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Entry 003: Motivation: The Fail

This won't be a long, drawn out entry.   It seems that my IP address is no longer banned on RMW or RMN (but from what I was able to gather it never was on RMW).   I did create a new account on RMW some time back, though I had to use a proxy to get in. Well, it has been since May 10, and I can't even make a fucking introductory post (oh yes, familiar and brutally UNFAIR TERRITORY HERE).   So, I'm asking for someone from here to go speak with a fair admin over on RMW, please, for heaven's sake.   Of course, I don't know of anyone here that has an account on RMW, well, except one unless she moved from there to here, that being Amysaurus.   But seriously, please, help me. I'd try to contact one of the admins myself, but I do not like the idea of pleading an IP Hack case to people that are potentially partial.   I only ask, because I'd do the same for anyone else. Thank you in advance.   Oh, my account name? We'll discuss it not in public if you decide to assist me.   One more thing. It may help if the person who does assist me is both an admin here and on RMW.

PhoenixSoul

PhoenixSoul

 

The title "Lord" that is in my name

The title "Lord" that is in my name; you are not obligated to call me that. Lord is there because of the lore of Vectra himself. I don't, in any types of seriousness, would call myself Lord. Meaning, I will always say it in a joking matter, so if you dislike it, I'm sorry. What I don't like it being falsely accused of being arrogant.   And I find it very funny that, because I don't like being called arrogant, I'm arrogant. So, what you are basically saying is I can't defend myself.   PM me ONE TIME where someone didn't call me Lord and I got mad? Lemme help you out, you won't find one.   I will respect people as I always have. What I am NOT going to allow is for you to disrespect me because if I RESPECT YOU, I am expecting the same back. If you're going to totally disrespect me and disregard my feelings because of the word, Lord, then apparently we weren't friends to begin with because Lord been in my name for years and never had I taken it seriously, so I don't see why you are.

Lord Vectra

Lord Vectra

 

#4. Finished Writing States + Block

May 31, 2017 Finished writing and coding the states (mostly inspired by Final Fantasy Tactics). We categorize all states into three: positive, negative and neutral states.Positive states benefit the user. Regen heals 12.5% of Maximum HP each turn. Characters with this status will be tinted bright cyan.
Protect reduces physical damage taken by 33% of the expected damage (the damage reduced is the expected damage, that is, the damage that is sent to the keyboard input window for modifying, not the damage after being modified by the input window)
Shell reduces magical damage taken by 33% of the expected damage.
Haste increases the speed of the character by 150%, re-arranging their turn in the game's internal action list order. Hastened characters animate faster.
Manaregen heals 12.5% of Maximum MP each turn. Characteres with this status will be tinted bright orange.
Manasave reduces MP cost of magics by 33%.
Manashield substitute MP instead of HP when taking damage, happens when MP > 1, (Bravery)% of the time.
Bubble doubles the character's maximum HP as long as the character is affiliated with this status.
Defending is automatically applied when you select Guard from the actor action menu. Reduces the expected damage from both physical and magical attacks.
Invisible will render your character unseen and prevent them from being targeted by the enemy. Aside of that, while invisible, any keystrokes sent to the keyboard input window will be considered correct, further supporting 100% action success rate while invisible.
[*]Negative states harm the user. KO basically is the state applied to anyone dead/knocked-out.
Poison decreases 12.5% HP at the end of each turn. The character sprite will be toned dark green.
Blind will make the text we need to input at the input window invisible (meaning that you'll be presented by a blank input window and have to figure out the keys by bashing keyboard letters).
Silence will hinder you from using magics, speechcraft, bardsong and basically anything that involves speaking, including ACTing.
Confusion will make your character act deliriously and attack anyone.
Sleep will hinder your character from getting a turn and increases the damage taken.
Paralysis will prevent your character from acting. His step animation will be stopped.
Stun is when a shock damage is applied and the character is temporarily stunned to the ground. The character's step animation will be stopped.
Vampire is also considered a death state. Once a vampire, the character will drain anyone's HP, either enemy or ally, and inflict them with the Vampire status. A party loses if all of the members are vampires. The character will be tinted pale magenta.
Charm allures your unit, forcing them to attack allies instead of enemies.
Oil doubles fire damage taken. The character will be tinted slightly black.
Stone means your character is petrified. A party loses if all of the members are petrified. The character will stop animating and stand still while its sprite is tinted completely gray.
Slow downs your movement speed to 50%. The character's walking animation will slow down.
(to be continued)
[*]Neutral states neither benefit nor harm the user. [To be written tonight] [*]Re-wrote the weapons (some description errors and some imbalanced formulas). I've also added dual wielding capability to some projectile weapons (four crossbows, all types of handguns and sub-machine guns). Projectiles can only be dual-wielded with melee weapons or other projectiles of the same type (you can dual-wield knife and bowgun, but you can't dual wield bowgun and pistol). Furthermore, dual-wielding two projectile weapons will use two bullets (and more if you're using a machine pistol) each time you launch an attack. [*]Started concepting the armors.

oichidan

oichidan

 

#3. Began Writing States

I'll begin writing the states that will mark its play on the game. I'll also have to incorporate the states into the game by altering the sprites used in the visual battlers implemented by Yanfly's Visual Battlers script (for example, petrified characters will be rendered grayscale, while dead characters will be mostly transparent or at least white-toned).

oichidan

oichidan

 

#2. Finished Writing the Weapons

Finally! After a long set of researching, recalculating damages, et cetera et cetera et cetera, I've finished (well, not 100% though, the states and parameter changes as well as the price is still a work to be done) writing the weapons for the game (by now, it has weapon powers and descriptions).   Be sure to prepare yourself for a really long set of weapons if you open the spoiler box below.         Roughly counting, there are 250 weapons in this game that falls into 37 weapon types and 3 major weapon categories! Whew.   Also notice the description of the Corrupt Rod above. It looks catchy *smirks   Ah, yes. Aside of the weapons, I've also finished writing the ammunition for projectile weapons.   The spoiler below contains the said ammunition containers for equipping in the equip screen. They are all defined in the database as armors.         The spoiler below contains the item counterparts of the ammunition above, that will be depleted by 1 for each projectile weapon usage.         The weapon damage formula has also been written and tested.

