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Huge Update, Hell yeah!

Deer! (Hi there!) Finally I got time and hell yeah! I manage to screenshot em and put it in my game page, forget it you may don't like it, anyway I just add a featured stuff in my game page, be sure to read it.   Yo there whoever you are, a people just pass by or accidentally click this or something I just want to tell you Devil Boy Quest is almost complete, the left thing to du is just translate it to anglish, I mean English, Note that my English are suck.   Anyway there will be a forge, potion mix/brew, formation, and lots system.   Let's move to case 1 the FORGE?! it's like create weapon/armor you need a hammer, anvil(in tsugi blacksmith worry not they let you use it for free), forge recipe and the material you need to create new weapon, naturally it would look like a mixed weapon/armor, anyway it would be boring if there no failed chance to make item but you may ended up complain if you failed so... I make it that you must press down button at right time, success or failed it's up to you. (if you failed you lose your hammer but not your material)   Now move to case 2 MIX/BREW?! just like forge you need to mix potion in a pot(there a building in Mizu that has no shop sign), note that you also need special item that sold by the man in that town, the cost of that item is around 300, anyway the system is same but it may look different, there 3 possible happen, first you press at right time and success, second you miss a bit and failed, you miss a lot and bum it explode. (If it explode it may damage you a bit and you lose the item used for brew)   Which case is now... oh right 3 a formation, you can set formation of the character by use Format Pen, what a strange name... anyway if the character put in the front will gain extra attack and magic defense but lowering defense and magic while if the character put in back will have extra defense and magic but lowering attack and magic defense while they put in mid they didn't get extra or get lowered.   case 4 what again... I forgot... oh right secret dungeon in Iparas Village! whops! it's secret area so you havta to uncover yourself, anyway be sure to have at least one stonebreaker so you can come to that ehem pub so... forget it.   case 5 error translation, please skip this one I don't want to talk about it.   case 6 new character, Right, she naturally a future protagonist in Perang Cemen VII. (Devil Boy Quest is Perang Cemen I.) her name is Dauna, yet she like Lexar but she always act cruel, and trust no one, she do what she like, and well she close to be a bad character, anyway she very strong and she use a unique weapon that not sold in normal weapon shop, what is it? a Sword-Gun/Gun-Blade, she may reveal herself if you manage to do some damn hard task.   case 7 new system graphic, looks like you don't care huh? okay skip that   case 8 fishing system, it may not appear in demo, since you have to go to Zukaru City and get Fishing Rod, while the demo end before you reach that place, anyway the fishing system like BoF2, you will throw a bait based on power you press and if it's hit a fish you must pull it before the time over.   case 9 Bound system, to raise mood of your ally you may need to talk them, present is great way to raise their bound, more bound more they will support you, when bound reach it's max amount some secret quest will be unlocked, note these secret quest won't unlocked in demo.   case 10 give me more feed back, those case above are based on those who give me feed back. if you have anything in mind be sure to tell me, and thank you if you do so.   ~Perang Cemen   Below are Devil Boy Quest Album...

Perang Cemen

Perang Cemen

 

Update on the game

First of all: I'm not dead, just extremely lazy to post here. It's just something that always happens with me and blogs. I like blogging but I am too lazy to keep one updated. Anyway, time for an update on the game. I have introduced a set of changes that I am going to describe below.   Skills I had a small set of skills for each character. As I was developing the game and creating enemies and dungeons, I quickly realised that they weren't enough so I decided to further expand the skillset for each playable character. Everyone will have three skill types: one with the main skills, those which defines them as being from one job or another. A second skill type with secondary skills and finally a third one that includes exclusive skills gained through "job quests", which I explained in a previous post. For example: Araken now has:
-"Feints", which are dodges, either just a regular "dodge next attack received" or a more complex "dodge then counterattack" or a "block then counterattack".
-"Hunter techniques", which are his main skills. Attacks targeting one or more foes that cause states, applies buffs and debuffs. Every skill is quick, consumes low TP but deal average damage.
-"Bolts", which include both his normal crossbow skills (special attacks that deal damage and inflict a state) and his elemental bolt skills that he gains through job quests.   Blocking I have introduced, thanks to Ramza's shield block plugin, a new stat: Block. The plugin offers two characteristics: block chance and block rate. The first one refers to the % of blocking an incoming attack and the latter refers to the % of damage reduced. Additionally, I have added small chances to dodge attacks to represent in gameplay terms the ability to parry/deflect attacks, which is different from blocking. Tinkering with the plugin's notetags I have managed to adjust the new parameter to all characters that have shields:
-Araken wears shielded bracelets, a specialty of the people from the Northwest. They are useful for protecting, blocking and deflecting attacks from the enemy, whichever weapon they use. As for gameplay, shielded bracelets have less block rate than a proper shield but good block chance. Furthermore, all bracelets provide a small dodge chance. -Narissa wears round shields or bucklers made out of wood, iron, steel and other materials. Some are blessed or provide unique buffs. All of her bucklers offer average block chance and block rate, with one of them being specially made for working with spells only. Bucklers do not provide dodge chance, as Narissa only uses her shield to block. -Asher uses targes, small round shields that are employed in battle more to parry attacks but not so for blocking. In terms of gameplay, targes have a high dodge rate, low block rate and good block chance. Targes have a good chance of dodging, to represent their unique parrying nature. -Heidek uses greatshields, big and heavy shields that protects the user but reduces his agility. In-game, greatshields have the highest block rate and block chance, but Heidek won't be able to dodge attacks.   Formulas Introducing damage formulas! Not only for skills, but also for weapons. Thanks to Hime's Weapon Damage pluging, different weapons have different formulas that are included into the damage formulas of skills. Furthermore, some skills have unique formulas and magic attacks have also their own formulas.   Multi-language Thanks to SumRndmDde Translation Engine plugin, I will be able to translate the game from Spanish (original language) to English and have a multilanguage game. It will be hard work, but worth it.  

AnarelHaeran

AnarelHaeran

 

gamedev Entry 003: Throes of Damnation (small update)

I've been dealing with a lot of garbage as of late, so progress has slowed to a trickle.   I'm actually still figuring out story and locations related to story. That part has been difficult to do.   Also, I keep running into bugs with syntax, a lot of times in battle due to some sort of conflict or NoMethodError nonsense or a number of other things. Some of it I've been able to correct, some I've had to disable scripts to avoid, and some I've come across due to Game_Interpreter being stupid, that of which I've decided to avert by doing some really shoddy backhacking.   I've also been testing out some of the modifiers I've made to existing scripts, and I recently made a fix to one of my own.   I made a scriptlet that changes the Dash button. I made it so that one could bind it to a switch, or to a variable (I've not written that out as of yet but I know how to write it). However, if one uses Yanfly's System Options, my scriptlet breaks Autodash, if one changes the Dash button (it works fine if left unchanged).   So, I figured out exactly what runs Autodash, and incorporated it into a scriptlet. Took me about ten minutes. It works.   Well, other than scripting...I've progressed very little elsewhere. I'm trying to cobble together all the possible summons, but to be honest, I kinda wanna go further into the game and see where that goes before designing those further. However, until those are done, I won't be able to redo the skills for each one.   I have a few NPC characters done, and I've also resized some small battlers so that they can look like they're not meant to be on a Game Boy Advance screen.   I'm getting there; unfortunately my excursion with MV was a big distraction, and it did kind of take from my creative energies towards this project. Well, anyway, until next time, true believers...

