February Goals & Progress Thread

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AceOfAces_Mod

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@bgillisp, It's an option on the launcher (a simple check box). I had to add a shortcut (with a command line argument) to set that setting to off.
 
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Chaos17

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I'm trying to get a global view of how I want my skills, at least for now for my heroine. So I made a mockup for myself.




  • Alchemy will be unlocked through story
  • ATK UP will be from the start of the game
  • Special will be unlocked through equipement

Most of my skills will level up like in "Tale of Phantasia".


Now I've to code those passives and made them level up, lol.
 
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ashikai

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I... I did it! I made an iso tileset! QAQ


I'm sure it needs like a ton more little detail pieces to make it a really full set, but for a basic thing it came out pretty well, I think.:)


24x24 px tiles, still needs some testing to make sure everything's up to snuff. If anyone wants to play with these, feel free~ <3





....NOW TO MAKE A MAP.


[Edit] After testing ... there are a bunch of tiny issues. The set is still usable, but there's a dozen or so duplicate tiles as well as several other tiny errors that aren't apparent at first glance. ^^a
 
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Schlangan

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@taarna23 : You can alternatively look at the way a map is loaded, and load yourself the informations you need, for example the notetag.


@AceOfAces_Mod : Too bad you're not French, I could have lent you access to my ftp server, but the FTP connexions from abroad are blocked by the Internet Provider that gives the FTP server.


@bgillisp : I dislike GIMP, since I always found it to messy. Free softwares trying to copy paying softwares often end up with being a mess.


@noctiluca : You still made some progress, which is pretty nice


@jonthefox : In that case, merge your side project with your current one, and there; problem solved !


@lilyWhite : At some point, you'll be done, don't worry. Or you won't have any space left on your screen :D


@Idril : For me I never consider any part of the game making as boring. Always new things to uncover instead !


@BlackRoseMii : If you've headaches, rest. Don't ever try to overexert yourself. As long as you're making progress little by little, it is enough. (Except if for some reason you have a very strict deadline).


@Mirpono : Good progress. Keep it up.


@bigcalsworld, @NarikoStudios : Nice goals. Good luck :)


@Chaos17 : When you put French screenshots, specify what is what in your description :p  I am French so no problem for me, but that's not the case for everyone ^^


@ashikai: Nice tileset. Good luck for the mechanics in the game with the tileset though ^^



My update :


I caught a cold and wasn't home this weekend, so not much progress. Only some work on the last tab of the asset editor of the new MV generator. Screen capture:

Spoiler








I realized that the form is quite complex, but necessary for people wanting more templates than the usual ones of MV (busts, 8 dir movement, and so on). That's why I decided to name this form as "advanced mode", and to add another form after this, a "standard mode", with only what is needed to import Facesets, charsets (walking/dead), and Battlers. I hope that all users will be able to find what they are looking for.


I also plan to add a system to Export/Import resources packages for the editor, to make thing easier for all resource creators.
 
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taarna23

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@Schlangan I did try, actually. It errored out on something about loading the parallax. No clue. The map wasn't even set up with one. I mean, it's definitely possible I was doing it wrong, but even so, I decided to go with something I knew I could get working. It shouldn't be too hard to change it around if it gets sorted out later.


@ashikai Wow! I wish I had the patience for pixel art, but I totally don't... I've done a bit of it, and it looked pretty decent, but I am not a patient person. Getting MAYBE one tile a day done drives me nutbar. But maybe after my dungeon generation is done, I'll try again. That's a big maybe...


General progress: Working on the recursion that actually constructs the map layout. After that, I'll iterate the grid, and anywhere I find a room set, I'll choose from the map IDs available for that type (normal, special, boss, etc...) and set it there. Until that point, the rooms won't actually have a map associated with them.
 

Vox Novus

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Got behind again, only a couple responses to some of the recent ones I saw, I skimmed the thread though to see what everyone's been up to.


@Schlangan Can't wait to see that character generator in action.


@ashikai That looks really cool, good work! ISO stuff will make a lot of people happpy.


My measly update: Finished re-doing one of the 9 faces I have to re-do from my old project, that means I still have 6 more to go. Next though I need to re-do a battler, a gryphon-ish enemy. It was my first battler so it will be interesting to see my progress since I first made it.
 

Milkdud

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@everyone: I'll take your suggestions about fixing my tablet when I get around to it sometime this week, thanks for the tips!


I decided I'd get back into the swing of things and started mapping for the first time since... March 2014?