oichidan

oichidan

 

#1: Welcome to #TMoJ

Alright, so...where should I start?   I've been developing an RPG Maker VX Ace project. Well, this is mainly aimed for me to learn the ruby programming by doing, but it eventually ended up being a small game. The game would go with the codename #TMoJ. The basic idea of this game is as follows: Gameplay: Instead of heavily relying on random-driven gameplay, this game uses rapid typing-driven gameplay. That is, the user must type letters showed on the screen at battles to alter the turn outcome. For example, let's assume that an attack will result in 200 HP damage. Then, a window, the keyboard input window, shows up on the screen, prompting the player to type the letters, say, A B C D E, before its timer runs out. If the user types only 1 letter correct (A B C D E is 10 letters, including spaces), the damage will be truncated down by 1/10 = 20 HP damage. If none is correct, the user will fail the turn.
At case of a critical attack (now -this- is defined randomly by the critical rate feature set on the database), an additional window with flashing letters will pop-up. Each letter typed correctly will enhance the critical attack outcome.
In the enemy's turn, the letters will actually act as a 'guard'. Suppose an enemy attack results in 100 HP damage, and the letters ABCDE pops out on the screen. Typing one letter correct will decrease the damage by 20% (1/5 correct). Typing all correct will nullify the damage. The similar logic is also applied to critical hits.
In case of a dual-hit attack, the damage altered is the damage produced by -both- weapon attack. Suppose the right hand weapon expects 80 HP damage and the left-hand weapon expects 100 HP damage, making a total of 180 HP. The damage outcome altered by the keyboard input window here is the 180 HP damage.
No status ailments will be inflicted upon the target if the attack is nullified.
This game features techniques and magics. Techniques are special skills that are unique to each class and can be executed without inputting characters to the keyboard input window. For example, the First Aid technique restores as much as 10% HP to critically wounded characters.
Magics are special skills that involves MP usage. Unlike conventional RPGs, Magics in the #TMoJ RPG are casted based on pre-defined spells that the player needs to input on the input window. For example, let's take the spell Fire, which inflicts fire damage to the enemy. To the gods I pray (completing at least this line will net the caster with the weakest Fire spell. The damage? Let's assume the expected damage is 100, just count the number of correct characters divided by the number of characters from the beginning of the first line to the end of this line and multiply it to 100).
With uttermost faith and belief (completing the first line and inputting at least the first letter of this line will net the player with the second Fire spell, significantly stronger than the first. Damage calculation and reduction is similar to the first, except that the expected damage will be different since a different damage calculation formula will be used).
That you might burn the enemy before me
Bestow them with your warm nether embrace
[*]Once you finish one line of quote, a new line of quote will appear. Since the spell has four lines of quotes, it has four levels, and therefore a fast typer can use the strongest Fire spell early in the game--if you manage to ramp up the spell quotes to the last. [*]Unique Skills are skills that are unique to some story characters. [*]Statistics: The maximum amount is 99 per item, except projectiles, which can rank up to 999 per item. Levels may go to maximum level 99, as well as the parameters (Max. HP and Max. MP are 999 maximum, note an exception). Available elements: Fire, Ice, Thunder, Water, Earth, Wind, Holy, Darkness, Divine, Physical.
Each character (ally or enemy) will have the following parameters: Health Power (HP) 0-999
Magic Power (MP) 0-999
Physical Attack Power (ATK) 0-99
Magical Attack Power (MAT) 0-99
Agility/Speed (AGI) 0-99
Fortune/Luck (LUK) 0-99
Bravery (BRA) -- inspired by Final Fantasy Tactics, the Bravery parameter defines the character's courage. This parameter is used for damage calculation as well as other purposes that involves the character's courage. 0-100
Faith (FA) -- inspired by Final Fantasy Tactics, the Faith parameter defines the strength of the character's belief in God and other unnatural phenomenons. This parameter is heavily used for magic calculation as well as other purposes that involves the character's faith. 0-100
Critical Rate -- defines how often this character deals critical damage and pops out the critical keyboard input window.
Counterattack Rate -- defines how often this character reacts to an attack by delivering a counterattack.
HP and MP Regeneration rate.
Target Rate -- defines how the enemy will prioritize this character in their attack targets list.
Guard Effect Rate -- defines how sturdy this character will be when guarding (selecting the Guard option from the menu). The guard option will decrease the expected damage delivered by the enemy, which can be further decreased by correctly inputting letters at the keyboard input window.
Pharmacology -- defines how this character will react upon being healed by chemical items: will potions heal exactly 30 HP, 25 HP or even 40 HP to this character?
MP Cost Rate -- defines how this character will spend his/her magical power efficiently in casting spells that involves magic power.
Experience Rate -- defines how fast this character learns from combat experiences.
[*]The weapons in this game are divided into several categories: One-Handed Weapon, Two-Handed Weapon, and Projectile Weapon. A one-handed weapon is a weapon that is equipped only by one hand. This type of weapon supports dual-wielding. The weapon types that fall into this category are Knife, Sword, Flail, Ninjato, Staff, Scale, Mace, Rod, Book, Knuckles, Katana, Lightsaber, Club, Hammer, Whip and Boomerang.
A two-handed weapon is a weapon that can only be equipped by both hands, disabling dual wield as well as shields. The weapon types that fall into this category are Fans, Pole, Cloth, Instrument, Handbag, Fellsword, Knight's Sword, Slingshot, Polearm, Doublestick, and Scythe.
A projectile weapon is a weapon that uses projectiles. All projectile weapons are two-handed. Each attack fired will decrease the number of the equipped projectile by 1. Attacking with empty projectile will result in a guaranteed failure. The weapon types that fall into this category are Crossbow, Axes, Pistols, Shotguns, Rifles, Machine Pistols, Grenade Launcher, Rocket Launcher, Bow, and Handbomb.
Each weapon has their own weapon power that is used in damage calculations. In case of projectile weapons, their weapon power is that of the weapon power, plus the weapon power of the equipped projectile.
[*]The armors in this game are divided into several categories: Light Armor, Heavy Armor, Magic Armor and Projectile Containers. Light Armors, Heavy Armors and Magic Armors all modifies the parameters of a character, specifically Maximum HP, Maximum MP, Physical Attack, Magical Attack, Agility (Speed) and Fortune (Luck).
There are various types of shields and accessories: Shields provide extra evasion rate, which in reality, alters the timer of the keyboard input window. It increases the timer count, making the timer slightly longer.
Mantles provide extra evasion rate and works similar to shields.
Armlets provide various effects, enhance magic damages and shields the wearer from a small range of status ailments.
Hair Adornment hinders the wearer from a wider range of status ailments as well as increasing maximum HP and MP.
Boots alter the number of numbers and symbols the character needs to input. Normally some enemies, especially at the near-end, will spawn a mixture of spaces, characters, numbers and symbols to the input window. Boots will take care of this, from a small degree to completely eradicating those peculiar numbers and symbols.
Gloves provide parameter changes.
