Game Making Drive March 2014

Bonkers

Get ready to be Wowed!
Restaff
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Gathered another music set should any of the current melodies fall through like last time.  I have found a very talented composer DanJohansen whose work I plan to feature in my side project if the main holds.  That's around 21 bgm songs, and potentially 26 battle or boss songs.

http://danjohansen.newgrounds.com/

 

We tried to make a symbol of Pelor in blender and have almost salvaged what went horribly wrong earlier.  Now he has a blinking animation

for Willard to take advantage of with spells.



We're gonna set him up rising, and then flashy things happen.

 

 

The kobolds and orcs master sheet is complete as are the 8 mushrooms big sheet.

I've handed both sheets to  Archeia so hopefully they can be shared with people to some degree, although it is not possible to do so publicly.

 
 
 I still have to organize these behaviors to working sheets as well eventually.

 

I'm still looking at getting the current build functioning by Monday and starting to add in those behaviors.  I've got possibly the art challenge tomorrow, as well some portraits and cut scene and the infamous intro to work on my week off now.  I have no excuse with all this time ahead of me.

 



 

Here's hoping all my work isn't for nothing.
 
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Simon D. Aelsi

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DAY 8

Tonight, I started trying my hand at enemies.  No random encounters in my RPG (I really can't stand them...)

So instead I'm working on at least 4 different kinds of enemies:

- Ones that wander around: When the player touches them, battle ensues.

- Ones that will chase a player when he or she gets close enough. When they touch the enemy, battle ensues.

-Ones that will attack when disturbed: Battle ensues. To avoid them, player must "creep" their way around.

- Ones that act like guards. If:

   The player crosses their line of sight

   The player runs past them

   When in battle, the player is defeated

The player will be thrown into a jail hold. Yeeeash.

It's pretty fun, creating all the events!

Mercenaries +1
 

Archeia

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I am here to give you all some chainbreaks :D
This applies to all teams! (Except Royalty of course, we're too fabulous for that.)
 

Royalty Archeia summons a monster!
Wild Red Dragons Appear!
HP: ????/???? MP: 999/999​
Strong Against: Word Counts lower than 100! Repetitive Screenshots
Weak Against: Scripts, Graphics, Resources, Videos, Unique Screenshots x5​
 ​
The team who manages to beat their Dragon first gets a special gift!​
Good Luck Everyone!​
 ​
Deadline: April 07, 2014​
 
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kj3400

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That won't be hard XD


Day 7: Saturday.


I have managed to finish my second cutscene. For some reason it took a lot longer than I wanted it to. And in the end, I still have to go back and add the faces. I'm not sure if I want emo sets, but I'll iron that detail out later. I made an alternate map of the bridge I made in one of my previous videos and made the world map just a little bit bigger. Next up on the list: the manor.


Two videos for your viewing perusal:


http://www.twitch.tv/kj3400/b/514919510


http://www.twitch.tv/kj3400/b/515196663
 
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Shaz

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Woohoo! Chain breaks! Makes me not want to be royalty for a day or two :D
 

mlogan

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Oh my, MORE distractions?!?!? :D   Trying to think of the best way to slay this one - aside from quickly.
 

UsainSloth

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March 31:


 
Goal for today: Make the first battle. Finish up an area.
Extra Goal for today: None
Replace placeholder: Statue

Make the first battle. Finish up an area:

Oh man. I didn't know how much it sucked balancing a batte and making it interesting. But I eventually got it right after many tries.

I was also trying to make my own skill with it's state but it was pretty unsuccesful. So I let it be for now. Might check tutorials for that maybe.

I also finished up an area. I was really satisfied with the dialogue and all the action  the character was doing. I really like adding small humor parts in the scene. Was extremly enjoyable to do. I also struggled with the set move route, trying to make my character constantly move up with the loop function until I discovered you can "repeat" it in the move set itself.

Statue:

Natuani.png

Inspired from metroid I wanted a statuethat granted power ups for the protagonist. And since it plays a huge role in the game. I might aswell give it a sweet animation and change the statue up a bit since it looked boring in it's weird wooden state. Was fairly easy to make. If anyone is interested to use it in their game, they can go ahead and use it. Though I do want credit.

Anyways that's it for now. Go knights!
 