So I took this basic template:




And turned it into this:




It's not "100%" complete, as it may need some minor adjustments for when it comes to walking around the map, but it's otherwise done. So that's my current progress report for February, I might get started on eventing or plotting out the layouts for another few maps. Or database work.
 
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noctiluca

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Added a few new systems/features to my current project that are pretty nifty!


Since it's a Harvest Moon/Animal Crossing-alike, the game will have a total of 35-40 interactive NPCs living in the town that all have their own likes and dislikes.


There are also hundreds of items in the database so far, and I may add more when I have extra time. Individually defining what an NPC likes and doesn't like is a chore.


So... I made a system that automatically maps out an NPC's likes and dislikes based on some keywords in their actor notebox :D


Keywords are anything from colors, flavors, types of objects, or other associative descriptors (like "happy" "romantic" "mysterious") for items. Each actor has loved, liked, disliked, and hated keywords, that act as multipliers for how strongly they react to an item (so if someone loves elephants and the color pink, they will be extra happy if they are given a pink elephant!). Along with having keywords, items also have a "level of appeal" which is another multiplier separate from individual preferences. It's kind of arbitrary, but mostly related to rarity or price tag. So stuff you pick up off the ground could make someone happy, but it doesn't compare to homemade gifts or something really unusual.


Not to mention all of this works with Yanfly's individual items (and upgrades), so items can be customized with new keywords or levels of appeal (though I just have it set so items automatically have upgrades applied when you get them)


And if I try to find out what a character's likes/dislikes are (since I only have a vague idea)...





Looks like someone needs to learn how to eat their veggies :troll: I wonder if I can put together a vegetable dish recipe that even she will approve of...


Also made a mining + appraisal system, which is fun, but probably not as innovative as the above.
 

taarna23

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@noctiluca That looks pretty cool! I have to ask, are you a jellyfish?


As for me, I have my random dungeons code entering testing phase, and hoo boy, the errors. Mostly dumb ones, but I've run into an issue where I set an "object" (JavaScript doesn't really have those) in a 2D array, and then try to access the properties of the object and I can't... Not really sure what's going on there, but I need it to be set up this way, or have 3 separate grids for the 3 properties a room requires, which seems completely silly. Sigh. Oh, well. Time for work code, then more of my code at lunch!
 

Iavra

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JavaScript has objects. Actually, everything is an object ;)
 

taarna23

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JavaScript has objects. Actually, everything is an object ;)
Oh, bah. But not in the traditional sense of object-oriented programming.


Also, apparently my issue was apparently attempting to index into the Y value twice, which is not where the start room was created. Good job me!  :guffaw:
 

jaypee

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I am waaaay behind my project release time due to lots of factors, right now just got back to database added some couple of item shops, edited my enemy troops and couples of test run for bugs still stuck on the final phase.
 

ashikai

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@noctiluca That's a really cool idea! Adds a nice level of complexity, especially if you have to craft/cook items in order to increase your relationship points. S'not as straight forward as, "give them 20 eggs and you'll get married! :D "... which was definitely something that happened in a Harvest Moon game or two.


@Schlangan Mechanics shouldn't be too hard, I think. Collisions of 24px with 96px sprites should provide a nice illusion. I'm definitely going to add diagonal movement because my sprite sheets are 8-dir. Still hoping to swing a test map this month... haha XD 


Do you have a demo of your generator so far? I wanna see it in action! :D


 



Sitting in a teleconference for the next two days making tiny adjustments to my iso tileset test.





Note: it's made to work with TileD, 24px tiles with MIRRORED tiles (tap X to flip the tile horizontally) and at least 3 layers (bricks, molding/roof, windows/doors). Doors and windows have two iso versions because they're recolored/shaded. Iso bricks I'm still messing with a little to fix the issue of having super long bricks on the edges instead of half-bricks like they should be. I also want to do some slightly different brick colorations so the walls aren't just flat colors, but it's hard with larger bricks. I might leave these as-is and make a brick set with tinier bricks so the different colors will tile together correctly....


Feel free to play with this set! :D





In case anyone wants to see a test building I made with the first version of this tileset:




You can see all my errors! I forgot to recolor the tiles on the side of the door, my roof is off by literally one pixel (and then it stacks as you use them), and the iso windows can't appear right next to each other, you have to put at least one full tile between them... ahahahahaa.


Still not bad for my first try.
 