Rings alter the number of words the character needs to input. This is beneficial especially when casting magics and fighting enemies in the later part of the game, as the characters the player needs to input will no longer be random jibberish letters, but sentences and paragraphs.
Necklaces alter the number of characters the player needs to input. It can increase and decrease the number of characters based on a specified number (for example, -1/+1 means decreasing one character when the wearer attacks and increasing one character when the wearer is attacked).
Belts alter the number of spaces the character needs to input.
Perfumes provide positive status ailments to the wearer.
Pins alter the number of uppercase characters the character needs to input. Normally some enemies will spawn characters in mixed upper and lower characters. Pins will take care of this, from a small degree to completely render the characters either uppercase or lower-case.
[*]Defense and Magic Defense is not used in this game. [*]Projectile Containers will always correspond to its Projectile item counterpart. For example, a Leather Quiver will always carry Birch Bolts for use within a crossbow. The projectile container will be equipped in the bottom equip slot (Ammunition) at the equip screen. Each fire of a projectile weapon reduces the number of the projectile item counterpart owned by the party by 1 (or more, in case of machine pistols). Bowgun Bolts are for the crossbows.
Slingshot Projectiles are for the slingshots.
Handgun Ammos are for the pistols.
Shotgun Shells are for the shotguns.
Machinegun Ammos are for the machine pistols.
Grenade Rounds are for the grenade launchers.
Rockets are for the rocket launchers.
Arrows are for the bows.
Handbombs are for the handbomb-type weapons.
Rifle Ammos are for the rifles.
[*]The items in this game are divided into several categories: Recovery, Thrown, Synthesis, Projectiles, Key Items and Memory Items. Recovery items recover the user's condition, such as restoring HP, MP (TP is unused in this game), or removing status ailments.
Thrown items are used by special throwing classes for attacking the enemy. For example, shurikens, for ninjas' throwing.
Synthesis items are used to craft new items and ammunition. Chemical synthesis are used to craft potions and other chemistry items.
Blacksmith kits are used to craft new melee weapons from weapon parts.
Firearm kits are used to craft new projectile weapons from weapon parts.
Gunpowders are used to craft firearm ammunitions as well as arrows and bolts.
[*]Projectile items are used to fire projectile weapons. See the explanation above for more information. [*]Key items are used to unlock certain quests, advance through the story or for other purposes. [*]Memory items are stored between games to mark the story progress. There are at least 10 endings in this game. Memory items are stored between replay attempts, even in different storyline and dimension, to alter the progress or even the ending. [*]Storyline (trying to exclude spoilers as many as I can do here). Heavily inspired by the indie game Undertale, the player can choose between ending this game peacefully by not killing anyone or slaughter every enemy this game has to offer. There is an 'Act' and 'Mercy' menu to peacefully end battles as well as to interact with the enemy. Bravery factor plays a part here (frightened characters will speak in a different manner than a brave character).Unlike Undertale, #TMoJ plays in a party-driven game. Where the character (the protagonist/the player) is not alone, a random character will be picked to perform an action toward an enemy. For example, if the party consists of Character A and B, each 'Act' will be performed by either Character A or B in one time, not both at the same time. 'Act' and 'Mercy' will be available in the party menu.
[*]Random enemies are spawned on the map by their leader's sprite that approaches the character. For example, you'd meet a slime sprite that approaches you for a random battle. [*]If you end the battle peacefully (no one dies), the enemy disappears within a ball of light. If you slaughter them all, the enemy disappears without any traces (or even a blood spill, in case of human enemies and enemies with flowing blood). [*]The character can show the enemy group 'mercy' after some interactions or after decreasing their Health Power to critical. [*]There are 10 different endings in this game, at least. [*]States: This game offers a wide range of states...not going to write this for now. What's important at this point is that there are three states that will be considered 'death state' by the game: Dead (0 HP), Stone (the character is petrified) and Vampire (the character turns into a vampire). Inspired by Final Fantasy Tactics. [*]Scripts: Aside from self-written scripts, this game uses the following: Neon Black's VX Ace Star Passability bugfix.
Neon Black's Display Rounding Error bugfix.
Neon Black's CP Keyboard Input script.
Yanfly Engine Ace: Core, Message, Message Actor Code, Adjust Limits, Battle Engine, Element Color Popup, Enemy HP Bars, Battle Commands, Cast Animations, Visual Battlers, Equip Change, Death Transform, State Animations, Victory Aftermath, Equip Engine, Barehand Trait, Enemy Levels, Learn Skills, Event Chase Player, Event Window, Force Move Tiles, Gab Windows, No Encounter Region, Slippery Tiles, Item Menu, Menu Engine, Save Engine, Shop Options, Menu Cursor, System Options, Call Events, Call Random Battle, Debug Extensions, Spawn Events, Party Music.
Fomar0153's Dual Wield -> Free Hands script that enables two-handed weapons.Some of the scripts above are adjusted accordingly to suit this game's need (especially those involving projectiles and weapon power display on equip screens)
[*]Self-written scripts: String Chopper: Chops a specified string for each i characters and returns an array of the chopped strings ("HAHAHA" -> ["HA", "HA", "HA"]. Used in generating strings for display in the keyboard input window.
Random Array Picker: Randomly picks n elements from array a and returns an array that contains the randomly picked elements.
Weapon Power: Implements the weapon power functionality, adding a 'wp' property to each weapon that functions as the weapon power that can be defined via note-tagging. The weapon power is used in damage calculations.
Bravery and Faith, inspired by Final Fantasy Tactics, adds the Bravery and Faith parameter to each actor and enemy by note-tagging.
Timer Input Window defined as class Timer_Keyboard displays a window where the character must input a set of characters and calls methods to determine the outcome. This window is used both in combat and in map. Requires the CP Keyboard script.
Weapon-Specific Damage Formula: using the weapon power parameter above, each weapon have their own damage formula. This script handles the attack skill by passing some parameters to determine the attack damage.
[*]Graphics... crap. I can't do this one. Until now, I've been going along with the game's default graphics set (since I haven't even started to tinker with the game graphics yet). I will obviously need a graphics artist, mind you. [*]Music... *raises my hand and waves at the camera* [*]Testers... still a really long way to go before I can even hand this game out for testing. But if you're interested, I'm glad. The posts on this blog category will heavily focus on the updates for my project above. This project will be purely non-commercial, since it was first written for learning Ruby programming. As such, no profits will be given, and will be taken, to and from me. If you're interested in getting involved, I'm happy I'll tell you later when I've finished roughly 50-70% of the game (in the meantime, I'll use the RPG Maker VX Ace default graphics and musics. In the meantime)   But do mind that I'm entirely new to this scene, and such I am open to doing various mistakes. Therefore, much guidance are welcome and much appreciated, Since this is a non-profit project, I cannot guarantee something that involves financial matters. :'3