PhoenixSoul

PhoenixSoul

 

The Reimagining

*reads last blog entry   oh my... that's a lot.   Anyway, I'll keep it short this time. I'll be recreating all 3 of my not-so-great-hits TOD the Grim Reaper, TOD the Grim Reaper 2 and TOD the Grim Reaper 3 into actually fully developed big Projects. I'll aim for the first Game to come out this year, if my Composer is fast enough.    I had the same things in mind for the first 2 Games: -They are (still) going to be liniar -Because of the liniarity, I made up for it in some unique and twisted ways. I.e. You can miss your Party Members, but they will still join you regardless later on. You can miss out on great Treasures that will make it easier for you to go from area to area. Areas change dramatically after the Boss is defeated and opens up new paths for some other secrets. -Literally had 7 modes (of which 3 are basically just copy pasted) in mind for additional Challenges once you beat the Game, since they are so short and mind as well.   In addition to Normal and Hard mode, the new modes are going to be - Lvl 1 (Normal) - Lvl 1 (Hard) - Time Attack (Normal) aka. Speedrun this under 1 hour - Time Attack (Hard) aka. Speedrun this under 45 minutes - Lvl 1 Time Attack (Normal) aka. Speedrun this under 45 minutes on Lvl. 1 - Lvl 1 Time Attack (Hard) aka. Speedrun this under 30 minutes on lvl. 1 - Ultimate Mode   All are pretty self explanatory, except for Ultimate which I won't spoil the surprise for. (Which is probably the only thing I won't spoil from the Games)   Since TOD 3 is another thing entirely, It won't have these fancy things at all, since it's multiple path based and this could just be an enourmous amounts of work, considering I'm planning to make sometihng even better than all these modes combined. But yeah, TOD 3 is basically just going to be another choose your own adventure with twists and turns and yadda. And it's also going to be the regular formula of "There's towns in this game you can chill out in!".   ^^^^^^^^ if this is my definition of "I'll keep it short", then I will be hopeless in the future...

ShinNessTen

ShinNessTen

 

pre-pre alpha apartment demo version 0.0.3 released

**log taken from the gamejolt page**   version 0.0.3 is released. update log: you can sit in chairs you can now save at the bedroom desk (why would you want to though?) using the bed will bring you to the Dream Apartment although you can’t go back there’s a phone, try calling a certain emergency number (you’ll be disappointed) class change system is implemented although you can’t do much extra love <3<3<3 stopped prepackaging the RTP with the files, the bloated size was absurd fixed the crash when holding the sprint button and going through a door that would occasionally happen

CyrusJazzberry

CyrusJazzberry

 

the apartment's various furniture and amenities will actually do things useful later in development

**log taken from the gamejolt page**     the title pretty much says it all. since insomnioid isn’t going to hit you with traditional game-overs when you fail in combat (it is just a dream, after all), the items in the apartment you can interact with (phone, TV, and even the closet will play a role), they will serve as anti-frustration features.
for example: the closet, when in the dream world, will allow you to quickly travel to any major location unlocked the phone, when in the dream world, will allow you to change your party and fast-travel to the last save point you used the tv will… well i dunno yet, i’m sure i’ll find a use for it later i’ve also been doing some basic detail-adding (in the next update you can sit in the chair in the main apartment room! woaaah!
and also there will be an animation for using the chair at the desk in the bedroom. oh, and the desk will allow you to save! why would you save in an early, early game alpha? who knows

CyrusJazzberry

CyrusJazzberry

 

nothingspecial Devil Boy Quest Dev Stuff!

Let fill my blog yeah! Awright! Awright! (First of all I'm sorry of my bad anglish) Deer! (Hi there) it's been a while, for now I'm focus on one game that is DBQ, actually I have lots game but most of them use a resource from a web with this ToS "Free to use if link back" the problem is their web gone so how the hell I link back? since I didn't link back then I couldn't use it freely... yeah forget about that.   Now in this Project I havta to buy some pack, paid some people, and use some free resource with better ToS (Free use but credit for com is also Ok) even the web gone I can still use it but in the end I havta to sold this game. (Actually I don't want to but I don't have money to paid my team, so I tell them I'll paid them after this game release, I hope lots people like and buy it else my team will kill me)   Let's forget about those not important reality stuff! Now what happen to DBQ? they're fine they still in development. actually almost done! yay! but I need to check lots thing and might take 2-3 month (My target release is 04/04/2018. (If I didn't pay my team after 01/06/2018 they really kill me) Anyway.... when I check I found some bugs but I have handle them. (Handle with care lolz)   is there something crazy or weird happen? of course! it always happen! "Strange opinion about DBQ"(I spoil it maybe you don't want to read it) "Sorcery" this has nothing to do with game dev but whatever "I'm not much of a writer, so don't ask me about it" "Victim of a nasty translation error..." "Re-use" "Old fans of DBQ" (Only those who know Devil Boy Quest that made in Rm2k are allowed to open this) "The bosses" Special Note Is there something else? Oh sure what do you want to know? just leave comment if you feel like to say anything. Anyway thanks for read the title, why the title and not the post? I'm sure you read the title since you click it but I doubt you read the whole or even the post, you might read some important part or part you like anyway thanks to if you take your time and read the whole post.   Want to chat with me? just PM me! I'll gladly to talk with you about my games or anything. (if you want to hear fast answer PM me when I'm online)   ~Perang Cemen The Best Game Developer Ever (Self-proclaimed)
   

Perang Cemen

Perang Cemen

 

blurb Entry 00B: Memories Trickle In (but certain others are lost)