Sharm

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Yay, chain breaks! Archeia, that dragon looks awesome in red! I think I'm going to adjust my posts and act as though I'm doing the chain break too. I'm so fabulous that I don't even need a chain break to do awesome posts! ;)


BONUS UNCOUNTED GMD DAY


Goal: Reorganize and adjust plan.


I'm getting close enough to finishing the tiles that I need to refocus and make certain I'm leaving nothing important out and not spending all my time on tiles that won't fit once the important stuff is done. Sadly, my lack of game making experience is coming out here, I either need a partner who has made games and can tell me what's missing (this used to be my clients before I started this whole thing) or I need to make a small demo game myself. I'm going to move forward with the intent of making a small game. It actually seems like the easiest way to do it at the moment. It'll be silly and generic and very short. I'm going to try to only work on it on Saturdays so that it doesn't derail the work I'm doing for the actual set. This Saturday was spent on planning though I didn't get much planned beyond accepting that this game needed to be made and knowing what I should focus making for the next few days.


Tomorrow's Goal: Water tiles.
 

Ksi

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Day 16 (?)

 

I did quite a bit today, at least compared to what I expected.

I got a lot more mapping finished - inners and outers. I'll even show something to ya at the end of this post~ Basically, the inn is looking a lot more complete, as is the pub, most of the houses in the village and a few forested areas. The new edits came in handy, making them look a lot more homey and complete.

And yes, I did manage to do some more resource editing. Nothing big, just bits and pieces here and there to make the game areas look a little different. Mainly half-walls and pictures - decorations and stuff like that. Also, took forever trying to figure out how to set the tables at the pub. Damn thing nagged at me for at least half an hour and I'm still not sure I like what I finally ended up with. ;.;

I gotta admit, a lot of the tiles I edited didn't actually get used... They kinda turned out not being needed and since they were pretty easy edits I just deleted them after the fact. Also, I realised I have a love of pillar-walls almost as strong as that of freakin long grass. Not quite as much, but close to~

I was going to start doing some more of the DS facesets I'd begun in the past after Nessy showed me that they were referenced in a topic elsewhere (heh heh, shameless self promotion ahoy! Not that most can see since they're DS buyers only...) and did open the files, trying to remember where I last left off, only to close in a huff because I couldn't remember. I'll definitely have to look into finishing both that series and the generator Ace hero faces that I started ages ago, too.

I also did another two tutorial videos.

The first dealt with natural mapping design and how to make a forest map look more like a forest and less like a bunch of trees in lines. I also talked about mazes a bit and extensively on forest hills, the importance of indents and why long grass is awesome (to which EE can attest ;p ). It ended up a lot longer than I meant for it to be, but I'm happy with it - I just hope it's not too loud as I forgot to adjust the sound before compressing it and didn't realise until after I already uploaded. ;.;

I tried to touch on basic mapping techniques but really, there's so much to say on the subject that it's easy to retread old ground and get lost in what you're talking about - as I did a few times, actually. I did at least three maps worth of mapping in that video - which is about an hour long guys! - though the last one was a bit, uh, less than stellar since I was getting a bit tired at that point. There's only so much you can talk about while mapping for over an hour...

The second video was the long awaited lighting tutorial... which I messed up in a few ways, actually. Firstly, and most embarrassingly I forgot more than a few steps since it'd been a while since I did that kind of lighting - I was aiming for the kind where the background is actually affected. Yeah... But the biggest screw up was about halfway through saving the video when it just... fizzed on me. I tried so hard to get it fixed and salvage the footage but alas, it wasn't to be. So, sorry guys! I'll have to redo it another day. I'll be sure to write down some steps so I don't forget them next time. At least next time I won't mess up quite so badly, too... maybe. Well, I hope anyway.

I also worked some more on that stupid scripting issue, though I still can't crack the damn thing. Yes, I know, I said I'd seek help (harr harr) but I've come this far with the freakin' thing I figured I'd try my hand at stubbornness (not a new thing for me, I'm afraid) and see if I couldn't just brute, brute force it.
I couldn't.

Lastly, I gave some feedback on someones' game graphics. I can't say they liked the feedback as I was a bit harsh with them, but hopefully they did take something away from what I said. There was some good information in there. The odd thing, I find, about criticism is that to many it's an all-or-nothing type of deal. It doesn't have to be that way - though, granted, it took me many years to realise that.

