What are you working on?

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Engr. Adiktuzmiko

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What I was saying was that, when I started mixing tiles that I need for B-E into a single custom tilesheet up until now, I've yet to fully use a single sheet... If I would really go the mile to just mix match all that I normally need from B-E, my maps can live with just A and B sheets maybe up to C in some cases...
 
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Zoltor

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What I was saying was that, when I started mixing tiles that I need for B-E into a single custom tilesheet up until now, I've yet to fully use a single sheet... If I would really go the mile to just mix match all that I normally need from B-E, my maps can live with just A and B sheets...
That's the thing though, people shouldn't have to diesect potentially dozens of tilesets, and combine the tiles they want into a single tileset, just so they can use the tiles they want on a single map.
 

Engr. Adiktuzmiko

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Off-topic:

I don't need to actually, I can easily place things from any picture into my maps if it comes down to it, even dynamically in-game... though it can have lots of performance impacts... though sadly, the default methods of the engine won't allow you... me likes scripts anyway
and I don't really have a problem with the tilesets anyways... since it was meant to be simple to use, but hey, the simpler you try to make something, the harder it becomes to extend it when needed.
On topic: working on my new project + building ideas for the next version of Chicken Games
 
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Shinma

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Hmm, time for an update I suppose. I am working on finishing up the last couple of maps, and then starting on the database.

I am stuck on a map right now. It's a recently inhabited abandoned castle and I am working on the final map for it, the basement/dungeon. I just can't settle on how to lay it out. Plus, with most dungeons being bare to begin with, being abandoned makes it look empty.
 

Kes

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@Shinma

A few well placed holes in the floor can help out, plus a few animal bones.  Makes the place look abandoned and gives a bit of visual interest.
 

Mr. Detective

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I am working on the NPCs' dialogues. While doing that, I ran into a minor issue: their speed. Can anyone tell me what I should put for Speed and Frequency? I think Speed should be Slower x4 and Frequency is Highest. I find that works best so far, but still not quite as natural as the player.
 

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I am working on the NPCs' dialogues. While doing that, I ran into a minor issue: their speed. Can anyone tell me what I should put for Speed and Frequency? I think Speed should be Slower x4 and Frequency is Highest. I find that works best so far, but still not quite as natural as the player.
Uh... I do believe those options only affect character movement speed, bub. I don't think that works for text speed...

For text-box speed you kinda have to manually control it ( at least from what I can see =-= ) via the " \ . " ( back-slash-period ) and " \ | " ( backslash-vertical-bar ) notations in the text box, minus the quotes and spaces. I've just been sticking a couple on the end if I have auto-scrolling text going ( like "blah blah blah\|\|\^" ) so it give the reader a couple of seconds once the text hits the end to catch up. I'm sure there's a better way but that's what I've been doing since that's how the software has it set up...
 

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Currently trying to convert some RTP characters in DS style for this game I'm working on (Where's Ralph?)

Although I already changed the title into something more epic, but I can't spoiler it.

I said to myself...since I won the DS Resource Pack this past Christmas, why not use this awesomeness?

I have to adjust the hair to make them fit more with the DS sprites (I noticed that they have only two different tonalities of color for the hair). Anyway Ulrika is next.

Hopefully I will be able create something cute, using also Etoiler's awesome faces (with a lot of new emotions done by myself).
 

Ultimacj

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Currently awaiting feedback from my beta testers and wrapping up any extra details of my maps for my game before it get's published out.  Hoping to be ready by mid march.
 

DeadSketch

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Working on a small test game to get some practice with rpgmaker vx ace. Nothing big, just a small game. It's the first one I'll have ever completed with rpgmaker ace so don't want to bite off more than I can chew.
 

Mr. Detective

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Uh... I do believe those options only affect character movement speed, bub. I don't think that works for text speed...
I should have worded it better XD I was talking about the movement speed. When I make an NPC, I need to set their move route after writing the dialogue. That's where I have trouble with their moving speed. What is the best setting for Speed and Frequency? :D
 

Caustic

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Aaah. That makes more sense XD Thank goodness too!

Frequency is how often (and for how long) an event stops in place. For NPCs, Freq. should NOT be set to "highest"; otherwise they're constantly ambling about and even on the slowest speed catching up to them to make chitchat can be annoying. Since you want the player to NOT be outpaced by your NPCs, I would leave freq. at "normal" and raise the speed to 2x or raise freq. only to "higher" so that while they amble about a lot the player at least has a chance to catch up to them before their next movement.

I'm not sure, but I think you can't interrupt movement animations while they're active? I might be (and probably am) wrong on that...
 

Mr. Detective

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Aaah. That makes more sense XD Thank goodness too!

Frequency is how often (and for how long) an event stops in place. For NPCs, Freq. should NOT be set to "highest"; otherwise they're constantly ambling about and even on the slowest speed catching up to them to make chitchat can be annoying. Since you want the player to NOT be outpaced by your NPCs, I would leave freq. at "normal" and raise the speed to 2x or raise freq. only to "higher" so that while they amble about a lot the player at least has a chance to catch up to them before their next movement.

I'm not sure, but I think you can't interrupt movement animations while they're active? I might be (and probably am) wrong on that...
I am pretty sure you meant 2x Slower, not 2x Faster, right? O.O

Yeah, I tried your setting, and it's still awkward to see them take one step, and then briefly stop, and then move again. >_> But I think I should change the speed and frequency depends on what the NPCs are doing, or where I want them to go.
 
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GammaVector

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I got all 200~ skill animations finished with Victor's Animated Battlers! Woohoo!


Oh...Wait...It doesn't play nicely with Yanfly's Battle Engine? So now I have to make a Sarah's Choice?


WHYYYYYYYYYYYYYYYYYYYYYYYYYYY??????????


*sobs brokenly*


I should have gone with Battle Symphony in the first place...
 

Engr. Adiktuzmiko

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you can always try to make it work with it... or you should have really just uses Symphony on the first place
 

GammaVector

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you can always try to make it work with it... or you should have really just uses Symphony on the first place
I've been trying to make it work all night. Now I've found out that it's an outstanding issue. There's a weird portrait duplication bug with Yanfly's script, and there's just no fixing it. And, as stupid as it may seem, I think it's actually less work to switch sideview scripts than to switch the battle engine. I've had Yanfly's Battle Engine and several of its addons in there from day one, and the combat is pretty reliant on it (particularly the area of effect script and the weapon attack replace script).


Well, I learned a lot, and the logic for Symphony seems to be pretty similar. While I think I could fudge it and use Victor's system, I don't feel quite right about it. *sigh* Even though it's more work, if it's worth doing, then it's worth doing right. So I'm going to switch over to Symphony.


Moral of the Story: If you're going to use scripts from different developers, check for compatibility issues BEFORE spending hours/days setting up those scripts.
 

Zoltor

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I need to get two castles built(one for Aleasia, and the other is for the starting city/um scene I should say)., so I'll be working on them.
 

Bonkers

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I'm working on de-saturating RTP elements and making trash bundles for town.  I'm also getting together some wagon wheel tracks to show evidence of trafficked areas.

I've also feathered some moss to make it appear a bit more natural on the houses.  I've got a layer of water damage on the roof tiles and house tiles as well as cutting up some bundles of planks for boarding up damaged homes.

EDIT: Added the cart wheels with "Bump" mapping.



Still WIP, trying to clump things up.
 
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PixelLuchi

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Evented a button-mashing ( with help from a simple script ) morale-based mini-game for my 2nd major game and did a new title screen.



Most eventing code I've ever done. ><  And it's still not done. Replaced the enemy 'Aargh' death quotes with actual SE.
 
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