January Goals & Progress Thread

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Marquise*

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@bgillispYup!  ^ ^  My I do love this community!  5 years on Steam, almost no one to chat with and then, got RPGMaker and guess what?  from 3 folks on my contact list, I get like 60+ and was persuaded to get in here.   This community comforts me like a baby blanket!  I admit I missed you all folks.  And I still worries when I don't read from a few of you (I kinda miss 4 right now hope they are well!)  Hey... that means your game is technically finished just gets some tunes up?


@AceOfAces_ModDidn't saw you were sick before.  Careful not to sneeze on that keyboard ;)   Yeah winter!


I got my line art done!  I do hope to install flawlessly Photoshop tonight and color.
 

Sharm

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You guys are all way too supportive of my terrible work habits.  I goofed off once again today, just trying to finish the sheet I started messing around with yesterday.  I don't know where the time went.
 

Marquise*

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@Sharm Aww c'mon Sharm!  At least you can do stuff you can share.  :D  


Oh dear~!  I got just 3 days to color this now;


/monthly_2017_01/lilJpeg.png.f731b052740704d4000602a9fead23e8.png


Yeah I know; it is personal and I finished that step today and had almost the runs installing Photoshop and fixing the scan we thought well installed! (Daughter cat recognize herself!  :D )
 
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Lihinel

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@Marquise* Okay, that sure looks different, what is it for?


Topic:


Pretty much finished all windows and the code for selecting attacks and attack targets and entering it into a skill queue.


Whats left is the logic behind charging and exexution of attacks, the animations as well as the controll/behavior for enemies.


All except the animations should hopefull be done by the end of the month.
 

Engr. Adiktuzmiko

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I've been tinkering and testing my project and realized that AGI doesn't make much difference in action speed with my current setup.. It works great with inherently quick actions but has almost non-existent effect on inherently slow actions so I changed it to work via percentage so that its effect is more or less constant across the board.


I'm also tinkering with how my main menu looks and I'd probably add a window to show a summary of the current story because I have lots of blank space on the main menu XD


Lastly, I'm rechecking my actions to ensure each of them are useful. Some of them get more useful as they level up but I'm still thinking how to let the player know what changes will actually happen. Maybe I'd just have some NPCs tell them about an action or two.
 
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Kes

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@Punamaagi Play testing - yes, it's very time consuming.  I play test everything as I go along, so that I can be sure that passabilities are correct, events and switches work as they are meant to and that battle stats are (crudely) appropriate.  Even so, every so often I start off a new run to make sure that everything flows.  I guess (perhaps incorrectly) from the way you phrased your post that you don't do continuous play testing.  It might be an idea worth trying, though I can appreciate that it could drive some people nuts doing it that way.


@AceOfAces_Mod Hope you're feeling fully recovered.  These things tend to come back in waves if you're not lucky.


@Marquise* I simply love those sketches (how I wish I could draw like that!) and, like Dreadshadow, I thought they were very funny.  Good luck with the new commission.


@bgillisp I expect you'll enjoy doing the party's reactions to a car.  That could be really fun to write.


@Sharm I don't think it's that we are too supportive.  I think it's a recognition on peoples' part that there are many routes to completion, and sometimes the most direct isn't, in the end, the quickest or most creative.


@Lihinel (whimpers in a corner) I just don't understand coding.  I can do very simple stuff, like damage formulas and customization sections of a script, but that's it.  What you're doing sounds complex and I can't really get my head around it.  So all power to you.


@Engr. Adiktuzmiko A story summary sounds a very nice add-on.


My update.


Mapping. Yep, more of it.  Today I rattled off a few house interiors, as I can do them quite quickly, and it helps my motivation to complete something.  I've now passed 100 maps, and that feels like a milestone.  Still such a very long way to go, though.


Thought I'd post the houses I did today, just to show what I'm doing.  The screen shots don't pick up the lighting properly.  These are all done on my default size map of 20 x 15, so you can tell from all the black around them that they are quite small.  All in spoilers.  For some reason they look a bit fuzzy to me.  They don't in game.


This first one has a 4-directional walking sweeping sprite.  I've got her going all over the place and scolding our heroes for bringing more mess in onto her floor on their shoes.

Felix's House.png



The next one has a sitting sprite who will turn his head left or right to speak to you, but refuses to turn round to speak to you if you are behind him.  So none of those awful standing poses that you usually get when someone is supposed to be sitting on a chair.

Huffron's House.png



Next up, the house of a guy who will become important/useful shortly.  He walks under the doorway to come out of the back room to greet you, so it looks nice and natural.

Tabor's House.png





And finally, for something a bit different, the inside of the Shipping Office - all these are in a port town.