No, you can pick and choose what you apply to your game and what you choose to act on can be just as much a lesson as what you don't. A lot of the biggest lessons I've learned via game making were when I didn't listen to criticism and chose to push forward with what I had. A lot of the time it ended up in failure, but there were times when I was right not to listen. Some people just didn't realise what I aimed for with the game, and that's okay. Sometimes they just don't get what you're going for.

Of course, you do take a risk when you don't listen to advice, especially when there's more than one person giving it. Personally, if it has something to do with bugs or balance, it's a good idea to listen. Even harsh criticism can be helpful - just highlight the pertinent information (thank you Mr. Whitehead! He taught me at high-school that the best way to answer a question was to highlight only the necessary information. I use that piece of advice in a lot of areas, especially critiques) and ignore the rest.

That said, I do hope the guy takes what I told him and works it into his image of his game. Learning to integrate, tinker and edit others' critique can be a very powerful skill, especially if you're willing to learn from others but still keep true to your vision. Flexibility is core, as is knowing what you want out of your game.

Here, for your troubles, a picture and a video. Lucky you~<3
 

Freakin' tables annoyed the hell outta me.



 

 
 
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PixelLuchi

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GMD Day 11:



One picture is worth a thousand words. Spend the majority of the day working on the buildings, after taking heavy inspiration from Phantasy Star 2 ( released way back in 1989, but I looked at screens of the remake version for the PS2, which came out in 2005. Got plenty of ideas from glancing at them.



Busy with a WIP female base as well.
 

Clord

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Day 16


Wrote some new dialogue and removed some old dialogue stuff that didn't sound that good in overall context of the story. Also fixed a mistake related to boss encounter on the map, boss would follow you making the fight avoidable by normal means. Also mapped a new cave area and stuff.


 
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Neo Soul Gamer

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GMD 4:

First off, apologies to my team for not posting the last few days. There's honestly no excuse, I just simply forgot.  >_>

With regards to progress... Today I edited a bunch of resources. I've decided that I'm going to be using RMXP monster sprites as battlers in my game. I figured it would be a good way to help portray how fearsome they are by making them larger than the standard VX/VXA sprites.

I spent pretty much all afternoon on google. In my game, I'll be using a battle system with a turn order bar. The turn order bar extracts its icons from existing charsets, so I scoured the internet for resources that matched the XP monster sprites I was using in the game. Luckily, I stumbled upon quite a few XP battlers that can be tweaked to match some sprites that are already available in several different RTP packs. I'm a bit of a nut case when it comes to consistency and uniformity.

I can happily say that my battle visuals will be more consistent than I could ever imagine considering the lack of custom resources.

Overall, a great day in production... And still going strong.
 

EternalShadow

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DAYS: Once per week minimum, weekends


TIMES: Anytime


MY TIME ZONE (UTC/GMT +/- #): GMT+0


PREFERRED TEAM: Any


A bit late on this one, but going to use my holiday! :)
(I wasn't added?)


I will post my first within the next few days due to Mother's Day today and my birthday tomorrow, but I will work extra hard over the week to release the update on the weekend!
 

ZeroAtEnd

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DAYS: Everyday if possible

TIMES: Anytime as long as it's passed 1:30pm

MY TIME ZONE: (UTC/GMT - 6:00) GMT- 6:00

​PREFERRED TEAM: Flexible. I need to keep on a daily schedule, and a flowing motivation.
 

Engr. Adiktuzmiko

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March 31, 2014

- Been planning what to do for the next parts of PM:Flamel

-> possibly gonna add some puzzles and quizzes for the next parts of the dungeon

-> added a teddy bear to the "rest" area that gives you a quiz before you can proceed

- And still trying out to do some battlers

- Working on a script for an interactive on-map Graphical User Interface (things like buttons etc)

here's a preview

class Buttons attr_accessor :name attr_accessor :method attr_accessor :x attr_accessor :y attr_accessor :width attr_accessor :height attr_accessor :image attr_accessor :show attr_accessor :cursor def initialize(name,method,x,y,width,height,image,cursor,opacity,show) @name = name @method = method @x = x @y = y @width = width @height = height @image = image @cursor = cursor @opacity = opacity @show = show end def run eval(@method) end end
 