"00B? What's up with that, mang?"   0123456789ABCDEF == hexadecimal math, dumbass.   "Ummm..."   I don't have time for you, get lost.   *cricket chirps*   Anyway...   I've recently watched various videos on YouTube, covering a broad range of subjects, which has triggered memories of my true life. Nothing too special or ceremonious, and the majority of them are from when I was still being homeschooled (explanation after I share my memories), but it does bring to mind the realization that I went through experimental phases myself...   I honestly remember the first time I ever tried on makeup. It was a disaster, however, with my then very pale complexion (as pale as my mother's at the same age-but hers never deepened), the blue lip paint actually looked good on me once Phyllis corrected all of my mishap. For the record, one could say I was the equivalent of five when this had occurred, and my mother was a very busy woman at the time, drilling soldiers in her own armed faction so that they could one day, function under the guise of another leader because she was looking to step away from the battlefield, hopefully forever, hanging her glaive, armor and polearm up for good. At any rate, I went through the 'rainbow phase' and by the end of that, I knew that I wasn't like the other girls.   I want to take a bit to explain how education works at home before going on.   First off, education is not a systemized thing; most parents are going to take the homeschooling route, because a lot of the lessons/experiences can only be taught by the parent, which includes their own education. If the parents/guardians do choose to implement early academic learning, it often requires an in-house tutor, unless they wish to send their children to a suitable academy for the young (which in Asuria there is not one since the closure of Esan'noyuzan Academy due to the entirety of the region being deemed uninhabitable after the last freak storm that ravaged the already softened ground making all structures built on the land unstable). Since such usually invokes a rather high cost, it isn't suitable for most parents (education is free in Asuria, but there are costs involved in sending children to other nations as well as the possibility that the academy does require payment). Most parents go the homeschooling route, with tutoring intermittently, until their children are able to take the 'Secondary Exam' (the exam all people are required to take in order to move forward in their education as well as life in general).   My next memory is actually a painful one. It involves the aforementioned 'Secondary Exam' (I put that in quotes because the translation to English actually removes most of the meaning but the exam itself is very trying and exhausting...)   I was always one of those 'intelligently curious' types, meaning that I wanted to know more, and more, and more, often times taking under flights of fancy when I should of been making sure I knew the basics and could handle them aptly. This alone made the exam that I was to undergo very soon quite taxing. I never worried about it myself, until I was given a tour of the examination arena (the entire exam is done in one large area but is sectioned off into several different sub sectors). I could hear metal clanging, people screaming, in battle cry and in agonizing pain, I heard bubbling, sizzling, more screams of agony, among other frightful things, including what sounded like a monster eating people (actually this wasn't true at all-just an auditory illusion that was also a part of the exam), and a couple fighting over whatever, in which that ended with one of the two biting it.   That wasn't the worst part. No, it was the nightmares that ensued, knowing that I'd be faced with that exam. What I didn't know, was the tour was one part of the exam, and though I clearly had hidden the fact that it was all very damn scary, I couldn't hide the fact that it had ended my distractions, and allowed me to focus on passing it. I passed that part just for that.   When the time came for me to take the exam, I had just started developing (you know what I mean), so there was even more potential for me to give into the fear, turn tail and run. However, my intelligently curious mind came at this exam strongly, and the fear, while there initially, started to fade, and by the time that part of the exam had concluded, I was face to face with the same monster from the auditory illusion, and I still remember what I said... "You think you're so powerful, so strong, so much higher than I, but you're wrong. I know how to hurt you, so try anything. I dare you." I was poised in a fighting stance I had observed my mother take so many times, and that was it. It all vanished, faded to white, and I awoke in my own bed. That's how the exam concludes for all that take it, pass or fail. Believe it or not, I failed the exam, not because I didn't face my fears, but because I faced them in a manner that invoked the idea that I was behaving like a twat. Yep, I showed my immaturity, by allowing myself to be exposed to unnecessary risk. However, I knew that if I took the exam again, that unless they completely wiped my memory of the first exam and presented different challenges, that I'd fail to meet their standards time and time again. This realization forced me to consult my mother, and my auntie. It was painful, because I knew that I was better than their standards, yet I couldn't pass their standards. So, after receiving their advice on taking the higher road, which involved petitioning the exam committee on revoking their failing marks, I decided to seek the advice of another, just to see if I could perchance a balance of opinions. I went to Liusya, who then was just a really close friend, but someone I admired a great deal, despite the fact that she to me was like one of those emo chicks that has the habit of cutting herself with large razor blades (excuse the stereotype nonsense) as a comparison, but you know what they say about how opposites attract...Liusya was a very dark, very mysterious woman, and still is, though her look would be more comparative to Dark Victorian than Emo. I went to her, and asked her about this. She told me that she passed her own exam after shaming the committee for using fear as a double standard mongering board. I weighed my options, and decided on taking the advice I was given, and made it into my own. I authored a short narrative on how I felt the exam was favored towards fear as a double standard, and included how I felt about each member of the committee, as well as any individual who showed their truest merits, only to be discredited. I gave it to the press to mass author, and within a short time, I received a response. My failed mark remained intact, and I had been barred from retaking the exam. I chose to not allow this. I took the pain I had been unfairly burdened with, and one of the swords from the armory, and in my righteous fury, I slashed the entirety of the exam arena. My fury and inner power went through the blade, causing some of the parts to ignite. After my fury was exhausted, I knelt and rested on the blade, burdened by fatigue. One could say that the amount of damage I did would be more than a hundred mortal men could do, in a fraction of the time. For me, one so young, to perform this feat at all was amazing, to have it not kill me (well, to evaporate my life energy anyway), was beyond incredible. My brother, whom had also failed the exam because of his ineptitude at understanding primal fear (he's even more analytical and skeptical than I), came to my aid, and carried me home. I never passed the exam, however, said exam was to be rebuilt with more than just grounding fear in mind. I and my brother are still barred from the exam, however... There is a silver lining to this. While said exam is required to enter some of the higher qualified academies, the nearest one to my hometown had no such requirements, and my exam results were very pleasing, as well as my capabilities in destroying the exam arena. I didn't have to take any pre-qualifiers, I was admitted right away. I guess the most painful part is the hate I was shown, because it was unearned. Like the hate I've been burdened with while imprisoned on this planet...ironic, isn't it? Only I don't have the power to destroy the hatred I was shown now, at least, not in the same way.   The next memory actually ties into the previous, because it occurred not too long after I started at the Academy. One of my favorite things to do is sample food from various cultures and walks of life. I was intrigued immediately about this thing called 'barbecuing', and asked the one organizing a group around this type of thing, a boy about my level of academic growth and two others. "It'll be messy, gritty and down to earth; make sure to dress the part." I signed up, knowing that I was already into that kind of thing (given extracting ingredients for alchemy often requires getting very dirty if not covered in filth, sweat and blood and I love it). One of the features of the group's itinerary was the nearby beach; we'd often go there for our barbecues and such, and we'd bring our own stuff for the feasting fun times. I was one of two girls that would bring along the med kits we made ourselves, just in case; this would become useful as we got into rounding up certain types of jellyfish to be barbecued. Yes, one of our frequent ventures would be the barbecued jellyfish, smoked cockatrice tail and red wine, a cultural meal from the Andoboraji region, about a comparative three days' journey from Asuria by sea, about a whole lunar phase if one walks there by using the sandbar trails when the tides are low. We were the Beach Barbecue Squad, and though it was myself, seven other girls, five boys and four non-binary people, mainly from the Academy and otherwise living very far apart, they were like a second family to me. Even Liusya was a part for a while, though her skin wasn't too fond of spending a lot of time in the sun (can't blame her for that), so she would end up joining a group whose activities were mostly indoors or under the moonlight. The Moonlighters. I too was a part of their numbers, so I was around Liusya a lot, and that is how we became very close.   I miss them, the Beach Barbecuers and the Moonlighters.   But I also miss the times when I actually got to leave Asuria and go to another land, often to try their cuisine and/or activities.   There's this video online that has a catgirl catching and swallowing a live goldfish. I watched it and it reminded me of the next memory.   I once traveled to a land whose delicacies were quite eccentric. Yutai is an island chain nation, and it is very hot for most of the lunar season. Anyway, I was still in my rainbow phase, and blue/purple was my favorite ensemble at this point, as were purple foods and drinks, like the live perch I'd get at one of the inns I stayed at during my trip to Yutai (I was part of an exploration group at the time). They had all sorts of live fish and other such delicacies, but the goldfish were far too expensive at 40 Raijin a piece (I had been afforded 100 Raijin total which was to last me the whole trip with no exceptions), so I went with the local perch, which was 2 Raijin. You get three of the perch, but I gave the other two to the boy I was sitting with, because I swallowed one, and was put off by it. I bought a bread loafette later and some apple cider. A good memory, but of bad flavor. I'm sure the goldfish would of been better, well, maybe...   There is one other memory, but my first experience at Paulina's, a dress-up parlour that serves anyone, is NC-17 at best, so I'll just leave it at that.   One issue with memories from my true life coming back, is the cost of memories of this fake life I've been forced to live. I don't remember a lot of things, and most recently, that included someone that recognized me, that I don't remember at all. Like, not even a 'familiarity' thing. Limited memory capacity? The throes of mortality...damnation.

PhoenixSoul

PhoenixSoul

 

dwimmerdelve Dwimmerdelve: The current plan.

