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Mimironi

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whooaa this game looks amazing, there's definitely a lot of work thats been put into this. Also I like how you've made the custom menu's and HUD's.


(Also, im liking how some characters don't have normal skill categories, instead there's stuff like yeehaws and partying)


Good luck with this project, im supporting you.
 

Rikifive

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Awww thank you! I'm really happy to hear that! :D


Since each pony is different, I was thinking, that giving them plain and simple categories instead of kinda inaccurate default ones would be better. I'm glad you liked that! x3


Thank you very much for visiting! =3
 

Rikifive

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dBik7El.png



Shiny, New Opening Post!


It totally needed refreshing


Finally the opening post has been updated.


New graphics and reorganized layout made the post more friendly-looking.


This is the first time when the opening post got remastered and I'm proud of that change.


That being said, the old look was a little bit lame. x3


While it still could be better, it will be definitely enough for now.


What has changed?


 ♥ Changed the game title and logo 


I've decided to give it a tiny customizing touch.


While the title is still kinda 'lame' ~ it is accurate to what will be the game about.


♥ Opening post has been remastered


New style, new graphics and such to make it nicer.


Updated information here and there.


♥ Banners have been changed


New shiny banners!


At this point, the Crystal Heart is no longer active. It is replaced by the icon.
 
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Cool tilesets!! You made them by yourselves? I'm looking for more show-accurate MLP tilesets for my game...
 

Rikifive

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Yep, but sadly these aren't tilesets, but parallax maps. So yeah... =P
 
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Using parallax is a good idea... But how do you determine the movement permissions? Like, which one is a wall and which one isn't..
 

Rikifive

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By using an invisible tileset made out of transparency (blank image). 


One blank tile is passable, the other one not ~ that's how it works. ^^
 
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By using an invisible tileset made out of transparency (blank image). 


One blank tile is passable, the other one not ~ that's how it works. ^^

Yeah.. that makes sense... Btw do you make the pony sprites by your own?
 

Rikifive

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Yeah.. that makes sense... Btw do you make the pony sprites by your own?

The ones visible in screenshots aren't made by me, though I plan to make my own ones in future, especially the battle sprites.
 
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The ones visible in screenshots aren't made by me, though I plan to make my own ones in future, especially the battle sprites.

I also like your animations! You're using MOG script, right? Where do you get them?
 

Rikifive

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Why, thank you! :3


Hmm what animations do you have in mind? =P


I was using tons of MOG's scripts, but I'm getting rid of them and writing my own.


Also... I think I'll move this project to another game-making engine, where I'll code everything on my own... RM's silliness, bugs and lack of real-support makes it 'meh'. =/


I don't know what to do anymore...
 
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Why, thank you! :3


Hmm what animations do you have in mind? =P


I was using tons of MOG's scripts, but I'm getting rid of them and writing my own.


Also... I think I'll move this project to another game-making engine, where I'll code everything on my own... RM's silliness, bugs and lack of real-support makes it 'meh'. =/


I don't know what to do anymore...

Yeah that Sonic Rainboom was sick!


I do like making detailed battle animations.. like.. the ones that changes your background when it's playing..


It's very difficult to execute (but possible with some combination of scripts) that's why I'm looking for more animation scripts..


Oh yeah, I'm also gonna feature Sonic Rainboom in my game although I still don't have in mind what it should look like...
 
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Rikifive

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Oh that one. =P


It still was WIP though - everything will look much better in the end. What I plan to do is to implement pixel collision for projectiles, so each skill will have different (and more randomized instead of only one/all targets) usage. :3


Anyway yes - at that point I was using MOG's scripts. Generally the animation was done via editor ~ with some help from movie-before skill.


Mhm, working on that kind of stuff is quite difficult and time consuming ~ good luck!
 

deathsia

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The thing is Riki, you won't find an engine as user friendly AND versitile as this one. With many others you have to bang your head aginst the wall trying to code the simplist of scenes, this engine removes the extra time it takes to do that. :)


*HACK,COUGH,PUHH! Spits a RPG Maker ad out of her mouth* Bleh, that was stuck in there real tight.


Point is, you'll have much more work on your plate if you switch engines. Besides the potential of this engine is limitless since it runs on Java. Give people time, they'll even rerelease that platformer plugin again on MV. :p  
 

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Yeah, I get your point, but still I was writing many things on my own. =P


That's true it has handy pre-made things, but its general performance is rather poor. And ~ I've never tried MV, but I don't see any point in giving it a try as it would require restarting the whole project anyway. =P


It all depends on the scale of your project - in mine, I want to write a custom battle system with collision detection, so I'll have to write so much code anyway. =P


Oh yes ~ I'll have much more work, but kinda less at the same time. Writing stuff from scratch is sometimes easier than editing a tiny single thing. =P


Also, the game making engine, that I plan to move allows me to easily configure hitboxes and behavior of objects as it offers build-in variables determining object's direction and speed. :3
 

deathsia

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You're still running on Ace?! :o


No wonder your hitting roadblocks in game developmnent! I mean don't get me wrong, Ace is a VERY POWERFUL engine and far from limited but it DOES have limits, most devs won't even hit these butponieslike me and you who are trying to go all out hit them ALL THE TIME in Ace. With MV I have yet to hit a blockade that prevents progress for me. Check out the MV master script list sometime, you may just find the plugin equivlant to everything your running atm.
 

Rikifive

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Yep, because I don't own MV and I don't know JS at all, so it would just block me. Relying on community-made scripts isn't the best way to make games. Don't get me wrong though, they're nice, but seeing the same stuff all over the place can get boring, not mentioning, that they still are far away from what I want to achieve. Also, buying new engine over and over again (not mentioning having to restart the whole project) just to upgrade it a little isn't what I want to do. This software doesn't really have any real-support ~ it's released, few bugfixes at the beginning and have fun ~ wait for new maker for improvements.


Of course I love Ace, I'm not saying I don't ~ I had so much fun working with this, but I really wish it all was more optimized and still being supported by the developers.


Ace isn't really that limited ~ my main complaint is its poor performance. Besides that it's pretty nice, except the build of the game's folder, which is just lame. =P


MV Master Script List will surely not have many equivalents for my scripts in Ace as many stuff in my game is customized (to not search far - menus).


I'll do my best to get familiar with the new environment and I hope, that it will give decent results someday.
 

deathsia

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ah, see I have little to no coding skill so i'm reliant on community made scripts plus there are a whole lot more out there than you think. :3


Many plugins are so customizable that I can make one game run one way and another completely differently with an entitrely different look. I mean when you look at it from a logical perspective, most devs these days use the same engines to make their games anyways(unreal,cryengine,,ect) and each come with their own perks, addons/plugins, and limitations. They all run off the same engine but almost never look or play the same as the other game which was made with the same engine. It all boils down to what your preferance and skill level is.
 

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I've played an MV game recently and I admit, the game looked and worked much better than games in Ace, which kinda surprised me to be honest.


But still, I can't really afford MV atm (different currency multiples that pain). Besides, I kinda prefer knowing what's going on in the code ~ game developing is mostly about writing it ~ giving it the rules you want to have, that's why that control is necessary for me. Sure there are nice scripts for customizations, but what if I'd like to script a custom scene or minigame? Sure I could always make tons of threads. =P


So far I like scripting using GML anyway. =3
 

deathsia

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I swear if I was still using ace I would have hired you ages ago if you weren't busy but since you have no skill in java I'm sol. >.<


But perhaps I could interest you in doing artwork/spritework for my game?


I'm in desperate need of both atm and would love to have your support. :)
 
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