oichidan

oichidan

 

Weapon Powers

Alright, so... I know there are many scripts about weapon powers out there, but I wrote something for use within my project. Please feel free to use it the way you'd like to.   Features: A new parameter: Weapon Power (WP). Define each weapon and armor's 'weapon power' by note-tagging in the database.
Rewrite performance considerations by factoring the weapon power into the equation, meaning that when we select 'optimize', weapon power will also be considered.
Here's the code. As always, insert it below the materials section above Main. Place it on top of scripts that will depend on 'wp'.         Some damage formulas created by using weapon power (though creativity -is- limitless):       The comments box below are open for further discussions. Ideas, suggestions, critiques and feedback are always welcome! <3

oichidan

oichidan

 

A Small Reminder about Array Iteration

Alright, let this post remind me at times I forget this thing.   I've been developing an RPG project lately. At present I wanted to modify the equip screen. I've added a new equip slot (ammunition) using Yanfly's Ace Equip Engine. By the time the user selects a projectile weapon, I want them to select an ammunition from their inventory list.   The ammunition list shown will correspond to the equipped weapon (you won't get a list of handgun bullets if you're equipping a bowgun). The following method is to remind me to check weapon IDs whether they're a projectile weapon or not. =beginThe projectile weapon IDs are 5, 29, 6, 8, 30, 7, 9, 10, 11, 24.We create a method to check the weapon ID and return true if the weapon is a projectile weapon.=endclass Window_EquipItem < Window_ItemList def projectile?(weapon) return false unless weapon.is_a?(RPG::Weapon) result = false [5, 29, 6, 8, 30, 7, 9, 10, 11, 24].each do |x| result = true if (weapon.wtype_id == x) end return result endend   At present, the capabilities are: Able to equip projectile weapons that uses ammunition.
The ammunition is defined as armors in the database, but will later be ammunition in-game using Yanfly's Ace Equip Engine's note-tagging.
There's a corresponding item at the database. An example works best. Suppose we're equipping a bowgun.
The ammunition equipped is a set of birch bolts.
There is a 'birch bolt' item in the database entry.
Each time the bowgun is fired, one 'birch bolt' will be lost.
The attack will fail if we're running out of ammunition, and a corresponding message will be shown.
[*]Each weapon has a new 'weapon power' parameter written in the note box by note-tagging (I wrote the code for implementing weapon power). The damage formula will use the weapon power in conjunction with the actor's statistics.   I'll post something when this project is starting to make sense.

oichidan

oichidan

 

Clickbake

I've been posting a bit about baking recently so here's some pics of the goodies.   These are the first attempt.The welshcakes came out a little burned obv T.T but everything tasted pretty good.   These are the second batch of shortbread. Had a little dough left over hence the Pacman shaped one.   These were the cookes that became brownies. To make them the soft chewy kind I used brown sugar and self-raising flour, but yeah, came out too big.   And these are the last things I baked. A second batch of welsh cakes that came out looking a lot better than the first.

Tarq

Tarq

 

Entry 002: IP Hacked; Windows Drivers failing...coincidence?