Since I have become a bit more serious about making an actual game I might as well explain a bit about what I intend to do with it. So, here are my current plans about what I am doing.   First what I have already done:   I have a pretty okay random dungeon generator script and several existing dungeon 'themes' which all look a fair bit distinct and decorative. I have a basic roguelike combat system in place. The kinks need to be worked out, but it works. For a one actor party anyway. I have a inventory system with features such as equipment enchantment and roguelike style item identification. A fair bit of different monsters, skills, and items.   Here is some stuff I am going to need to do:   Right now the only thing the player can really do is roguelike-style bump attacks. I need to redesign the menus/interface to allow for skills and items to be selected and targeted. Monsters chose skills from an enemy moves list, but I may need to think more about how I choose skills and how range works. Perhaps I should use visible projectiles even? Rebalance the hell out of everything.   Here is some stuff I may or may not do: Add support for multiple party members. I have been trying to write stuff in a manner so this is possible, but I may need to totally rewrite how I handle inputs if I want to allow the ability to take full control of the party (which if I am adding party members at all, I absolutely do).   You might notice I haven't mentioned much about the story/setting yet. Partly because I want to get the full gameplay system worked out before I bother that much, but also party because I am still not sure about some of the details yet. That it will be heavily based on lots of the things I have said about fairies over the years here is not in question. The setting will definitely be fairyland... or a fairyland anyway. Perhaps more then one.   The simplest basic plot outline I have in mind probobly is that the player character is a human who was abducted by fairies and perhaps transformed into a fairy. I might want to allow the player to create a character, but that might be tricky to do in way I am happy with. If I can get one of those visual equip script things working, perhaps I will use that to let you choose what the player looks like. Perhaps I could even have transformations and stuff. It might be fun to make it a bit like Corruption of Champions actually. <3 I mean not necessarily the naughty stuff (though I would be tempted), but the way items can change your body parts. And hey, mutation is a thing in some roguelikes anyway.   But it would probobly be a lot easier if I just used a set character, at least for now. Right now the one delving in those dwimmery dungeons is me! Kayzee the fairy! Hehe... I am not sure I want to be the main character though. I think if I show up I am much more suited to be a sort of trickster mentor who helps guide the main character. Though I could also tell my own story, it might be interesting to tell how I became a fairy in the first place, if a bit embarrassing.      

Kayzee

Kayzee

 

Ambition for a Long While

Oh wow. It's been a long while since I've blogged here. It's been a long time too, since I've belonged to an academia, or even dared to dream of university. Back in highschool, when geometry honors and pre calc were easy and full of joy to explore, I wanted to go to MIT. Everything I kept up on, was happening in MIT. AI, Robotics, all the things that were cutting edge were seemingly happening at MIT. Brilliance was what I thought of them. Fastforward and I'm a community college drop out with school debt living on government benefits struggling to understand the basic concepts of ACE or really any Object Oriented Language assisted Engine (like Unity, and so on). I had known about MIT open coarse-ware since I was enrolled in physics at a community college. I would watch a lecture on Electromagnetism every night, amazed with the content, thinking how cool it would be to use the information to build an electronic device never before seen. I ended up making a aluminium foil capacitor that held 2 volts for .25 seconds   Now I'm here, finishing some reading on a MIT press book, Introduction to Algorithms.   It's great. It talks about how the book is meant for not only a student teacher relationship, but also a reference manual for professional programmers, to help in creation/learning to create algorithms that always produce a given output from a provided input, are time efficient based on the resources available to execute the information, and without error. It's also a huge plunge into parts of math that remain unexplored for me. Like Weirmer functions, or newtons method, and some of finite math that's since slipped my mind after having tutored university students in the field.   The first hurdle was getting the text book. It could not just be an ebook, I want to read it anywhere, and the entire planet isn't guaranteed to have the internet. And as I have learned, it may take me a long while to read all of what the book has to offer, the coarse I am following only has 25 lectures that cover a handful of chapters, wheras the book has a lot more chapters to offer. mainly the exploration of mathematics in it is of firm intrigue to me, should it suffice to be able to construct a method in ruby of it's principles, I should have no problem with the contents.   Mom got me the book for an early birthday present. It's very well over 1200 pages. Just the preface alone was cause for me to desire to read chapter 1 the very next morning. All with the delighted hope of learning to craft algorithms that could solve and explore new aspects of reality for me.   I began reading, and writing the exercises.     I couldn't help be so excited about the idea of learning once more, in a field so vastly unlearned and yet so rewarding, that I upset a contact in a discord server. They ended up giving me a link to another discord server that focused on programming in general. I couldn't help but ignore the feeling of total devistation in having pissed someone off, for having found people that could help me grade myself as I progressed, so that I could correct myself and better apply my knowledge on the subjects in the book.

Things checked out on my end for the answers.   Such a short section with so much useful information, I had to keep going.     after more principles, I had failed to realize something that should have been obvious, involving the direction of the book.   regardless, I did my first problem of the book: I probably totally failed it, in that microsecond does not constitute 1000 of itself into a second. Had I paid attention in the non-existent weights and measures class they call elementary science, I would have known. But that's kind of a scaling issue as I found out from my implications. So one of the functions of f(n) was f(n) = log2(n) It wasn't so easy to solve. My first assumption was to create real values for n, and not some representative formula. My first attempts did not posses efficiency, because I am so under-educated about RUBY for one. After talking it over with ruby programmers on the server, I had arrived at this method for the solution
  My first thoughts are, why does that work. I still don't know. but if t is say, 2, the answer is 4, and so on, until we have a value where t = 1 second, it becomes large quickly. For a day the number n1 became so large that it was unmanageable for modern RUBY, so I had to introduce a factor. and being a decimal starting with 1 and having no other digit seems to have worked perfectly, scaling according to the t value. I did this sort of process for all 64 cells of the 8x8 table.   Then I woke up and read chapter 2. And immediately was presented with a real world application for insertion_sort. An algorithm that mimics taking a handful of cards, and aligning them in a sequential order such that the elements are from least to greatest or greatest to least. It was also the first time I had seen pseudo code and attempted to use it as a structure for RUBY code.     I toyed around with it for ages. Before reading the book further, and had hit a dead end. All of my debugging techniques couldn't make sense of the garbled mess of the array my method had made. When I read further, it explained that i = j = e. And its use of A[1..j-1] was saying what would happen in the next loop.   def insertion_sort(an_array)
  size = an_array.length
  i = 0
  while i < size
    current = an_array
    j = i
    while j > 0 and an_array[j-1] > current
      an_array[j] = an_array[j-1]
      j -= 1
    end
    an_array[j] = current
    i += 1
  end
  return an_array
end def insertion_sort(an_array) size = an_array.length i = 0 while i < size current = an_array[i] j = i while j > 0 and an_array[j-1] > current an_array[j] = an_array[j-1] j -= 1 end an_array[j] = current i += 1 end return an_array end this produced this result: And what I had mentioned earlier, of this being so obvious now. I had made this function before when I was making Classical Age World. It was my sort method for arranging the NPCs in a 2d array into family trees with relationships. I know on my walmar machine it will bog down on 10K entries. It might be more efficient now with the latest RUBY. the time coefficient being defined as: * insertion sort – c1n2 Just from the table I had made, I know that N**2 is really not that great, but isn't the worse efficient coefficient algorithm. The worst on the table being, N! I went and did the method in GML, and it worked eventually.   Now I can happily say I know an algorithm with it's application and relevance in programming. The book had me write an algorith to return Nil when a value is not in the array. To be honest I am not sure I understand the problem thorough. this was my guess at it Linear search: For j = 0 to A.length V = A[j] If A[j+1].defined? j = j + 1 else V = nil Break Anyways, I thought people would like to know about this particular journey as it develops.

