What are you working on?

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PixelLuchi

Quiet Pixel Artist
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Working on my FE side project again after a long hiatus. Redid the character selection screen and status window. I plan to release a demo after the March GMD has come to a close.



Yes, the game uses a mouse. ^^



Balancing nightmares up ahead.
 

C-C-C-Cashmere

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I've got an idea for an event called Project Explore. It's a community collaborative event where everyone who wishes to, contributes to a "quilt" of maps. Everyone can reserve up to 3 17x13 maps at a time, and join them in a massive quilt. The transfers between each map will be automatic and on every part of the edge. There will be "None" transitions between each level, so there is seamless exploration of the map. The overall goal of the event would be to create a huge world made of the community's maps that you can explore at will.
 

Deep Thought

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Oh boy...

My meta-rpg, rpg_alpha.exe, is moving at a snail's pace. Turning XP's RTP tilesets into half-rendered monochrome tiles is a pain, and it's crucial to the game's style.

My other is an Axis Powers Hetalia fangame called International Relations. It's going comparatively well, although I need to get the relationship system written up. I'm trying to avoid scripts as much as possible, so I'm going to need to add a whole lot of variables. Then there's the issue of spriting multiple playable characters and balancing small nations' stats. And, of course, map-making, my greatest weakness. At least the concept is relatively solid.
 

UsainSloth

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I redid some small writing in the intro and made it a bit longer. (It's still extremly short.)

I played a lot with the events since I am still learning.

http://puu.sh/7rsuF.jpg

This map is just a placeholder until I am actually done with the game. I will mostly work with placeholder maps, until I eventually revamp each and every map. Since it takes me some time actually making maps and not spending enough time on the game itself.
 

Zoltor

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I'm working on custom char stat windows for summons(aka char that wont be in the party after battle), because I made it so they can lv as well. This way you can keep track of their growth, as they lv.

This one Isn't done yet(It's about half way done), but I It's coming along nicely

Char stats.png
 

Bonkers

Get ready to be Wowed!
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I spent a considerable amount of time today making up a spreadsheet to help with balancing.

<Clipped>

I just picked approximate numbers for the time being while I made sure the formulas were working. 13 hits to kill is a bit high.
Damn.  I really need to get excel\open office back up and running.  Having something like that off hand is way more useful than trying battles through the editor's preview.

I am working on redrawing the RTP resources into custom human portraits for the main NPCs.  Here's a WIP:

I'll have a behavioral sprite or two by the end of the day if I can convince my new manager I exist again.
 
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Zoltor

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Well here I am working with Yanfly's message system, and evidently yanfly Neglected to make a message tag that writes an Actor's XP(lol damn thing does everything else, what a oversight), so I'm looking through his message tags(all of them), trying to figure out if there's a way around this, then I see it, the write variable value tag.

If I wanted to make custom standard party member stat pages, this would be a pain in the but to get working, but the char in question is not a normal char, It's a summoned char controlled by common events, so I can record whatever the hell I want, without bending over backwards.

I had to set a new variable for current xp, because my other after battle xp total, is used in a calculation to give the summoner the xp earned by the summon from that battle, but that's no problem.

Needless to say my custom char page now displays the char's current XP

Char status page+XP.png

Lol I think I just figured how to make a XP needed for next lv variable(a bit complicated, but not much more so then making my summoner gain just the XP from a battle the summon was just in, that the Summoner wasn't there for)

Basically my custom stat pages are gonna display everything the default can, and then some. On top of that, I like my char page format better then the default :)

Also I'm going to make the last 7 stats display the Element Attack, and the resistances to the 6 elements(well technically there's 7, but I'm not gonna give actors a default resistance to Physical anyway).
 
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Kes

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@Zoltor

I think that this needs some slight adjustment in how you are aligning the different lines.  Each line varies a little in length, so there needs to be a stable point around which everything is arranged.  I suggest it might be worth using the colon as the stable point.  At the moment they vary by a pixel or so left or right.  If they lined up directly under each other in each of the 4 blocks, you wouldn't have the slightly wavy effect that there is at the moment.
 

Zoltor

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@Zoltor

I think that this needs some slight adjustment in how you are aligning the different lines.  Each line varies a little in length, so there needs to be a stable point around which everything is arranged.  I suggest it might be worth using the colon as the stable point.  At the moment they vary by a pixel or so left or right.  If they lined up directly under each other in each of the 4 blocks, you wouldn't have the slightly wavy effect that there is at the moment.
Yea you're probally right, I should have lined it up based on the colon, asin each line, a colon, is a colon, where trying to line things up based on the 3 letter abreviations is a losing battle.

Edit:  Then again, that's not possible, good in theory, but doesn't work in practice. Due to the fact the 3 letter char throw things off only by a fraction of a space, not a full space, lining up the colons is literally impossible.

What I don't get, is how Yanfly got it to line up properly http://yanflychannel.wordpress.com/rmvxa/core-scripts/ace-message-system/message-actor-codes/

If someone can tell me how he managed that, please let me know?
 
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Zoltor

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He used a monospace font (ie: Courier, Courier 2).
Ok that figures, how do you change the default font in RM again(I never had a strong interest in changing the font, but if I'm gonna be making these custom pages, I definitely should)?
 