Shipping Office.png
 
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Engr. Adiktuzmiko

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Yeah, I was looking at my main menu and see this HUGE blank space so I tried to think what would be nice, then I remembered that one thing I kinda dislike is when I'm playing a game then stop for a while then I can't remember what I need to do when I get back... XD
 

AceOfAces_Mod

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@Kes, Yeah. I'll keep an eye out for it. My stomach can digest some chocolate just fine. Although most of my diet for now consists of soup, water, toast and a bit of pasta, so my stomach doesn't get messed up again (until it stops doing that). Ugh! I hate it when that happens :rsrs: .


@Dreadshadow, The third picture also sums up debugging the game in a nutshell for me.


Progress Report #8


Immortal Sins:


-Polishing the maps a bit more.


-Adding some clutter from the Ancient Dungeons pack to the maps. I'm not adding the doors on the game for now, since I'll need to re-do the maps (and I kind of find them more useful for characters that are taller than the RTP size. Bummer. :rsad: ). Although I could combine them with the Fantastic Buildings: Medieval to do the door animations...


-Wanted to add a news tab on the launcher, but since it uses Internet Explorer 8 for the rendering, I can't use the WebControl feature on the .NET Framework. I could use ChromiumFx (which allows Chromium Embedded Framework to be used on .NET Framework programs), but it's a bit of a technical nightmare for me.
 

bgillisp

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@Marquise*: I actually don't use steam chat myself, I just go there to play my games in peace. So maybe that's why it's so quiet?


@Sharm: I stole the time, as I needed a 36 hour day. Bwa ha ha ha.


@Lihinel: Good luck with that. I've always said I want to make my own battle system script/plug-in *someday* but I don't intend to do that until my first few games are done.


@Engr. Adiktuzmiko: I find you can do that with a common event + a script or plug-in to add a button to the menu. Is that what you intend to code? Something like that?


@Kes: Yeah, I think the player is going to get a hoot out of it. Those houses look like they are well done.


@AceOfAces_Mod: So does that mean the current maps are a placeholder then?


1.20 Update: Small update today as I had to go into work unplanned for a few hours. And it looks like my winter break is ending one week early, so we will see how that affects progress. Today I playtested the game to the character scenes in Chapter 4, and debated whether or not I really want those character scenes to have a choice or not in them, as the number of combinations of routes is going to get high soon if I'm not careful. Debating going back and changing them to a linear (no choice) scene, a lot like the Tales skits in the tales games I've played so far (or like FF8, FF9, or FFX). Will debate this some more overnight.
 
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Punamaagi

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@bgillisp: The branches definitely make testing a lot slower. I had a dialogue with choices just before a special encounter, and since all four main characters had different choices and some of the consequences could be seen only after the encounter, it took quite much time to go through all of them. Your car cutscene idea sounds great, by the way: I'm fond of the 'fish out of temporal water' kind of situations and usually find them hilarious.


@Marquise*: You pictures have great style and composition: hopefully you can/will show the coloured versions as well eventually. :)


@Kes: I have been testing single events or cutscenes after I've made them, but I haven't done a full play through before. There have also been a few cases where I've e.g. changed the move route for one main character, tested it and then forgotten to change the move route for the other main characters. Thankfully I've learned to make a lot of saves by now. As for your houses, I like how you've done the doorways and the sitting sprite's behaviour. The houses look nice and welcoming. I take it that you're using parallax mapping for the light coming in from the windows, at least?


My update:


More play testing and bug fixing. Since I have automatic map edge transfers, I'm trying to make sure that the player can't accidentally get stuck due to transfer taking them onto a impassable tile. I also added 'Credits' option into the main menu and made a simple placeholder title screen with instructions on how to toggle full screen mode at the bottom.


In addition, I ended up redoing yet another map for my introduction cutscene. The introduction maps were probably the first ones I made for my game, but I realized that players will visit three of them later so I wanted to make them more reasonable. A friend also suggested adding some NPCs to one scene, which I did.


I did accidentally notice a possible issue, though. I had optimized the game's resolution for my desktop PC, and when I tested it on my laptop, I found out that the game window couldn't fit properly into my laptop's screen. Changing the window height makes the busts take too much space for my liking, so I'll have to resize them (again).
 
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Engr. Adiktuzmiko

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@bgillisp Not a button, but as in it will be a part of the main menu itself. As in when you open the main menu it's already there. Coz right now my main menu only has the menu buttons at the top and a small two actor status window so my main menu has lots of blank space that I can use. To give a better perspective, I have nearly 1/2 of the default Ace screen size as blank right now 
 

Lihinel

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@bgillisp: Thanks, though its not my first game either, I made some script/code heavy fun projects/trash games before.


Here is a preview of the new battlesystem: (still WIP)





The battlesystem plays in semi real time, with time stop during skill/item selection, attack animation display and upon pressing a button.

The red circles indicate if a character is currently the target of a attack in preperation (The more red circles, the more attacks target the character) the white bars below the character indicate how far his next attack has been prepared.

Those two tells helps with applying protection to a character that is the target of a spike, or helps noticing and interrupting powerfull AoE attacks or enemy group heals.