Asharonapaul

Asharonapaul

 

What I have been up to lately.

One thing that I haven't been very shy about admitting is even at my most active I have never been that serious about game development here. I like to code neat scripts sometimes yes, and I do like to experiment, and I love to discuss and theorize, but sitting down and actually trying to make a real game by myself always struck me as kind of too much work for me. Mostly probobly just cause I am lazy, but even so when it comes right down to it I am not sure I ever had a really good solid idea for one. Oh don't get me wrong, I have plenty of ideas that I think are neat, but most of them are either random mishmashes of ideas that don't fit together in any real way or are just too overly ambitious to really get anywhere on. Every once and a while I have this 'big project' I want to work on but don;t end up really doing much with. The one time I tried to team up with some other people didn't turn out that well and I am not sure I am cut out for teamwork.   That being said, I still have been ever so slowly chipping away at my own little block of stone. For all the years I have been on this site I have maintained a RPG Maker VX Ace project that I occasionally fiddle with, adding more and more experiments and random ideas to. It's more of my own personal script testing bed then anything else. I know I probobly should have moved on to MV ages ago but... there is just so much I have done with VX Ace! And bit by bit I think it's starting to pay off. It's still a mess of experiments without much underlying theme or idea behind it, but I am slowly seeing more and more a shape emerge that I might be able to refine.   One might remember my old dungeon demo thing. I have added a ton to the scripts there since I bothered to update it, and it seems like I added another ton jut with in the lat few months. I just more or less managed to finally get a roguelike-style battle system (or as I like to call it a 'one-step tactical battle system', since it's basically like a tactical RPG battle system only things can only move one step per turn, or one could think of it as a 'turn-based ABS' perhaps if that idea doesn't make your head explode) working properly. Now I have wanted to do a proper roguelike for a while, and I basically have all the major parts needed to make one from the random dungeons to even the item identification thing. I have a number of interesting tweaks to the generator to produce what may be some of the most pretty dungeons I have seen from similar style dungeon generators, and a number of dungeon types already done. I have a fair variety of different critters too that move and behave in different ways. Imps that can fly over gaps, Sea creatures that can swim, Bats that can fly and move quickly but erratically, Spiders which are slow but can suddenly jump at their target, Ghosts which phase through walls, and so on.   But if that were all I would still probobly end up with a bit of a disconnected mess of ideas. As much as I think gameplay is more important then story or presentation in games, I can't really deny the importance of theming at the very least. Just blindly programing in whatever idea I can think of without some overall hook to the design to tie it all together probobly will just leave me with what I have been doing for the last few years: Just throwing stuff into a pile and poking it to see what it does. Ah, but fortunately I do have the perfect thing to tie it all together I think, and I didn't even really have to go far to find it! Just look at all the stuff I have been telling people about fairies over the time I have been here. A lot of the details could fit right in with a roguelike actually. Even my older abandoned team game had a big focus on that kind of thing.   I even have a name picked out! How about "Dwimmerdelve: Adventures in a Phantasmagorical Fairyland"? What do you think?

Kayzee

Kayzee

 

I'm Back, mostly.

For those that aren't aware I've been inactive on the forum for a while. I'll hopefully be getting the ball rolling again with some cool stuff. Got to get back into game dev after a long hiatus.   Also, keep an eye out for a shop I'm opening in the forums.  Soon, no ETA.

charlesthehurst

charlesthehurst

 

Red Sky at Night: Killozapian Boogaloo

Read through a previous blog post from around this time last year and feel like doing a followup of that socially conscious type stuff.   So, life's still pretty messy right now, eh? We keep seeing everything Brexit and Trump touch getting worse, yet we don't stop them. Granted, props to the yank's courts and some politicians for taking firm stands against Trump at times; they deserve a lot of respect for standing up against someone as downright dangerous as that dotard :3 I guess its weird for me to see people dig their heels in rather than just concede making mistakes. Remember when people considered recognising errors and learning from them to be a positive trait?   For people who aren't keeping score with Brexit it currently looks like this: -We pay a tremendous divorce bill that will likely range between £40-£60 billion. Would you like me to write that out with zeros? Remember that a huge campaign point to leave was all the extra money we'd save by not contributing to the EU. -We will continue to be aligned with the European Courts. ...But we'll have sovereignity* ofc (no, not that rad card game). Even, if this wasn't the case, sovereignty would have minimal impact on a layperson; it just means some other asshole rules over you...and its not like we've got any particularly competent people in office atm. And that applies to both major partys. *You will not have sovereignty. No substitions or refunds. -We're begging for access the single market and customs union. And ofc we would. Unfortunately, see above. The overwhelming majority of EU policy is for the purpose of harmonious trade. Wont oblige? Then you don't get access to the single market. And all that legislative nonsense about worker's rights. Well, why do you workers want that anyways? You've got just enough sovereignity so that companies can eliminate H&S standards for marginal profit (but hey, its not like you can put a price on human life otherwise). -Immigration has been reduced. Or, the 'no-one wants to live here anymore effect'. Aww ****. Now who's going to toil the fields while I play xbox? Don't be surprised when the same legal migrants we belittled and shoved out are given a golden handshake in five years to return. Guess who foots that bill. -Inflation is ballooning. Y'know how before Brexit people were saying, 'Mannn, the acceleration in inequality is really problematic.' Yeah, that's not better now.   Sorry, I don't want this to be too Brexit-centric (although, obviously I'm more informed on UK politics). One of the most interesting aspects of it though is the refusal by both major parties for a second referendum. I kind of agree since the alternative is to regularly revote on this topic in case the consensus ever generally does favour leaving again. My main issue though is that 52-48 is not a clear enough result and we should have set a threshold figure, say 70%, to warrant this would-be massive change; if there was a genuine majority politicians wouldn't have to pussyfoot around issues to avoid damaging re-election prospects.   Sorry again, its really hard not to get dragged into this ¬.¬ So, we're still seeing a raise in the political far-right. Jeez, we still might lose Merkel. She's really the last, best hope for humanity right now. One of the more amusing things about this is the British general populace's inability to recognise what the far-right is. Recently, its a become a catch-all insult used by airheads if someone says something they disagree with. Same as snowflake. As a literary man it saddens me to see language become the casualty of politics.   Actually, one more fascinating thing about Brexit. A lot of people who voted for it admonish Trump; "Trump is racist, Trump's an isolationist, Trump only puts his own interests first.". Its phenomenal to me that they can say this with a straight face.   Climate change is still, well, changing the climate. We're actually seeing some improvement in that regard when it comes to infrastructure, but the attitude of the general populace is still the issue. What's crazy is we're really seeing effects, even here in mild-weathered Britain. When grids go down businesses lose money. Those wildfires in the states aren't free for governments to put out. No-one benefits, people almost universally recognise it as 'man-made' climate change yet we continue to behave this way. Its unfathomable to me. Amusingly, someone actually tried to scold me at work this year for turning the lights off in rooms that weren't in use (naturally I reminded them they were not my line manager and that other's shouldn't have to suffer because they're too lazy to raise their arm when entering an exitting a room; Mama Nature's a milf folks, lets help her maintain her youthful exuberance).   Automation scares were a big deal a this year; Heck, 'they took his jooob' was practically a campaign slogan for Trump back in '16. Here's the funny thing about automation and any form of universal basic income; they'll almost definitely never happen (or, at least, in such a watered down form as to be unrecognisable). And its largely because of the people these systems would benefit. Now I'm not talking about the truly down-and-outs like the homeless, the beggars or the otherwise unemployed; they have zero to lose. Its the working classes and smaller merchant classes. And yes, these people would overwhelmingly gain from such social advances but they would lose something, and that something is purely cerebral; they would lose the perceived meaning of the labour (and all the associated struggles of just getting by) that they've performed 'til now. Perhaps more importantly they would lose a level of distinction; out-earning others provides a sense of accomplishment; from this we can gather that some level of inequality is actually desirable by some (to an extent, myself included I suppose).   My observations have been that the outright racism that sparked last year's entry has largely cooled down. In fact, everything kind of has. Maybe its the emptier bellies lowering motivation. Maybe the reduced immigration figures means we see less supposedly objectionable people. My view is that people are pretty regularly engaging in complete disassociation with the world; we read about Kimmyboy in Korea, how we're Putin up with the Ruskies, and that Trump's always got something funny to say. And then we just go about our day. I suppose its kind of necessary; its out of our hands anyways right? But it feels like people are really sincerely trying to find happiness now, to force it, because who knows when the bomb is going to drop.
  Well, I've been at this a while now and more will probably follow in the comments so now here's Tom with the weather...