Bluetoes

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Well here I am working with Yanfly's message system, and evidently yanfly Neglected to make a message tag that writes an Actor's XP(lol damn thing does everything else, what a oversight), so I'm looking through his message tags(all of them), trying to figure out if there's a way around this, then I see it, the write variable value tag.

If I wanted to make custom standard party member stat pages, this would be a pain in the but to get working, but the char in question is not a normal char, It's a summoned char controlled by common events, so I can record whatever the hell I want, without bending over backwards.

I had to set a new variable for current xp, because my other after battle xp total, is used in a calculation to give the summoner the xp earned by the summon from that battle, but that's no problem.

Needless to say my custom char page now displays the char's current XP

Char status page+XP.png

Lol I think I just figured how to make a XP needed for next lv variable(a bit complicated, but not much more so then making my summoner gain just the XP from a battle the summon was just in, that the Summoner wasn't there for)

Basically my custom stat pages are gonna display everything the default can, and then some. On top of that, I like my char page format better then the default :)

Also I'm going to make the last 7 stats display the Element Attack, and the resistances to the 6 elements(well technically there's 7, but I'm not gonna give actors a default resistance to Physical anyway).
Out of curiosity, how are you handling your eventing for the summons exp gain? Because it seems like it would be a nightmare through troop events and that is as far as I know the only way to do any eventing in battles / to do with battles unless there is a script that enables proper battle eventing?
 
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Zoltor

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Out of curiosity, how are you handling your eventing for the summons exp gain? Because it seems like it would be a nightmare through troop events and that is as far as I know the only way to do any eventing in battles / to do with battles unless there is a script that enables proper battle eventing?
When you use the skill to summon the summon(you're calling a common event), it sets a variable for current xp(and turns on a switch), then after battle another common even triggers(due to the switch) that sets another variable for xp total after battle, I remove the summon, and make the summoner rejoin. Then I subtract the current xp from the after battle xp variable, and finally I increase the summoner's xp based on the new after battle xp variable(which is now just the xp earned from that battle).

It's a thing of beauty, even scripting can't make it function better :)

For me just to record after battle xp to use for the char sheet, I just set an additional variable for the same thing during the revert form/increase summoner's xp common event, the only thing different is, I don't subtract another variable from it.
 
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Zoltor

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Fine tuning custom message boxes. While both show text, and show pictures activate pretty much at the same time, the same can't be said  about removing the pics vs the closing of the text box, so I'm zeroing that down with a wait command, so both the text, and pictures(which is being used for the message back, and name box) disappear at the same time.

Hardly anything major, but not having them disappear at the same time, would make it look sloppy as hell.

Also I'm gonna be adding finishing touches to my custom status pages, as well as finish off the Aleasia Castle map, so I can start the "story" based eventing.
 
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Mouser

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I finally got the ugly blue box off my Title Screen (and there was much rejoicing) :)

Learned a lot about the Window classes too when I went in to erase the border and change the font color. Then I went and tried to get the basic game text windows to match - I finally figured that out, but white doesn't look good on goldenrod and the black was just blurry. I also realized after the fact I could have set the color directly from the database system tab. Ah well, my first instinct is to script something, and if I can't figure out how to do that I'll try to event it or look through the game menus...  It was time well spent.

I am going through all the dialog already done and 'balancing' the lines so they look good displayed, fixing any typos, and adding any 'endings' or missing bits to conversations. I want to get the part of the game I've 'finished' as polished as I can. That's about five hours of gameplay if you take the time to level up: a good two to three hours of that is going around talking to people if you take the time to talk to everybody and listen to everything they have to say. Probably a bit more for a new player who hasn't memorized where everything is yet.

My thinking is that should be long enough to put out as a playtest for the actual game, without the tester being distracted by little things like bad grammar and broken switches that could have been fixed fairly easily if enough bughunting had been done. Then I can start the actual building of Chapter 2 and put up weekly builds in my dropbox in case anybody gets interested.

Still to do: change the GUI for the status pages. I repurposed most of the stats, so the numbers are meaningless displayed as they are (PHA is a Game_Enemy's base attack and ATK is their base damage, as a for instance). The written descriptions on all the items show all the relevant stats, so the player isn't left clueless, but it needs to be changed. I just haven't figured out how much information to give the player and how to present it.
 

Zoltor

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Ah something just came up, now I'm gonna have a full blown monster capture/trainging system in the game, but since It's also gonna be a full blown RPG, I'm not gonna have a breeding system, as it would make the game seem too busy, in a bad way(due to me having story driven humanoid char too, so I'm working on making the capturing system.

I have a pretty good idea how to do it. I'm thinking about basing the mechanic on the luck stat, and doing a randomized ranged calculation based on it, vs the bonus properties of the item used, in an attempt to capture it. Basically the higher luck a enemy has, the harder it will be to succeed in capturing the enemy(however using certain items can increase your odds alittle).
 

Zane

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Started to create an old menu system from Final Fantasy Mystic Quest. Ignore the bottom window it's just a measurement for the hud.

 

Bonkers

Get ready to be Wowed!
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Ripping the heads off of heroes. 


I need to do a frame with him tilting his head back still.  Ugh.
 
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