A couple of days back I posted that I was trying to solve a mega problem (game breaking standard). Thanks to the ever wonderful Shaz, this is now resolved and I'm back at - yes, you guessed it - editing yet more tiles. If only I were a decent artist, this would be soooooooo much easier!
Planning out skill tiers to go with my custom game_timer pseudo ATB battle system. Stronger attacks can only be used within the first 4 seconds of the turn, while the weaker ones can only be used during the first 7 seconds of the turn, and the weakest attacks can be used whenever. There are 10 seconds during the turn.
Working on my first project - an episodic mini-trilogy! I will be posting details soon, so far I've finished the world's background, plot summary and main character background. I've also mapped an area, but's that about it so far.
Oh My God! This looks incredible and I was laughing my ass off when I read Mr. Rock! Is that a place holder or is that actually what he's going to be? Either way, it looks excellent!
I've been working on a game called Shadowlancer which has an Animesque sense of humor and story telling and has a world shifting mechanic which builds of of LTtP Dark World. Basically there are two designs for one dungeon, a Demon World and a Human World. There are different obstacles for each dungeon. What would've been a puzzle in the Human World, is now a group of difficult enemies so it increases replay ability and rewards the player either way they play. It's currently a concept on steam and a demo will be released by the end of the week.
Working on my first project - an episodic mini-trilogy! I will be posting details soon, so far I've finished the world's background, plot summary and main character background. I've also mapped an area, but's that about it so far.
Well, I'm having some fun today. I've successfully made a working bomb, which activates a selfswitch from any event close to it. This will make me able to either make enemies get stunned from bombs, or by sword slashs. And pretty much all the map skills I wanted to implement are now possible thanks to this.
All I need to do now, specifically for the bombs, is their placement. But that's easy =D, it's just creating a new event based on a template from my special map (something I did before with the extra parties placement and vehicles -it's similar to what XAS does for attacks anyway, that TOOLS map-).
Here something to illustrate what I've accomplished (still, it's more interesting the behaviour aspect, which is impossible to illustrate).
The graphic change means it's another page. I put whatever in there, so that guy gets transgendered by a bomb (?). Yeah, serious matter. I could be millionaire with those! (for those trans -and maybe criminals- that want a change in a matter of seconds).
Working on a bunch of fancy-pants Symphony tags for all of my various weapon normal attacks. There will be additional animations if dual-wielding and a totally separate animation for criticals. (which will look more BA )
Been working whole day yesterday for the look of my menu and battle system. I'm not that very good in fiddling the scripts but I still managed to get my desired results.
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
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