Tarq

Tarq

 

World of Chaos Progress and Plans XIX

FINISHED Unmentioned Plans In-Battle Enemy Dialogue: Certain enemies will have dialogues during battle. Also, to avoid the large blocks of dialogues, in some cases, parts of it was integrated in the battles.Conventional Enemies: I noticed I inserted a lot of undead/demon/angel/spirit type enemies of which   Harder Bosses: One of the complaints about my demo (which was very long ago, I know), was that the bosses were a little too easy. That has been changed.   PLANS Side Quests: Going to focus a bit on side quests Drawing: Trying to learn how to draw for the project Enemy Graphic Reform: Redoing enemy graphics once I get good at drawing. Leveling rewards: As we know, there are some games that gives you rewards based on you level. As a result, in some of these games, people don't do certain quests until they reach the desired level to retrieve the best of whatever it is. In my project, I will attempt to test the idea of reward items (such as weapons and armor) scaling with you as you level up.

Lord Vectra

Lord Vectra

 

depression Entry 00A: Just a blurb mostly

I really just want to get a few things off my chest, however, I don't really expect anyone to care, but to those who give pause, and don't troll, thank you in advance.   So, first off, I figured I'd mention that though I was truly born in the Spring, by the 'legal' piece of paper I'm damned by, I've been imprisoned on this planet for 32 years, as of 12:57 this morning. Yeah, yeah, yeah, on my details I have it set as a date far more recent; I won't lie, the facts are that I have almost completely separated myself from my 'legal bs' identity, however, there are some things that I cannot do as of yet, given the risk of perjury. But make no mistake, there is no one that can tell me who I am without being biased; only I know me, and I shame those who would say otherwise.   Next, no, I want no birthday wishes. I kept this to a blog post for that reason. I have nothing to celebrate; I'm NOT going to go get drunk or go party or whatever, I'm not that kind of girl and to many, I'm just a mentally ill man who wishes he were a woman. My middle fingers to every single one of them and I hope they all get what they deserve, nothing good I assure you.   I'm also sick of this 'fantasy land' nonsense. I know some mean it as a joke, and I often laugh with you on that; it is when it is taken into serious consideration that I'm 'off my rocker' for having memories far more clear of my homeland than of the pain and suffering I've been through here AGAINST MY WILL, that I am absolutely offended, and how dare you.   As much as I wish to sunder this mortal flesh, it would be better to reverse the evil deus ex machina's whole plot, so that the mortal flesh may actually have a mortal soul as an occupant instead of being a torture chamber cell for a non-mortal who was obviously a threat someone's evil plot as far as I can tell. Reversing said plot would be a lot easier if I knew where to start looking for any information that may lead to how it was done, but even searching for a local Pagan group online has net nothing, though I blame Google and Ajit Piefacefart for part of that.   As far as gamedev goes, I'm still running into Syntax snags, but I'm working on it, mostly alone this time. Nothing further to post so no updates as of yet (they'll be in my Game Cabinet blog if I decide to actually post anymore updates at all).   Honest, hand to Odinn confession: I've never felt so homesick than I do now. I don't know what to do, other than let time pass me by at this point, while doing my best to remain occupied...   You see, most of what I say online, if I dare talk about it offline...just causes issues. There's an empty seat at the table, an empty lab station at the academy, an empty bed at my house...all because I am imprisoned here...and I am so sick of being treated like I know nothing. It boils my blood, insults my intellect, and is like a knife in the back being twisted day in and out. Gross.   There, I've gotten that off my chest. Back to...something. Likely Discord.

PhoenixSoul

PhoenixSoul

 

Entry 002: Throes of Damnation (updates and such)

If you've NOT read the first post, you can do so here. In fact, I recommend that you do because I'm NOT going to recap the first post.   Anyway, since then, I've made some progress, got more resources, and I have Unity from RPG Maker NET (if you have an account here, I'd like to know your moniker so I can mention you properly), for a tileset that she has allowed me to use (and I will as soon as I get to that point in map creation).   Progress I've made: *One full emotion set for the female character *Working transfer events *A few working cards (with restrictions working as well) *Weapon Damage Formulas are working (though the random damage tends to fall either high or low for some odd reason) *Found a bunch of different Game Over screens (however I've run into another issue which I'll get to in a bit) *Found a decent Windowskin (thanks to @Amysaurus for letting me use the one she made for MV - still not sure if it will be the one I use for game release but it does well for what is needed) *Settled on default Battle, Victory, Game Over themes (for now but those may change) *Decided to use actor slots for monster summons (currently, the monsters are using RTP faces but that will change though to be honest the first one I created actually fits well with the RTP face I chose so when the time comes I'll be sticking with that idea for the creation of a new face) *Figured out the way to make a restrict evaluation work with Yanfly's Skill Restriction so that I can have it read specific conditions (still working out some of the kinks but I've got the syntax down) *I've created two of the four demo maps (three floors, two rooms in one odd demonic like castle), and have fleshed out walking paths to my liking *I've made all the dueling disks (there's only ten different disks and there's very little difference among them other than number of card slots and a few other minor things) *I've altered the TP (known as CP or Charge Points-see first post for full info) so that the Duel Disk equipped changes how much one can have max (right now I've no decided on the max nor progression of CP and all Duel Disks have a cap of 40) *I have a partial storyline written down, but I've not progressed far enough to implement it as of yet *I corrected a small error with the layering of clothing for the female character in GCH: PE (skirt/shoes was not showing up before and it made her look like she was simply walking around in white stockings and a purple blouse) *I've decided on the number of cards that will be available to collect (there will be one hundred and ten in total-though ten of the cards will mainly be Easter Egg type candy and have little other useful function) *Adding to above- @lonequeso I don't know about using Tom Cruise but I can see about recreating his face for the Hell of it   Issues I'm facing: *Game Over screens (right now I've decided on @Tsukihime's Game Over screen script but when I use the script call associated with the script I get an invalid Game Interpreter error (just Ruby being uncooperative and throwing a fit like usual - @Kayzee could be of some help here but I'll let her enjoy her Nintendo Switch) *RPG Maker MV Kids DLC being locked behind multiple paywalls (yeah, I'm going to need this to be able to use that DLC in GCH: PE) *Running low on Steam Wallet funds (I bought the Casino Tiles for VX Ace at full price when I should of waited for the sale and saved $6-but I had no way of knowing) *Having an issue deciding where to drop my demo that won't be a long and arduous process (you all can forget Steam because I don't have $100 nor is there any justification to spend that kind of money on a game that I'll be releasing for free) *I'm having other Ruby syntax issues that are just a minor burden that I'll eventually figure out   That's all everyone.

