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huubz

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Looking pretty damn good! It really shows that you're putting a lot of effort on this game, so hats off to ya!

Hopefully we'll get to play it at some point :)
 

IAmJakeSauvage

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Looking pretty dayum good! It really shows that you're putting a lot of effort on this game, so hats off to ya!

Hopefully we'll get to play it at some point :)
Of course! :kaocry:
 

Lithalean

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@Amarok
  • I love the detail in the floors. Nice! As for starting your parallax mapping... welcome to the winning team.:D
  • I used to use a number of mapping systems, Soulpour's included. @Quxios makes tools to go along with his plug-ins. Check out Qmap.
  • QMovement will give you glorious pixel movement, and then only your events will be restricted by the Grid. QMovement also gives you pixel based map transfers, as opposed to the limited 48x48 the Grid limits you to.
  • I used to use Galv's Plugin also, but then I started using Qsprite by @Quxios. The capability differences are massive! Idles/Expressions...
@IAmJakeSauvage
IAmJakeSauvage said:
You're breaking the engine
LOL. I prefer "having it reach its full potential". Also @Quxios deserves a large amount of credit for what I've been able to accomplish. It's @Quxios who is "jailbreaking" the MV Javascript Engine. I don't mean to sound like some @Quxios groupie, but his plugins are just superior. What they enable the user to do is just unmatched. Period! Thats just his plugins. Once you factor in @Quxios 's cross platform (and open source) external tools... QMap destroys Sakan, and its Free!
Go to his QPlugins page, and check out a video I posted about how I do my QMap development. Even a more top down approach can be unleashed with QMap.
 

Amarok

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@Lithalean whoa thanks a lot for those recommendations, you solved a lot of my problems in one comment haha i have taken a look at @Quxios stuff, the pixel movement and the Y scale for sprites are glorious! only thing i noticed is that Galv diagonal pluging doesnt seem to work along with those.
 

Lithalean

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@Amarok
Amarok said:
Galv diagonal plugin
QMovement has a diagonal option in it. QSprite can do diagonal sprites. QSprite has a tool you can use. It's more than just for your character sprites too. A QSprite time-lapse video is the next I'm making for Quasi. Also, I noticed you're using "place holder" sprites while you figure out your mapping. Might I suggest the game YS: Oath of felghana for your temp sprites. You can find those over at Spriters-Resource Dot Com
 

nkuroo

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Hi i'm new here
So here here my map using default tileset.. what do you guy thinks?
capture_by_nkuroo-db7g3o0.png
 

Rukiri

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It's so subtle it's barely noticeable... maybe lower the transparency?

Trying to get the feel of backstreets maze-ish desert city/town.

aDj0vbI.png

Of course there's no NPCs yet, but how's the general layout?
Ad some roundness to the sand or at least patch the edges looks too flat and square.
 

Slimsy Platypus

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Well I'm back at it with a new project. I'm working on getting everything functional and just got one of my first world maps finished. Let me know what you guys think! (it's a work in progress still :) )

Early_World_Map_Design.png
 

Celianna

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@nkuroo I like the idea - I think you're making an apartment building with balconies, right? Then the wall that's above the greenish rooftop (the one without any windows) needs to be deleted. There's no way people's apartments span two stories, or have no windows at all if this was a single apartment. It would probably work out better if you moved the rooftop to be directly below the balcony of the previous apartment.
 

huubz

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I agree with Sharm, but if you can't move while toggling dash then maybe it's not an issue if the button is on left side.
 

SomaelCK

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It should be on the other side, the bottom left should be only for directions. Otherwise it interrupts flow when actually using the controls on a phone.

I agree with Sharm, but if you can't move while toggling dash then maybe it's not an issue if the button is on left side.

Now that I think of it, it is indeed weird to put it on left-hand side. I will try placing at the right-hand side.
 

slimeborgi

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Deciding to redo the World Map along with the other maps also.
I'll have two versions of the game. The better looking tileset will have larger maps for the towns and such.

Old map of Rock Pass
tK0G6op.png
New Map
XO9Qc5U.png

Various Areas on the world map
1hZXx4k.png
YrKA6et.png
 

Slimsy Platypus

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@IAmJakeSauvage I absolutely love your Battle UI. It looks really good, but if I was to nit pick I'd say say your text used for damage seems a little inconsistent with the style of your command window and battle status window. Also, your spark spell effect follows that same suit as well with the rest of the look and feel. Regardless, looks very cool, well done!

@huubz The fading of those lights on the ship is a great touch, very cool. Though I would agree that it is a bit subtle. Being that they are on the edge of the map as well, the player is likely going to move down and may not notice them. Maybe make them a bit faster or add a flicker to draw attention (a rapid decrease then flare-up maybe)? Just thinking out loud. Also, both the ship interior and exterior look so great, very cool!

I've been working through the general look and feel of my recent project. I've stumbled upon an interesting look, though I'm not sure if it will clash with my fantasy theme. Always happy to hear people's thoughts!

Early_Menu_Mockup.png
 
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I just lost an hour plus of time to trying to modify the _battlefield sprite... when in reality MZ calls it _battleField ;_;

Even when debugging for the "undefined value", it looked exactly the same to my 20/60 eyesight.

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hmm... I just solved one of the more annoying sideview battler problems in MV.. Passive States and Visual States can make it so when your character is in crisis HP, they don't go back to normal walk/wait when it's their turn. they stay in the crisis motion... neat.
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