I had an account on RPG Maker Web a couple years back, and I had gone away for a couple weeks. Well, someone decided to hack my account, and not just that one, but several, but the point is, is that when my RMW account was hacked, whomever did it decided to sabotage my account and the staff fell for it. Guess what happened?   I got banned. Oh yeah, my IP got banned. No, emailing the administrators doesn't work, like ever, because I tried for a week, and got no fucking response. At the time, I lived elsewhere, and after the move, I thought about starting up another, only to find that someone had not only hacked my IP, but also, my computer, and had used someone else's account through my computer to do some really lewd things...   Now my IP has been banned on both RMW and RMN.   This all coincides with core Windows drivers failing, at least for the second time I got hacked. So I'm wondering if the hack actually caused this problem.   Of course, I did a re-install of Windows using the disc (the anytime upgrade option so as to not lose all my files), and the drivers were restored, as was the firewall.   But I beg to ask, why me? Why this person, whomever they might of been. Just, why?   Well...other than that and life being unrealistically unfair, nothing more to say...   Other than...   Top40 music is not music, and anyone who says otherwise has no taste at all.   Amyrakunejo, signing off...

PhoenixSoul

PhoenixSoul

 

Documentation of in-game classes

I noticed recently that there hasn't been any documentation made on the in-game classes, such as Cache, DataManager, BattleManager... I had to move back and forth at the script editor, and print out their instance variables via Yanfly's debug script as well as printing them via a line of code for many purposes.   It might have been really, really convenient if one makes such documentation for ease of referencing. I guess I'll put a new blog category of RGSS3 Documentation and see what I can do there.

oichidan

oichidan

 

Entry 001: Summer storms and other stuff

For most of the afternoon and evening where I live has been under severe weather watches and/or warnings in one form or another. Mostly, severe thunderstorm warnings and watches, but tornado watches and a few warnings as well.   Where I live, the weather has just started turning towards the nastier side, otherwise just overcast and cool.   We had a severe thunderstorm warning briefly not too long ago, said related storm raced through the area like a Ferrari on the Audobahn and was here and gone in five minutes tops.   But in other areas, heavy rain, strong winds, straight line winds, large hail and rotation with and without associated wall clouds were a huge part of a two-hundred mile length thunderstorm chain. That chain was never near my area though...   There were some reports of tornadoes, funnel clouds and the like, but any damage reports were related to the strong winds, one report which was actually shown on live coverage was of an old tree completely uprooted from the ground, a sad sight indeed.   Right now, there's some thunder rumbling, birds chirping, perhaps some light drizzle, but nothing severe at the moment.   Yeah, the location I have on my profile is where I am from, not where I live currently.   That's right, I live in Tornado Alley, and though I didn't want to move here...that's for another story, another time.   Amyrakunejo, signing off...

PhoenixSoul

PhoenixSoul

 

8.times versus for i in 1..8

I've recently came across a code excerpt that piqued my interest. # Taken from Ace Equip Engine, Yanfly Engine Ace# All credits and copyrights where they due.8.times {|i| draw_item(0, line_height * i, i) } The syntax above essentially repeats the instructions in the block given after the times method call as much as 8 times. If we define this code using a for loop, an equivalent would be: for i in 0..8 do draw_item(0, line_height * i, i)end Then a question arose on my mind. Which would be better and why?   Let's consider the pros and cons of both code structures.   First one is the times function. This function actually calls for an iterator block, requiring evaluation, as it defines a yield clause in its definition. It basically repeats the instructions in the iterator block, yielding a local variable to signal how many times the iteration had performed, as much as n times, where n is the said number. 8.times would mean 8 times.   A consideration would be if the number is not a number literal, but is a variable that contains a numeric value. Fine, we can use to_i to convert non-integer to integer values, but what if the variable ends up being a negative number? exa = 0exa -= rand <= 0.5 ? 1 : -1# ...# at this point, exa would contain either positive or negative number, and we want to perform a loop# of instruction for exa times.exa.to_i.times do |ex| puts ex + "\n"end The RPG Maker VX Ace help files mention that if the instance variable that calls the times function is a negative number, it does nothing. It doesn't matter if we mean to check for negative variables, since we can simply just exa.abs.to_i.times do |ex| things out, but if we meant to do a loop (say, if exa is 2, then we want a loop 2 times, as do if exa is -2, and using abs function is tedious in your opinion), in such cases, the for loop is handy. exa = 0exa -= rand <= 0.5 ? 1 : -1# blablablafor ex in 0..exa do puts ex + "\n"end This way, whether exa is positive or negative, the loop will still perform its job.   The downside of a for loop is that while iterator expressions introduces a new block scope for local variables (and thus, we can perform wider range of actions inside the block scope), for loops doesn't introduce such scopes, and so, for has no effects on local variables.   Basically, we would say that the following two loops will output the same. 8.times do { |x| puts x }for x in 0..8 do puts x end So, we can conclude that both of them are equivalent in terms of performance. If we want to perform operations that modify the local variable passed to the loop, then the times and iterator block expression would come handy. Otherwise, the for loop might come in handy as well. The usage of both of them mutually is a choice of each own programmer.

oichidan

oichidan

 