PhoenixSoul

PhoenixSoul

 

I Like the Thing! Girls' Last Tour.

Let's talk about the apocalypse! It's kind of a scary thing that a lot of people are way too worried about, but if you're into action-fantasy entertainment, you probably know about all the creative things that people have done with the idea. It's an artistic and stylistic way of wiping the Earthy slate clean and present the world we know and love -- or knew and loved, I guess? -- in a different light. The muscle-bound, anarchic power struggles of Fist of the North Star. The desperate and seemingly futile wars for survival of Mad Max. There's something inherently fascinating about the end of the world, and what surviving the end would do to people and culture.   ... oh!   Welcome to the other end of the spectrum. Say hello to Girls' Last Tour, which I can only describe as a post apocalyptic slice of life??? It follows the journey of two girls, Chito and Yuuri, as they explore dead landscapes and abandoned cities in search of food and fuel. That's it. That's the plot. Occasionally, they'll see something interesting in the distance and decide to head in that direction. The show is less about the journey and more about the bizarrely philosophical conversations between these girls.   Chito is an analytic, tactically-minded girl. She's knowledgeable of the old world, but has little to no understanding of it. She seems to prefer quiet, but will always humor Yuuri's boundless curiosity with the best answer she can muster. Her expression doesn't change much throughout the show, and her look in general is plain and uninteresting, which work well to reflect her thoughtful, introverted nature.   Compare that to Yuuri. The way her eyes are drawn suggest a carefree, possibly vacant personality. And, indeed, she is a little stupid. Unlike Chito, she is illiterate, and struggles with understanding simple concepts that, to us, would be common knowledge. However, it's this same lack of knowledge that makes her curious, and her curiosity is what drives almost every conversation and discovery in the show.   These two work well with each other. Chito is smart, but physically weak. Yuuri is stupid, but isn't afraid to take risks. Putting their strengths and weaknesses together, you come to understand that these two need each other, because without one, the other would be unable to survive on her own.     The world these girls explore is a character in itself. It's long dead, indifferent, and, as the show progresses, it becomes more and more bizarre, almost abstract. It gives the viewer a sense of unease and confusion; just what happened to this world? Why is the city built like this? It creates a stark and terrifying backdrop to the cute and philosophical explorations of the foreground, and adds a feeling of urgency to the adventure. Danger is real. Food is limited. There is no destination. There is no hope. And the city doesn't care.     It's cute, charming, and funny, and it's easy to forget just how bleak and terrifying the setting really is. The world is dead, and there's no fixing that. It's a strange and surreal environment for such a light-hearted adventure, to be sure; when we think about the end of the world, do we usually stop to consider the world we'll leave behind? What if society never rebuilds? What if what's left of humanity doesn't know how to rebuild? It's scary to think about the world we understand and, frankly, take for granted being stripped down to a search for essentials, where humanity is given a time limit based on how much food is left. Pop culture has made us see the post apocalypse as an anarchic fight for survival, jam packed with explosions and gunfire, and it's partly in subverting expectations that Girls' Last Tour really gets it's message across: cherish what you have, because nothing lasts forever.     In a less literal way, Girls' Last Tour is also a show about growing up in a world that truly doesn't make sense. I can relate to this, personally: it's been a struggle for me to learn and understand how to simply live on my own, let alone understand how our societies, governments, and laws got to be so confusing. If you've ever struggled with life, be it little things like paying bills, or big things like finding a job without a college education or finding your place in a demanding and unforgiving world, it's easy to put yourself in the shoes of these girls: truly understanding how the world around you works is a herculean task, but in the grand scheme of things, that doesn't really matter. What matters is the moment. If you know enough to get by, and you can find joy in little things, even simple, aimless conversation with a loved one, you can be happy. There's beauty in the world, no matter how bleak it might seem.   At just twelve total episodes, Girls' Last Tour is easily digestible, and it gets its' message across without taking too much of your time. Honestly, this meager blog entry hardly does this show the justice it deserves. This show had my full attention from episode one, and it didn't let me down. It takes it's time, has no action whatsoever, and consists almost entirely of conversation between just two characters. If you're okay with that, then this is definitely worth a watch. Also, the show gets gay at the end, and I'm a sucker for cute gay things.   This is why I like the thing! Girls' Last Tour.  

SpookyMothman

SpookyMothman

 

Entry 001: Throes of Damnation

I've decided to start on a smaller side project, and I plan to pursue this to its' finish.   As for the title, I do believe it is going to remain the same, though it may change, but I'd like to keep the tone of the game as much of a match to the title as possible.   Not going to spoil many details here, as a good portion of them are still being hammered out, but basically, the character you play (you can choose between male and female though the choices are not going to be directly indicative of the character's gender) is dead, or so the character believes, with ample reason.   The main idea of the game is to survive harsh battles using mainly your wits and what the depths of the Void (as the character will describe it by sight sound and feel) provides, namely a weapon of some kind, as well as Soul Cards that are inserted into a pseudo Duel Disk. These Soul Cards are designed much like Duel Monster cards, in that, once used up, must be discarded (in this case, unequipped).   EDIT: The usage of these cards may or may not be limited, as invoking these limits is not easily done.   One will have the three following things to worry about in battle: VP-Vitality Points This is how damage one can endure before the battle ends, favoring one's opponent/s. Mana This is what is used when using Spell Cards, Spawning Trap Cards, and for SOME of the Force Cards. CP-Charge Points This is what is used when using MOST of the Force Cards, and when Summoning Monster Cards.   At the end of any given battle, win OR lose, you're fully healed, though there will be cases that a loss will be grounds for a Game Over. Usually, these will be attached to a cutscene (actually all Game Over sequences will be attached to a cutscene but not all cutscenes will be related to losing a battle).   Speaking of battles, there are both random encounters and event battles, but only event battles will have potential Game Over cutscenes. Also, take note that one can flee any given battle situation, unless the event battle calls for some special scene.   In-Depth Functions: Direct Attack-The player can invoke a direct attack with their weapon, but only against their opponent/s (if the player's opponent/s summon defenses, the player must quell those first before a Direct Attack is usable). Also, summoned Monsters can also use a Direct Attack in addition to their abilities with the same restriction applying. Summoned Monsters-If the player has at least one Monster summoned, the player cannot be attacked directly. The inverse is applied when an opponent summons a Monster. Spell Cards-Unlike Duel Monsters, these are equipped and the associated spell is instantly usable. However, there will be a limit to how many times the Spell is usable. Trap Cards-Basically the same functionality, only difference being that the effect may remain, but the card is usable only once. Force Cards-These cards are designed to enhance the player's own abilities, including attack power, and so on. They may also provide skills that can be used, but usually are meant for further enhancement of the player and/or any of the player's summoned monsters. There are some Force Cards that will have an effect on opponent/s and/or opponent's Monsters as well. Monster Cards-Basically, like summoning friends to battle to assist you. They will always be your shield.   Vitality Points-This will start out very low, and increase as you become more experienced with battles. Mana-This will also start out very low, and increases as you become more experienced in battles. Charge Points-This starts out at a low amount each battle, and increases as the battle goes on. It also increases whenever you use a skill that costs Mana or a Direct Attack. The maximum amount of Charge Points allowed will depend on the Duel Disk you have equipped.   Plans for graphics, and so on... No RTP wherever avoidable, and I have plenty of decent music already from the DLC I got through the Humble Bundle sale (thanks to @Plague Docteur who bought the Steam keys for me-I won't forget your beautiful deed!) I also have plenty of graphics because of said sale, so I intend to use those as well. I have no intentions of using the default sprites, since the main characters are made with Second Story parts (bought that DLC myself but thanks to @Kayzee for getting me GCH: PE), I'll be making the sprites for all characters with these, well, short of anything requiring tentacles or wings or whatever else.