Skills can also be put into a queue, allowing you to prepare chain attacks at one point in time and have them executed as soon as your character has the required energy and the skill is fully recharged.
 

Schlangan

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I've completely forgotten the posts in here, I was extremely focused on my game (and my trip in the Death Star in the universe mwahaha...), so I'll just say congrats everybody for your progress so far.


My update


As I said, I was extremely focused on my game, and I was able in six days to add another primary mission and release a new version ! I really wanted to complete that mission as soon as possible as this is the first time that we actually fight enemies who are giving Schlangan a reeeeaaaaallllly hard time. The story also progresses much further away thanks to this.


Now, only two primary missions are left for the first game, ending the part with the Yosha cult. I might add another secondary mission or two, depending on my ideas at that moment. Of course, the story is far from finished, but I'll take some time to polish a few things in the first game before starting the second game and the save transfer from one to another :D


Oh, and I also added new elements to the first post of the topic of my game. I wanted to do it for a long time.
 
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Marquise*

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@Lihinel It is for the Cal and the Fury contest.  :) Hey...there is an invisible guy with a mask and a uniform in your party!


@DreadshadowThe third is the Fury!  It is my exterminator stepping in (Well stepping is more an euphemism for stomping or breaking in) while roach VS bedbug battle ensue.  It is a fury case... kinda infuriates anyone who ever had pest control problem.  Middle one is kinda Calm and Fury together and it might seems funny at first, it has also mixed emotions dealing with Mommy Cat alleged poisoning, computer being also bugged and being eaten raw in our sleep!  Yeah, big anachronism there, but it covers all!  ;)   BTW, after the 23 I will be happy to try to spot your typos if you need.  :D (For you know what project)  Hope those power failure don't become your next Nemesis!


@KesNo choices to be sketches; the inking had to be done in a hour or so after the draft...  It might had been made in two.  It was too long to make it full scale invasion as I envisioned or to get realistic.  I have to admit I am kinda a champion at guess that drawing game when playing in team, I kinda play reverse sometimes trying to take the longest time to draw something without giving up what it is!  :p Nice interiors you have!  (And NEW commission was the old one that saved Daughter Cat; this is for the Calm and the Fury Contest. Gah... True, I didn't post my Zombie and the ghost... They are done... But I will have to fetch the USB sticks to post them here ;) )


@bgillispI used to use Steam chat all the time while working (Not so much while playing) so it would push me further into progressing or learning to do things better as I did them.  Gah... this computer is now so unstable...  I wouldn't THINK of photoshopping while having you-tube roll on the background!  So you really take FF as reference for your game?


@Punamaagi Hey, seems you get serious development done.  :)   Thank-you BTW, I had time to think hard about image composition but couldn't muster enough time to do it all I could as I wanted.  It is a contrast with my otherwise heavy laboring illustrations.  Well it will look caricaturesque.  But at least it is comforting to know that composition gets noticed.  ;) I finish to eat read forum messages and then get on first image coloring (Gah I would had liked multilayering that stuff!)


@SchlanganGood to read you back..I saw your little spaceships :D


Progress:  now stop lunch break and rephotoshop to color.


TRIVIA BONUS!!!!!


there is a clearly visible anatomical mistake in first picture.  I let you guess which one it is!
 

Lihinel

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@Marquise* Nah, he's not invisible, I just made the mistake and made the helmet the same color as the background, but the faceset window background is temporary and the faces will likely be remade anyway, so I haven't bothered fixing it yet.
 

bgillisp

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@Punamaagi: Hopefully this one is pretty funny. Let's just say the party is not happy with the idea of entering a beast (as they put it).


@Engr. Adiktuzmiko: That makes sense.


@Lihinel: I see. I've actually coded some too, had a game in DOS coded to full system implementation (all spells/items/classes were in, could walk everywhere on the map, etc). Gave up though as I had no idea how to do graphics, so it would have been :)  attacking a D for a dragon.


@Schlangan: Was that the strange orb I saw in the sky the other day?


@Marquise*: Not really. It was just an easy game to reference that did something similar.


1.21 Update: Wrote the Chapter 4 character scene. This one is linear though, as there is only one person to talk to, so it's really a non-choice. Still on the fence though if I want to make all the others linear or not, but at least that decision can be deferred for about a week or so.


Then, it was playtest, playtest, and playtest. Playtested the game all the way through Chapter 4, and most of the way through Chapter 5. Then, for giggles, I took the party into an area they are not supposed to be yet (The Dwarfen Training Caves, an optional area that's hard, and meant for Level 20 + 5 * the level of the dungeon parties. I was level 21). They survived level 1 and 2, and by sheer luck (and I mean luck. I won some fights with one person standing, next hit would KO me) held on in level 3 long enough to get to the boss...which mopped the floor with them. Though the funny thing about that is Level 3 is meant for a Level 35+ party, so it does go to show that a stubborn player (or someone who really knows the system) could make it that far with a level 24 - 25 party (as I had gained 3 levels getting this far), which I'm fine with.
 
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