World of Chaos Progress and Plans VIII

Here is my progress and plans for World of Chaos. Note: Imma do this on the 1st of every Month   NEW FEATURES Weapon stats reform There will also be a reform for the weapons. Some are too strong and some are too weak. I also have to reform the rarity levels (Equipment set, legendary, legendary artifact, and unique (new one)).   Damage Formula Reform (Completed) The game now uses a 1:(2/3) ratio instead of the default 1:0.5 ratio.   Equipment differentiation I want two-handed blunts and blades to coexist, but I want them to be different somehow (atleast,t hat is how it started). The idea I have is:   Two-Handed Blunt Weapon: Ignore 15% Armor (for melee attacks only); +5% MP Cost Rate   One-Handed Blunt Weapon: Ignores 3% Armor   Two-Handed Blade Weapons: +30% Melee Resistance; + 5% MP Cost Rate   One-Handed Blades: +6% Melee Resistance   Daggers: +10% EVA   Bows: +10% CRI   Scythes (Battlemage weapon): Ignore 7.5% Armor, 7.5% Melee Resistance, -20% AGI (Or I might replace the AGI penalty with the +5% MP Cost)   Battlestaves: People who use these will be able to equip shields (Scythes still cannot). +6% Melee Resistance   Staves: -10% MP Cost Rate, -75% Cooldown (I may or may not add a +5% weakness to melee penalty) Shields: +10% Magical/Ranged resistance.   PLANS Quest System Reform Still have to add some quests over.   Enemy Stats Reform Due to my damage formula reform, many enemies are doing little to no damage.   PROGRESS 14 Quests have been finished. No Quests are in progress. Roughly 381 skills Roughly 99 items Roughly 121 Weapons Roughly 94 Armors Roughly 106 Enemies Roughly 191 States Roughly 133 Troops Exactly 121 Custom Animations Roughly 140 common events 17 Actors 11 Classes Exactly 28 Elements (You need to only worry about 12) 7 Weapon types 4 Armor types 7 Skill types   My focus? Enemy stat reform NOTE: I have finals coming up and HW to make up so I probably won't get much done this month.

Lord Vectra

Lord Vectra

 

New Computer!

So if you're all wondering where I've been, I've actually not been working on my RPG Maker project. Or my fighting game project. Or actually any of that. I've been working working. Like, real life job.   See, as a part time job (which I'm trying to get as full time, but lol the place I work at sucks), I do manual labor and help people out in case they can't lift any heavy stuff. And I push carts. Which literally an 11 year old can do. But that's besides the point. Over the last two or so weeks, I was working constantly, nailing down at least 40 hours a week and coming home completely exhausted, and then restarting the process over in the morning. It has been a hellish two weeks but when you get paid 12.50 (plus an extra 2.50 on weekends), it really adds up to a surprising paycheck.   All of that money has been going towards a new computer. It's one that I built recently with the help of my Dad. And let me tell you...I have never been more overjoyed to run Bayonetta at 60 FPS when this laptop (that I am currently typing on now) can barely handle it at 1 FPS.   Here are the specs for the computer:   CPU: AMD RYZEN 5 1500X 4-Core 3.5 GHz (3.7 GHz Turbo) (so basically top of the line processor from AMD) Motherboard: ASUS Prime X370-Pro (so basically the top of the line Motherboard that supports Ryzen) Graphics Card: EVGA GeForce GTX 1060 3GB (Actually not terribly top of the line but still gets the job done) RAM: G.SKILL FORTIS Series 16GB (2 x 8GB) (32 GB is way too much but 16 is the perfect amount) Power Supply: EVGA 600 B1 100-B1-0600-KR (Probably not important because who cares) Hard Disk Drive: WD Black 2TB Performance Desktop Hard Disk Drive Tower Case: Fractal Design Define R5 Black Window Silent ATX Midtower Computer Case Monitors: 2x AOC - 21.5" IPS LED HD Monitor - Black Mouse and Keyboard: Some el cheapo Microsoft crap that was like $20 Headset: Logitech H390 USB Headset with Noise-Canceling Microphone - Black OS: Windows 10 Pro 64-bit   And as part of the promotion with getting the Graphics Card, I also got the new Ghost Recon: Wildlands, which I've yet to play. Seems pretty exciting though.   All of this ran me close to $1500. The tower itself was almost $900, the two monitors were $129 each (they were on sale when I got them), the OS was $200, and then I had to fiddle around with cables for the monitors for a little bit, so that ran a bit extra. I'm also using a decent office chair that I got at Office Depot that was on sale for $70.   So if you want to steal my idea of a rig, there you go, you have all the parts needed to make a rig right here. If you take just the rig and the OS itself, it'll be close to $1,099, but I guarantee if you were to go into a store and try to buy the same thing, it would run close to $2,000. The reason is the case, most of the time. You never want to pay more than $60 for a tower case. And building it for yourself is much more efficient in terms of money and time than going out and buying a preset rig.   Oh, and the Graphics Card lights up whenever I play games. <3

Radiant Arin

Radiant Arin

 

5# Why i Hate: Things shutting down

Been a while, I think the following topic is actually quite timeless since sadly it will keep happening. Let me tell you...       Why i Hate: Things shutting down   Not a very crystal clear title i agree but you'll get the point. Lets start with something recent, the Nintendo Switch is released now and along with it a new Online Service is released, what that means is that the already existing Online service for the Nintendo Wii U and/or probably the Nintendo 3DS is different and not supported on the Switch but here's the catch. Now with the new service inbound the old service is endangered, meaning that god knows how long will it take till they shut it down and then you will no longer be able to do, well anything online really. "Wait a minute, how are you so certain that they will shut down these online services" Remember Nintendo WI-FI? Well its been dead for quite a while although this has more to do with Gamespy shutting down but hey, same thing one day it was simply killed off without warning or intention of bringing in an alternative.   So why would this happen? Because sadly this is how the console world works nowdays. If you dont have the latest one, you're dead in the water and there's nothing you can do about it. Its not just a console thing however. Entire games or their multiplayer components for any platform get shut down at any given time without any feedback to the community as to why this has happen and no alternatives from the developer arise. One of the worst offenders are games that rely entirely on multiplayer, one day they shut down and then thats it, you can never actually play these games again not only that, but you immediately lose all the value you made from this game. How? You paid good money for this game but ooops you cannot play it anymore, sucks to be you. Thats like getting a brand new car, driving it for 2 years but then the car manufacturer comes to you and says "Ya know what, we dont care about this car anymore so we're taking its engine and leave the rest to you, have fun" So you end up with literally nothing of value to you only and since there's no tools or even documentation as to how its engine was made, there's not way to bring it back up and running only because someone thought it was a good idea to shut down a multiplayer only game.   "Now now, you're being unreasonable. Sometimes due to financing issues games and/or services have to be shut down"   Fair enough, but why not give certain tools or features to your playerbase in order to still have have access to multiplayer or even the entire game? Some developers do that and thats pretty good while others.... uhhhh.....   All im saying is that shutting down games or online features sucks. I mean hell, you pay with actual money for something to own forever but one day it just disappears? Thats a straight out fraud. Again the right thing to do is keep servers alive or at least give people the power to make dedicated servers or something. Whats your take on the subject?

