What are you working on?

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whitesphere

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Currently working on a fairly complex time-of-day event script (my goal is to support a Harvest Moon or Animal Crossing style game), while learning Ruby at the same time.

Also, to other posters, I recommend Dropbox as a good way to backup and transfer files as long as they stay under 2 GB (the limit for free Dropbox accounts).
 

Engr. Adiktuzmiko

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why does it need to be complex? doing day-night events is just a matter of adjusting a time variable every update...


I recommend Skydrive since it's 7GB at start which is much more than Dropbox's 2GB
 

aozgolo

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I've pretty much scrapped all my old projects (which were very Pre-VX Ace old) and am trying to do things right by spending lots of time in pre-production. Right now I'm compiling a list in a word document of RPGs I've played extensively and their feature lists so I can then create a list of some of my favorite features and find out which ones really work well together, and use those as a basis for building upon the rest of the gameplay. I've got plenty of story hooks I can adapt into anything so I'm focused on the gameplay first, and then the setting and story. Once I get a more concrete idea of the style of game I want I'll make a Game Design Document (never done one before) and decide if I want to do custom graphics myself or comission them (it depends on graphical complexity of the sprites really, I hate animating)

So far I am fairly certain I want to build a game that has a central player HQ similar to the Suikoden Games, (the second one in particular) because I feel that pretty much all of it would fit well in a RPGM game, I just need to figure out what sort of things to "do" in it.
 

Zoltor

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Ok now I'm getting really ambitous. I figure It's about time I start implementing the games for my Casino, and lets creat the hardest one while we're at it(I like doing the hard stuff first, because it makes every other system seem laughably easy).

I want to create a Lucky Panel game, for my Casino(the best, most addictive Casino game ever created), for those who have never heard of such, play DW 7 to see the game it is.

I'm pretty sure I figured out  the specifics on how to createm perfectly through just eventing(due to how it works, I think I could get it to work, coding couldn't do it better).

The player is "technically" gonna be tranfered to another map(a really small map), set to transparent, each card is gonna be a randomly generated(first page  is nothing but a graphic holder) event, with the 2nd page of the event triggered by touch, that will be the highlighted pic of the face down card. then the 3rd page will be triggered by the action button, which will flip said card over,

The only thing I need to figure out, is how to make the events randomly created "before" the player interacts with the events at all, but I'm pretty sure I can easily do that with a auto runt page/a common event(using a huge random number generator to select the events).

This is gonna be epic, may very well take me a week-a month if not two months(depending how varied I make it, as I want it so varied, that people wont beable to figue out patterns) to get everything working perfectly how I want it, but omg It's gonna be so worth the effort, It's not funny.

The hardest aspect to add, will be, being able to turn over any 6 for a peek, before the real game starts(basically two main phases to the game. I think I can pull it off with a variable counter, hopefully I can get it to work without hitting a issue).

It seems easy enough, but trust me, I highly doubt it will be as easy as it seems, because I know from experience, when you make a event capeble of doing so many different things in a short time span at that, it can get tricky real fast(conflicting pages, priority issues, ect). The fact a common event is gonna create the events, will help matters here a lot, as it will make the events less cluttered, so I'm hoping it will be very easy for "me" to do, and that It's just a lot of work.
 
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EvilEagles

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I'm making a Kill la Kill fangame, basically an arcade shooter, with a bunch of friends in light of the KLKJam on Tumblr. We're most probably not going to make it since the deadline is tomorrow and we're still pretty far from completion. But I'm just gonna take my sweet time and enjoy the ride.



 

Zoltor

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I just ran a small test on how the random generator is gonna create the events, and it works perfectly, so now I know it will work properly, so I can just increase the range to how many different setups I want, and the common event will do its job just fine.

Edit: Woot woot, yahoo, I got the peek phase, and the main phase working perfectly "together"(key word everyone, is together), all that's left is the reward/end of game phase, which is the easiest out of all the phases to implement, so that's no big deal.

Well now that I have all the mechanics worked out, I just need to make some card graphics, which is easy enough, and months of eventing different possibilities(super easy now that I figured it all out, but omg a lot of work)

I was having alot of problems trying to reset the events. Evidently once you change the graphic for a event, the system remembers that graphic for that event, even when switching event pages/switching back, so I ending up having to manually change each event back, to reset it properly/follow the new phase's path.
 
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Shinma

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I've not posted in awhile.

I am currently working on finishing my opening scene. Once this is done I can begin work on the interiors of the buildings in the town!

Oh, and I am a fan of Dropbox as well. I currently have about 10gigs of space I can use with them. You can earn up to 16gigs for free.
 