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numfanklewhat

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Day 7 - WED mar 31

I'm not really sure if this counts, but I was too tired tomorrow and fell asleep early before I can post in this thread. Anyway the rundown yesterday is still pretty much the same, finishing the animated battler and continuing recruitment quest event. There is still 2 quest left to be done, and today is the deadline, luckily today is a public holiday in my country! So hopefully I'll be able to finish it within the deadline since there's nothing more satisfying than to be able to finish your works within the supposed (self-imposed) deadline. After that I'm planning to redo the water tile in my project because the current one is a bit suck and desperately need to be redone. That's all from me and I wish you all folks luck in your GMD too. :thumbsup-right: :stache:

+1 (actually not really sure about this, but why not)
 

mlogan

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Fine dragons, you need new screenshots? You need word counts? Here you go.

A rough, yet original peek at the side project I've been working on.


I know there is a lot wrong with this map, I just wanted to show a peak at some of the sprites and tiles I've been working on. Tons more to do to even begin to make it work well, but it's a start.
And here is the prologue of the story I've been writing to go with it.

Prologue:

A small flower, delicate and white, drifted down to the surface of the water on the small pond. Ripples spread out in rings around it before the surface returned to glassiness. Once again, she tried hard, so hard to recall anything before that day in the desert. But her mind was as blank as the surface of the water. Irritated, Ulrika reached down and stirred the water, sending the flower floating away.

The water was the first thing she could remember: trickles of water on her hurting face and parched lips. And hands that gently washed her face. She never saw his face, only his dark hood and a lock of red hair sticking out.

She sighed and stood. In a few days, she’d be leaving these gardens, returning to the harsh climate of the West. She’d made her decision already and he was waiting for her. The doubt tugged on her heart. Was it the right decision?
 
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Bonkers

Get ready to be Wowed!
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Any word on those badges from last GMD?

 


We set to work to get a custom animation for the Libra Skill today 



Which thankfully went a world better than Pelor's Holy Symbol Did originally.

So now each of the casters have a little bit of lore attached to their major 

skills which will help them gain some identity inside of battle.

 

I'll be setting them in proper animation sheets as well as giving Pelor some glowing eyes by Saturday.

 

I set the behaviors into sheets today, and working with them frame by frame with gifs is much easier for 

the degree of control I wanted.  Putting them in rungs of 3 across or 4 down can get tricky when setting 

which specific frame will be displayed.  This meant I had to copy a frame twice since I can't 

snap back to a specific space through the editor's turn and movement commands.



Emmet needed one for every sprite he had.  I might give him one for the thief disguise once it's updated to the 

correct color pallet.







 

Willard got some sparkles added in.

 

Wolf's are more complicated, and will be put in at the end of the week.

 

 

Now my next goal will be to finish up the follow cutscenes and intro.  Here is one I was working on today:



Whenever you see a main character for the first time you will get a splash page to help convey more action

and keep dialogue lower.  the current Build has almost no interiors for the town done, and I want to get

enough of them evented and mapped in that they give it a bigger feel for exploration if there are more

transitions for the player to go through.

 

Here is a short video of some of the new material.  I still have some grammatical issues to work through.

https://dl.dropboxusercontent.com/u/84835954/GMD-20140330-235707_446.mp4

While trying to get screen shots I noticed alot of passabilities issues I'll want to clean up first.



 

 

For my side project:



I still need to understand a few more concepts with pixel art.

I'll try a few battlers till I get the style down.

 

I'm working to make a few huts or monstrous humanoid dwellings or caves where they can make residence.  They

can't hang out in the DS ready made maps forever.

I started to try adapting the DS portrait style as well for a few authentic portraits, but I'll have time to show 

that Saturday.  By then I'll have the video streaming properly set up as well.



 
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Simon D. Aelsi

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Mar. 30

Today I kept tinkering around with enemies.  I now have the soft battling enemies. WOrking on the chasing enemies, guards, and creepy enemies.

Also, I started really playing with events.

One character plays the piano, and it shows in-game! If you want to play, you have to have sheet music. Without it, you can't play.  When you have it, you actually do play! (No art though, just a black screen...)

I'll try to put up a video tomorrow of this.

Oh, and I've started on NPCs, both human and nonhuman... oh, and animal too.

Mercenaries +1
 

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