UberMedic7

UberMedic7

 

My 2.5 years journey of game development

Hello all, Just thought that I would share a bit about my game development experience in these past 2.5 years to those that are willing to listen. Hopefully someone finds this interesting or helpful. 2.5 years ago, I had an ambitious goal to make one of my stories come to life. As a programmer, making a video game had always been a dream of mine and I thought what better time to make a game than now? I knew from the beginning it was going to be a difficult journey, so I researched all I could at first before fully committing to the project. Even with all the research, there were numerous factors I did not foresee and things I wish I had taken into account. After finishing the basic framework and refining the game mechanics, I gathered several talented friends and pitched them my idea. Despite the small budget, we had to work with, everyone was on board. Development was progressing and I started seeing my dreams become reality. Unfortunately, my team members begin to lose interest as time progresses. This was when I learned the importance of team morale and the difficulty of commitment. There was a period of time when I was the only person working on the project, and had wanted to quit several times myself. But then, I realized I have too much attachment to my project so I continued to persevere and it was well worth it. Eventually, developing the game became an enjoyable experience rather than a struggle. The whole process opened my eyes It broadened my experience in not only coding and debugging, but also art, sound design, and how to effectively convey mood through the environment. I became more independent, having to take on multiple roles because the team spirit we had was just not there anymore. I did not have a concrete road to follow, but I knew that if I wanted to see this project through to the end, I had to get my team back on board. Team management and sustaining everyone’s motivation took a lot more out of me than I expected, but the hard work paid off. I eventually managed to finish a “skeleton†version of the game and rekindled the spirit of the core members on the team. With everyone back together, we established a clearer direction to the game and it really helped align everyone’s vision. As we progressed, I realized how limited our resources really were. Our team was too small, and we really needed more experts in different fields. This was when I learned another valuable lesson in game development. Sometimes, reaching out for help and being willing to pay for quality work can go a long way. I started to pay for quality work from several different artists and the impact it had was beyond my expectations. After seeing how much the art affected the whole game, I became more willing to save a little more of my paycheck to invest in the game. There were rough patches along the road, but we managed to sew most of the game together and I’m very proud to say that the game is nearing 100% completion! Reflecting back on the experience, I really wish I spent more time finding the right motivation for each individual on the team to continue with the project early on. This was a critical mistake and it set us back more than I’m willing to admit. I also wish I spent more time figuring out the best quality of each team member and better utilized their talents from the beginning. Due to my lack of experience in game development, I spent a lot of time focusing on improving my knowledge, but neglected the team in the process. Even so, I’m very content with the state that the game is at today and I couldn’t have done it without the hard work and perseverance of my team. A word of advice to anyone attempting to create an indie game with a small group: Be a team, be willing to spend on quality, and be patient. Whether the game is successful or not, the work we have done so far has definitely been worth the effort. Seeing an idea come to life is one of the most satisfying rewards. I’m uncertain where the game will go from here, but I am excited to take the next step to really getting our game out there. Finally, I leave you all with a list of Dos and Don’ts that I learned from my experience. Hopefully it can help someone. Do: Use an existing game engine, it will save a lot of time.
Research up on games with the same genre and study them to get ideas.
Write up a story/gameplay script and go over it with your team to compromise on a vision before jumping into development.
Hold multiple sessions with the team in gathering feedback, ideas and criticisms.
Have a test run of the game often to find bugs and glitches.
When fixing problems, always strive to fix it fully, never give up on a problem just because it is difficult.
Always think of the players and how much fun they will have playing the game. Having a good GUI is very important.
Be willing to spend a bit of money if you can for quality work. The impact is surprising.
Invest time in fueling the team spirit. Your team is everything.
Don’t: Throw away artworks that artists draw for you, be resourceful.
Depend too much on others to help you all the time, you will be on your own sometimes.
Give up on your team members, each have quality talents that need to be utilized correctly.
Give up on yourself, quality work requires perseverance.
Rush the game and release an unfinished product. It is better to take it slow and deliver something with more quality.
  For those interested, check out our game project at: http://steamcommunity.com/sharedfiles/filedetails/?id=887509287

FluffexStudios

FluffexStudios

 