Schlangan

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@taarna23 : I see. Good luck for your dungeon generation then :)  


@Vox Novus : I'm trying to imagine a gryphonish enemy. How is it different from a regular gryphon ? And concerning the editor, still a bit of time before it is ready.


@Confederacy : The map is globally nice, but I suppose it is from a map screenshot of the editor, without events ? Else it is strange to see painted blood splatters all around the manhole, with nothing in it ^^


@noctiluca : Seems nice. The character seems to be neutral to green peppers, you should start with that, add some tuna maybe ?


@jaypee : At least you have some progress, so it is better than nothing :)  


@ashikai : There is no demo of the generator yet, as I plan to release it when I'm done with everything I wanted to implement. Hence it will take a bit more time before a release. But I also plan an auto-update system to let you guys have the last version everytime just by launching it :D


My update:


Still working on the generator here and there. This time I finally understood how MV worked with the masks files and facesets names, hence allowing me to import properly these data. The last hard part will be to figure out how to change the colors. I plan to do things differently than MV; there won't be a gradient file, but instead you'll be able to select a color (and probably save predefined colors too).


The most annoying thing will be the eyes. For me, there is no eyes picture for charsets and side-view actors. MV is able to change their color on the body part, but it is a trick with their predefined parts. As for me, I don't know yet. I'll probably have to create eye picture to be able to properly change the eyes color.
 
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Phonantiphon

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February design goals are:

  1. Get to grips with the Luna Engine, at least enough to start with.
  2. Bottom out my texture work.
  3. Finish Map #1
  4. Start working on some sort of battle implementation - "Shadow Destiny" is going to be fairly "Battle Light", but I would still like to implement something interesting for it...
  5. Stop making text-based procedurally-generated dungeon roguelikes in Powershell for long enough to actually do steps 1 to 4 above!!
 

AceOfAces_Mod

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Progress Report #9


-Polished the maps a little bit )especially the first ones).


-Edited the dialog on the prologue.


-Tweaked some of the scripts.


-Finished with the transition to Luna Engine.


-Three scenes to event.
 

Vox Novus

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@Schlangan I call it a Reagle it has some more manticore elements to it but still is mostly a gryphon.


@Phonantiphon Welcome and good luck with your goals, this is a great place to keep motivated and get support.


@AceOfAces_Mod Nice work.
 

bgillisp

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Got behind with the insane week, so just a couple replies here:


@vox novus: Is your old project your IGMC game?


@Schlangan: Looks like the generator is going well. How goes work on  your missions? Or is that on hold for now?


2.15 - 2.17 Update: Only had time to fix a few lines of dialogue I noticed that needed fixing in various places in the game. Also started to work on finishing a side quest map, only to learn the map was inverted from what it needed to be. Too bad RPGMaker doesn't have a rotate map option in the editor. Oh, well, at least I learned my enemies work and are balanced in a way that a Chapter 2 party would run away in horror, but a Chapter 5 party has a chance of making it through.


Plan now is to work on redoing those maps so they work. Thankfully it is only a 45 x 45 swamp so should be easy to flip things, I hope.
 

Vox Novus

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@bgillisp I find dialogue fixing is a very gradual process; you always seem to catch more each time you playtest. Having outside eyes helps a lot in that regard. Good luck with Map re-doing.


Also the old project I'm referring to isn't my IGMC one, that one has been re-done (happy to say) and I hope to have it available for purchase in the near future. I wish this version of the Beanstalk was the one I had made for IGMC. The old project I'm referring to is a very traditional FF inspired rpg which I started over a year ago. It contains some of my earliest artwork so its very out of date, also re-mapping it largely in Ancient Dungeons. I had already made 5hrs or so of gameplay including making an evented skill tree for each of the six main characters. Definitely a project I don't want to abandon with how much I put into it.
 

Schlangan

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@Phonantiphon : Good luck for your goals.


@AceOfAces_Mod : I'll have to see the changes in the first maps then :D


@Vox Novus : A reagle. Sounds nice. Meanwhile, I'll have my ordinary vultures to draw ;)


@bgillisp : During the week I only got a few hours of free time per day, so for now I've been focusing on the generator. I'll go back to the game once I'm done with it.


Update :


I found out how to color the elements, allowing me to bypass the gradients of RPG Maker MV, and let the user select any color among the 16,777,216 available 24-bit colors.





Now, I need to consider how to export the pictures, code the easier import/export of resources and deal with he self-update code. I'll have to write some kind of help file too.
 
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