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Engr. Adiktuzmiko

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I still prefer OneDrive, 7GB right off the bat... and I use Outlook too anyways, so it's better for me... XD


Been working on these: somehow, I can't figure out how to do that mask battler "correctly"


Hmmm.PNG


EDIT: doing an animated front-view battler of my Taurus icon:


 
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aozgolo

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Working on early design for a battle system, this one is kinda based off Suikoden and Ogre Battle where you have 2 rows of 4 columns, but 4 different unit size types, so normal units would be like soldiers, long units would be like mounted soldiers, wide units would be kind of like phalanx or archers (or ogres in a fantasy setting), and fat units would be like tanks or dragons, big powerful things 4 times as powerful as normal units but taking up the room of 4 units, so less support options. So every battle can have 2 to 8 units (if maxed).

There's also reach limits, like melee units have to be in front row and can only hit enemy front row, ranged can be anywhere and hit anything, but long reach weapons like polearms can go 2 spaces, so a polearm unit in the back row can hit front row units of the enemy while being defended or be in the front row and melee hit backrow enemies.

Battle Plotter.jpg

Graph made with yEd Graph Editor

This system allows a lot of tactical formations to spring up without slowing down the pace of battles. I haven't decided if the viewpoint will be 45 degree isometric like those games or not, I'm waiting until I finalize what the graphic style is to decide.
 

luzi

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For the recent works I've done in the past week...
- Making document about the game system. (A lil bit. Orz)
- Replan my game's UI so that it has more space, more compact and more suitable to game's theme.
- Making tileset for my friend's project from the scratch. With reference from Euclid in Tales of Phantasia and real life Rome. The temple is based on Rome's Pantheon. But I modified the scale so that it fits RPG Maker screen. (Only front no backside!)

 

Kes

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@LuZi

These are very good.  The only thing that I think might need a bit of tweaking is the perspective of the middle section of roof.  In the normal RTP top down view, you would only be able to see the front and sides.  You wouldn't see the back.
 

Xander

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HIya,

Your tile-set looks great!

hmm.

I have been working a lot on research for my game design document and developing a unique mapping style.
 

Engr. Adiktuzmiko

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EDIT:


A sample UI for the Command Style script I'm doing for my game... done in pixel art





PS: I took it mid battle while the viewport for the status and command windows are moving
 
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Zane

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I was bored and was feeling a little nostalgia so I did FF6's menu system. (I know it's not that exciting though lol =P)

ff6 menu zane.png
 
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Bonkers

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Implemented two puzzles before play testing everything all over again.



 

TheRiotInside

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Had a few small victories so far in my desperate attempt to learn Ruby. Currently making up a skill tree system for my game. It's mostly done with events, but a few aspects of it need to be scripted. With the help of a few tutorials and some people here, I got a basic window to appear on my skill tree map, that shows the actor name, and their skill points available.

I use a simple $window.update script call whenever I change the skill points (stored in a variable) so the window updates properly. A switch is turned on when the map is entered and the window is brought up, and the $window.update calls are within conditional branches that check for the switch. I had to do this because if the window is not up and running when the refresh call is made, the game crashes.

I have no idea if what I'm doing is ideal, but so far (with a little tweaking) it's working well.

Also I didn't like how states were applied, simply looking at the target's state efficiency rates. I tracked down a script call to use in a common event that identifies the skill's target, and then applies a state to it. I stick this within a conditional branch after a variable operation to make success rates for the state. Like, a random number between 0 and 99, and then a check to see if it's under 50 gives a 50% success rate.

Like I said, minor victories. :)
 

Titanhex

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Everyone is working on such beautiful stuff. Between the Tilesets, Puzzles and UI there's some great things going on in the community. Please keep at it ^ u^

No funds for my game, Journey to the Four Towers, which is fine. I've been cranking out my production of Ace Academy (in my sig). I'm waiting for the mapping to get close to done before I start taking a headcount of who is interested in what part there. It's going to be so much fun getting the community involved and seeing what they can do. I hope that people, even if they're not interested in joining, will stop by to see people develop and grow through their journey in the Academy.
 

Engr. Adiktuzmiko

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Working on some documents/planning for my next idea... so far it seems I'll be spending quite a lot of time working on UI stuff for that because of the (so far) 75 Command Drives listed on my documentation...
 

gvduck10

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considering putting together a Suikoden-inspired RPG Maker VX Ace game - esp since Konami seems content to let the series fade into obscurity.... *wails*
 

Bluetoes

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I've decided to start work on the capital city for my game. I've still got to add another 10+ NPC's to my first town (the capital city is going to be the 2nd town you reach), but the NPC's take a while to implement, so I'll do that another time
 
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