What are you working on?

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Dimitris

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Working on 3 ideas for short adventure games with RmvxAce and mixing my upcoming EP. I recently uploaded my first song and you can listen to it using the link in my signature.
 

Oddball

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I have three different things in the works too. Not sure how to prioritize them, since i only have a couple of hours a day available i can work on them.

one I'm going to put out a demo of in the next couple of weeks. So there's no point in explaining it. Another is a fairy tale-ish game that has a different story arc, depending on the first direction you go. As well as choices that determine whether your hero becomes a hero or villian (I'll try to make them so that they make sense and are not over the top. Villain will gradually lead up to it, as well as hero)

The other is where some person smokes what they think is pot, and ends up in a strange land. This one is going to use the rolling for skills like touch fuzzy suggested. You gain clarity, which you can spend on a skill were you know what your going to get. But if your clarity gets too high or low, there's negative effects. It's also an adventure game 
 

JAD94

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Working on two projects, one of which is very close to being published I'm gonna see if I look to STEAM for that. I've been mainly debugging and having my peers play test my game and Ive posted two demos up on my project thread to both get awareness and feedback. The other project is half way in development but it's a long game and has taken me a long time. I needed a break from it haha. :)
 

Foron

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I have one huge project, and several smaller ones.

My big one has you collect 100 Crystal shards (it'll be more fleshed out in the coming years) to return to the modern day (and for the main character to hopefully find her brother again).

One of my small projects is basically FF5, but with more crystals (twice as many).
 

lolshtar

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Working on Rance's World End, a fast paced strategy game.
 

Kyuukon

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Battleship mini-game. Here is the board I made in PS so far :3



Now all that's left is the event system (which is going to be a pain T.T).
 
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Raider

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Working on a selection-window for my game. This is how it looks like at the moment.

The upper part of the screen is for text, such as "Choose your role" and so on.

I want to keep it simple, but are there any ideas on improving this?

 

RampartCratylus

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Getting somewhere with my enormous plot... Finally. Slowly constructing the general outlines of the beginning portions and the theme for the project. While it shall likely see some intense revision and suggestions from others, I'm happy about the meta-narrative I have going on and the brewing sense of mystery.
 

Golden Gen

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What am I working on? More like what I wish I had more time to work on.
 
Well I am currently working on two projects. They are in the storyline, world development portion of the process. Still hammer down all the over expanding ideas. Then I will start to focus down on each key concept, fleshing them out.
 
I guess I should give a bit of a synopsis for the one game I have the farthest in development. It will be made with Ace. It is a regular RPG style that follows the ideas of Zelda and Final Fantasy, two of my favorite styles of games. Main hero watches his life get destroyed and vows vengeance against the antagonist. Through in a couple of twists and that his run for vengeance also helps the world at large and that is the over idea of the game. I will have two major features in the game that hopefully sets it above the rest, besides just being well written and fun. Those are a battle system and a fable style 'you do something influences the world' system.
 
But like I was saying, just working on the storyline and breaking down what the player will have to do to get to the point of fighting the main boss.
 
Well that is it. FIRST POST DONE!!!! Woot. :D
 

Gui

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Recently finished this, a battleback for my latest map, an industrial area I posted a pic in the Game & Map Screenshots thread some time ago:

Vulcania_Hangars_III_battleback.jpg
 

d_a_renoir

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Digging up my old WTF idea I had been making with Samurai pack and trying to transfer all the VX stuff to Ace. Also franken-face'd a couple-a faces from the Samurai pack's uber-limited resource because I'm too lazy to try to mimic the style and I really did like some of the pre-made faces.

Hero team.jpgRetainer.jpg

May or may not have posted this map somewhere else, but I've fixed it up a little bit...

shoguncourt2.jpg

AND I'M SO DAMN PROUD OF THIS MERLION I FRANKEN'D DAMMIT

Merlion edits.jpg
 
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Galenmereth

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=== script technobabble incoming ===

After having integrated mouse and keyboard support for my menu system's core functions, I noticed that keeping track of all the input events in multiple places on frame updates finally ended up being the straw that broke the proverbial camel's back: It was just way too cumbersome to switch focus between different class state checks on update. Not to mention when so many active classes have to check if their state is relevant each frame, there's not just so many more ways for annoying small bugs to creep in, but also performance will eventually take a hit.

So I implemented Ruby std-lib's Observable in my own module, and then I implemented the Events module, with MouseMove and MouseClick events as the first on the list. So now, to handle mouse move and mouse click events, I just add a class's methods as observers, like so:



Now I only need to check if mouse x and y have changed 1 place every frame; in the MouseMove singleton class. Once x or y is changed, it'll notify all its observers immediately. Same goes for click events.
 
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Kes

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@d_a_renoir

those edits are good, and I'm not surprised you're proud of the Merlion.  If I'd done it, I would be too.

@Galenmereth

If I'd understood even 10% of what you wrote, I'm sure I could make an intelligent response, but as it is...
 
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Blinn

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Creating a system of classes and promotions inside Uniques United. Imagine a skill tree, except for classes.
 

Galenmereth

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One problem with developing for various resolutions is always interface elements, especially if you want fancy corners and textures on them. You could always split them up, draw them in and repeat necessary sections, but it puts more work on the graphics side of things, and makes it harder to preview and test.

To solve it, I made the blt_9slice method on my extended sprite class. By typing in the desired corner sizes, the method figures out what parts to repeat to make the graphic any size I need it to. Here's how it works:

The original photoshop document and image file:



The code:



The result ingame:

 

Simon D. Aelsi

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Line art; getting ready to color.





Also working on more music for both games I'm working on!

Working on some custom tiles. I eventually plan to make a full tileset along with custom sprite bases. I've already made a short project with almost entirely custom GFX, so hopefully I won't burn out when tackling this 10-15 hour long behemoth.

I really like this. It reminds me of A Link to the Past, and that one Final Fantasy for the SNES that has Cecil the Knight in it.
 
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Galenmereth

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So I worked some more on the 9 slice method once I realized that I don't always want all corners and edges uniformly the same size; it limits design of windows by a lot, and makes more interesting variations harder to design with fluid sizes in mind. So I added (in addition to the simple solution shown earlier) the ability to pass in values for each corner and side separately. To make it clear how this works:

In image editor and ingame, side by side:



In code editor:



In this example, each corner is a square, but since they can be defined separately, they don't have to be. This window will now be able to be resized to any screen resolution with the proper tiling of the unique areas of the original design file, which doesn't have to be exported to individual files to achieve it.
 

Skyforger

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Little something I've been working on. Everything is work in progress :D
 
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Kaelan

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@Galenmereth I was just thinking about implementing that for my own game, & using a texture atlas to define various resolution-independant windowskins. Do you think you could share what you've written so far?

Redesigning some of my UI for a v2.0 of my demo, trying to make it a bit more compact & easier to "read". Making various elements smaller and moving over to more hotbar-based UI instead of context menus. Still have a lot of work to do before it's working in-game, but I'm happy with how it's turning out so far.

Spoilered for size:

 

Galenmereth

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@Galenmereth I was just thinking about implementing that for my own game, & using a texture atlas to define various resolution-independant windowskins. Do you think you could share what you've written so far?
Sure. It's actually fully working and fairly acceptably documented. Here's a gist for you (and anyone else interested). This is to be used for a Sprite class, and assumes self.bitmap is created at a desired target width and height:

https://gist.github.com/TorD/bcf076a60d0b0907c147
 
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