Well, anyway...onto the icky parts. What I need help with.   Card Slots: Mainly, what needs to happen is this. The amount of card slots will be determined by the Duel Disk used. If the player has no Duel Disk equipped, this becomes zero. I have a script tool made by  Ninjamida that allows one to add and remove equip slots, however, the method used to invoke these removals would require I use common events to determine which slots to add and remove and it would ultimately be very messy.   EDIT: I found one of Fomar's scripts that allows me to do this in a very clean manner.

Weapon Formulas: I'm using Kread-Ex' Weapon Formulas script so I can emulate weapon damage ranges like how one would find in games like Adventure Quest. Currently, I'm having issues as I continue to get a zero damage result.

Formula Example from the notebox:
  <formula>
(a.atk * 3) + ((1 + rand(3)) - 1) - b.def * 1.5
</formula> <formula_variance: 0>   This appears to be valid, but am not getting a valid result for damage.   EDIT: Damage Formulas are working (unrelated issue causing a miss).   Monster summons and disabling direct attacks against the player/opponent if monsters are summoned:   I'm actually not sure if there are scripts out there for this, but it would certainly be easier than trying to invoke states that carry a 0% TGR because sadly, a 0% TGR actually does NOT deter attacks.   Edit: I've decided to use actor slots for the monster summons. Still looking for the player protection though. I'd use @Tsukihime's Untargetable States, but that would prevent a summoned monster from healing the summoner too.   Well, that's about all. I'll update this as things come up. I actually have the creators of Labyrinthine Dreams (another game I bought myself) to thank for part of my inspiration. It is a game I do recommend, though to be honest, it is not meant for the hardcore gamer.

PhoenixSoul

PhoenixSoul

 

Gold

I'm not contuing my encounter balance article from last week, because I don't feel ready and have more questions than answers on the topic. Now economy, that's fascinating! *Crickets in the background*
Ok, Ok, ... I kid.
It  might not be fascinating, but it is important. Because like in real life, gold, or Gil, or Yen, ... makes the game go round.
It is a reward , a reason to gind, and most of all the ultimate fungible currency and thus a wrench into the fine gears of balance. Because somewhere there is a way to convert gold into anything the player needs, it is a way for the 
designer to give the player a small pat on the head ands say: good kid, here's some spending cash, spend it however you like. But there are problems that lurks in most jRPG economies. 
I'm generalising, off course.
1. There is an infinite amount of money
2. The prices are weird
3. It is easily translatable into any type of power.
1. There is an infinite amount of money but no inflation.
The player is for al intents and purposes generating gold out of thin air. Even if you go the sellable loot route, that just adds an extra step.  Even if we substract upkeep costs, like sleeping in an inn, potions, and damage to equipment ( if you do that in your game), every combat leaves the player richer then the one before it.
This usually escalates into the player having quite a sizable cash supply.  Ahah! you think , I'll just let the player buy some gear in the next town, so he'll be back to being broke.
Now even if you calculated exactly how much encounters the player will have had, and the amount of gold he will have earned, most of the time it doesn't really work. If the player has earned more than enough to buy all the upgrades, the problem isn't solved. The player still has too much gold. When he has just enough to buy everything, why have the gold ? The player had no choice in anything. It becomes a chore : new village, new visit to the shops, incrementing the gear by one. And a curious thing happens when he does not get enough gold. You would think : ooh , he'll have to choose what to prioritize, creating fun gameplay, but nope, 
he'll just go for a jog or 2 around the village and grind untill everybody has the new gear. 
Too many old games required and reinforced this behaviour, instilling in the player the feeling that if they did not have the best gear available in every slot, they might just as well not bother.
So eventually they still wind up with all of the gear, but by now they are overlevelled for the content, unless you accounted for this, but then it becomes a forced grind, antoher one of the crutches of the old jRPG's. Personally I solve this by not having the gear grind, remember: my game has no straight upgrades in terms of weapons and armor, 
and just let gold be for consumables :potions, grenades,  ...  Choosing between some healing potions or encounter ending grenades, maybe some repel powder feels like a choice, and players are less likely to grind for them, since they feel like extra's and optionals, in ways that the gear upgrades do not.
2. The prices are weird.
Because they do no result from any internal process, all prices in the game are arbitrary. There is no supply and demand, just the price that you'll pay.
No link between prices. Why does the potion cost 50 GP and the antidote 25 ? Who knows. Why does the potion that heals one character for a 100 HP cost as much as a visit to the inn ?  Once you realise that all your prices are arbitrary anyway, you can start to see the big picture : Gold cost is a balancing mechanism anyway, so why not embrace it. If gold can buy both permanent upgrades and temporary items, everybody will be buying the permanent upgrades, because that is what games have thaught us up to this point. Even if the sword+1 is 1000 gp and the potion is 10, we will still save for the sword +1.
3. Gold is power.
Gold earned is a second axis on the balance scale. A player that can somehow gain extraordinary amounts of gold without gaining levels means that you cannot just balance for what level the player will be. The amount of gold he had to spend is a  factor in his powerlevel.
Except it is way more eratical. 1000 GP on grenades is not the same amount of power 1000 gp on remedies represents. It is a weird axis of balance, unless you as a designer have a perfect idea of what the amount of gold in to power out is. 
But  even that does not solve the stockpile problem. You can't stockpile xp to spend it in one burst, but gold can be used in such a fashion. The answer to this, in my mind, is to assign a basic unit of power to 1 gold piece ( or gil, or ...) and equate it to an equal MP cost, and prize all items according to that. This combined with a separate permanent/temporary upgrade currency split, should kind of solve this, I hope. Another solution is incomparables. Is healing 50% HP the same as raising everybodies defence for 2 turns? Who knows, but it is a player choice.
Realy long story short, buying long and short term upgrades from the same pool will lead to weird results.
 

freakytapir

freakytapir

 

savefiles Devil Boy Quest Demo Mode

Demo Explanation:
In demo there Normal and Demo mode, only save files from Normal mode can carry over to full game.

Demo mode:
You can chose to start with 99 level or with lot's of money,
or both of them.

Normal mode:
you start at level 1 with nothing but your save data can be used
for full game.

In previous demo there a bug where this option didn't appear and auto lead to begin with 99 with all, but it has been fixed.

Over-used save file:
Saved data from Demo (You start with 99 level/lot's of Money) can't be used for full game else you will have an error message.   I try to use Demo Mode save file in full game that I still working on and... That happens...   If you got any question feel free to ask.

Perang Cemen

Perang Cemen

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