still need to work on the town square and the bottom left area) But 1st I wanted to get an opinion if the hut looks Orchish or just tropical w/ bones lol. Thank you @Candacis for some of these assets. I really like the bone fence hehe.
Stuff.jpeg
(I had to save it as a jpeg w/ reduced quality for it to fit):kaoswt2:

Edit: Does anyone have a screenshot of an arena? Not like a colosseum, but just a small fighting ring. I'm having a hard time making such a ring look good...there's got to be a better way than just a rectangle.:kaosigh:
 
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Marquise*

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*cybermental hugs to everyone feeling too isolated right now*

Got my last intimacy pose (think it is SFW but will not post here XD )for someone's incoming game.

Also trying to finish my diagonal poses of my AH spaceship.

I am getting more space in here DC became a very cool older elder cat now so she might turn 18 this summer and MrC learned to hunt mice out of the appartment ALIVE due to his DC education XD
 

cthulhusquid

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I just started my second MZ project today, called The Hero We Summoned to Save Us is a War Criminal from our Past?!. Despite the isekai title, it's not actually an isekai since the person who's being summoned is, as the title says, from the past. It's heavily inspired by a metal album and is going to be pretty dark.
 

Frostorm

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Nice, you made a long title actually work! lol
 

Lihinel

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Been working on improving the usability of my windows, to be used in the battle system. But as said earlier, the later isn't ready for prime time yet.
 

BreakerZero

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Ran into a minor setback with my Xbox build - turned out that it wasn't reading certain images the same as it otherwise would, essentially forcing me to encrypt the files used for ceilings in my region cover implementation. I also had to edit a map to be a lot bigger than before due to the covers still being in effect when transporting there following the prior dungeon's completion, creating a major bug situation.

Also, they actually happened to have a few Series X units left in the back room at Walmart so unless there are any other reports I'll be officially verifying compatibility this Christmas. And speaking of which, I had to change my ratings target again because of the casino minigames which I hadn't yet declared since their completion. And that means that the boss designs that I was reconsidering are now officially back in play as the ratings target is now supportive of that. ('Course this doesn't mean that I'm going anywhere near another f-bomb - I've already ruled 'em out at this point and that ain't gonna change no more.)
 

BreakerZero

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Ran into some more design gaffes. During my content editing following the major shift in creativity following my big falling-out with close associates over the fact I managed to completely forget to edit it out of a key exchange which during testing on Xbox managed to come back around at me... and in two languages no less. (Blame my running joke involving "translatable divinity".) This also led to a position where some improvements were also due for inclusion - the fact that I have region covers in my game meant that parts of the map that weren't visible at the time would still be covered up when my explosion flash occurs upon the expiration of a timer event that constitutes a game over condition. (Ironically, I left the game running for long enough while unattended to where I had exactly that situation occur for the first time in playtesting... and that was completely by accident.) So to compensate I changed one of my system maps and repurposed another so that I have a proper fallback for the purpose. Probably going to have to let the timer run out one more time for verification, and then for a third time to check battle response before I sign off on the time-out failure processing.
 

SJWebster

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I've been making custom graphics for a potential RPG Maker MZ game. Think I finally got the hang of autotiles!

1606211481034.png
 

Marquise*

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@Lihinel THIS IS AWESOME!!! Not enough thumbs to give you. Anyways to get many of those in the makers before tweaking that for games?

@BreakerZero Rest assured that all that dedication may be praised after you deliver your game ^^

@SJWebster it is encouraging!

Well, something not to use but I am working on that I can show. I don't like my thrusters position. It is hard trying to ISO some shapes and forms that don't necessarily have straight edges or angles with those that have. I admit my dyslexia might had contributed to some brain fatigue here;
index.php


Hope I can make them working somehow. ^^;
 

Lihinel

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@Marquise*
I am not sure I understand what you mean with that second sentence.

If you mean how easy it is to create other/new windows for menus that can use this feature:
Its a piece of cake, but the items/entries in the window must be of the same type and the windows it interacts with must be of class Lihinel.Windows.Selectable, which again is custom, so it wouldn't work with regular Windows.

For example, for the 3 windows above, the code to add the switch functionality is:

Code:
this._switch_element = new Lihinel.Windows.SwitchElement(this._window);  
this._switch_element.addWindow(this._window2);
this._switch_element.addWindow(this._window3);
this.addChild(this._switch_element);

But again, it requires the use of other custom plugins.
And I don't make them public, as I don't feel I could provide the needed support, buxfixes etc.
 

Marquise*

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@Lihinel You right it might had not made any sense as I tought you created a sub program to make those windows and menus. I wasn't sure it was a plug-in. I really need to learn a lot from that. One day I'll do a list so I will know just how much I need before plug-in hunting.
 

Lihinel

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@Marquise* Well you are not wrong, right now it is still imported as a plugin, but it is pretty much Standalone code.
The windows it interacts with are also subclasses of Sprite and not the MZ window classes.
I'll likely move most of my code into some subfolders within the next days, as that would make it easier to manage and free up my plugin menu slots, since they are not "real" plugins anyway.

@Topic Currently working on some code modifing the Game_Interpreter.prototype.setup that takes a comment that has \lihinelM[*] in it and replaces it with 101 and 401 commands whos contents are read from an external file. This is mainly to support multiple translations for a game and easier dialoge entry.
 
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Ninjakillzu

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I've slowly been chugging along, and most of my progress being on generating ideas for the next district and other side quests. I've even started working on the map!
 

cthulhusquid

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I've been working a lot on my Darkest Dungeon inspired project. So far, there's 13 basic minions, and 15 unique minions. My main stumbling block is the plugins, since the instructions for configuring them isn't exactly clear and this is my first time using plugins at all (I am used to scripts with Ace).
If anyone can help, I'm having trouble with:
[TWings] Weapons upgrade / Forge / Blacksmith (Suikoden-like) (this is the one with the main issues)
Duplicate Actors (kind of confusing)
[TWings] Party Manager / Tavern (Suikoden-like) (I'm trying to get duplicate actors to work with this)
 

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