New characters - Haunted Hills

I have been continuing working on graphics for commissions, my own game "CHRONICLES OF HONOR - Age of Heroes", but I have continued my work on Haunted Hills. I have added more character types to my game, other than just women who work the streets to expand the reality of being in that situation. There are people of various levels of risk at being a victimized and how likely they are to be noticed being missing. The one thing that will not be in my game, as it doesn't fit the theme is that this game will not have any male characters in it. I am actually planning on having men in the next game, but this game or any game does not have any romance in it.   Okay, so the new characters are as following, but are currently not named or place holders for now.   Diane - A woman, who served in the army, but due to nightmares that she suffers from and an addiction to drugs has led her to losing her job and house. Her family hasn't seen her in years and mostly, she pan handles to get money for whatever she needs. She goes to the center, once or twice a week to get her money from an ex-spouse who isn't aware of her hardships or if he does, he doesn't seem to care. VICE: Drugs, alcohol Strengths: Her strength is that she knows quite a bit about fighting, when not high on something or drinking. Weaknesses: She can be cruel, fights when on drugs or drunk, and fights very suddenly. Uncertain: It is believed that she might have PTSD, but other people just think that she's hiding a deep pain inside that she doesn't like to talk about.   Rachel - A runaway, who likes to hang out at the beach and is apart of a band called the 'Death Angels' and ran away from home, away from her Catholic family to become a big star. Death Angels is mostly an underground band right now, but she she trying to get it into the big stage. She and her band live in a single apartment and work part time jobs. The sad thing is that she swears that her band is going to find her at any time and that they're going to make it big. Vice: Seems pretty normal, actually Strengths: Kind and sweet, with a bit of sass to go along with it. Weaknesses: She actually can say one thing, and say another thing to someone else. She can turn on you in an instant. Uncertain: Does she have a band or is there something wrong with seemingly average girl that doesn't fit in with the group of woman whose activities all involve the street in some way.   Michelle - Another woman, who has lots in common with Diane in that they are both addicted to drugs, only Michelle has turned away from drugs when she got pregnant with her twins. She still works the streets to earn money for college and lives with a three other women in the same situation. She has been beaten, robbed and raped (Two times in the last five years), but only once when she was working as a prostitute. She hasn't been arrested, since she had her children, but has been fined and ticketed over the years. Vice: None, only a few cigs and maybe a drink from time to time Strengths: She is fierce, determined and it is one of the reasons that she has survived over the last year in this horrible place. There is a humanity about her, as she tries to survive the best that she can without killing anyone and will not attack first. Although, she doesn't trust people enough to turn her back on them, either. Weaknesses: Her lack of trust is what is her biggest problem, as she has seen women with PIMPS who are beaten and even, murdered at the hands of their pimps.   Candy - (real name not known) - She is a former exotic dancer, who burnt her bridges, because she was underaged when she started and even, did porn underaged, too. Now, she is 19 years old, and recently turned to prostitution to earn money. She has a real hatred of men, as it is believed she was molested by her father, uncle or close family member. She has been arrested for stabbing a man, even arrested for assault, but she claims that they were trying to attack her, so she defended herself. Vice: None known Strengths: None known Weakness: No one can get close to her to find out what her strengths or weaknesses are, as she apparently doesn't trust anyone.   ( == ) My inspiration still is to have a group of people that people seemingly think deserve their fate and me, I am saying that this women have stories, lives and the only thing that they deserve is that they should be safe any where. No one should be forgotten, not even if they are doing things that they shouldn't or things you disagree with. I wanted to create a story with a group of women, facing a horrible situation where you can, either pull together as a group or doing the wrong things. This game has three endings, a good ending, a neutral ending and a really bad ending, and I might create a secret ending... I am still trying to figure out how to have a better way of creating the endings.   Those are my new characters, but as usual, there is something more going on in this city. I do hope that people will, at least, give it a try. I am going to be selling it for $5.00, in hopes of making enough money for a new computer tower, so that's my ultimate goal. I will say this, though, none of my characters, even people who are the antagonists are throw away characters and each has/had a life, feeling and reasons for doing what they are doing. In the first game, I was making for a contest, I was pushing myself to get it done, because I was trying to make a short game and in a short amount of time. If I had been more honest with myself I would have decided that this game isn't going to be the right game for that contest and taken more time to get it finished.   I left things out of the game that should have been in there, if I had more time that is. This time is going to be very different and I am going to have more interaction with the characters. Jason, the antagonist isn't going to be seen in this game and it isn't even certain if he is in the city. Carol, the woman that he is looking for and believes that he finally found is his wife or girlfriend. It is his intention or their relationship that you will discover as you search your way through the city and avoid traps..

Cait

Cait

 

Good Night

My laptop screen can't be calibrated. Oh well. I guess this turns out fine... (Uploaded on my personal imgur acount)   True Story: My printer/scanner died just a couple of days ago. I only had blank post-it notes, a kiddie pencil, my smartphone (camera), a creaky-old office laptop, and Photoshop. Voila! My post-it note artwork was born.  

Pokémon Trainer

Pokémon Trainer

 

Random Fighting Game Brainfarts: Tier Select and Example

So here is a kind of weird and probably impractical idea I thought of a while ago while thinking of how fighting game characters tend to break down into tiers (warning tvtropes, yadda yadda yadda): What if the player could select between differently balanced versions of the characters? Not really even in terms of stats like speed and defense, but in terms of tweaking the moves. I won't necessarily say this would make all competitive balance stuff a non-issue, far from it. But it does allow for a bit more experimentation and shuffling nerfs and stuff around. Plus it could be a great way to make arcade-mode bosses and other stuff.   I have been thinking it off and on, and recently I was jokingly thinking about how my cute fairysona would work in a fighting game (come to think of it they might fit in with the Darkstalkers cast at least, that series could use a fairy character), and how a tier select would work out. Not getting into exact movesets or anything, but...   Name: Kayzee Lalee'lay Lalilulelo True name: A lady has got to have her secrets. And no it's not 'KilloZapit'. Feel free to guess! :3 Fighting skills: Wind magic, nature magic, basic hand to hand fighting skills.   Low to High Tiers (Normal character tiers): Quote: "No need to be violent but if you insist, let's play for a while!" Stage backdrop: Nighttime pond under a full moon with flowering lily pads in a forest with glowing lights and fairies playing or watching... very much like a RPG Maker VX Ace title screen actually. Or maybe a ring of mushrooms. Stage music: Something like .Special Moves: Wind cutter, Tornado, Fairy dust Super moves: Gale, Forest friends, All Seasons At Once (ex) Other features: Glides or stays in the air when up is held after a jump. Combos usually involve weaker but fast moves, good anti-air. Low tier may have more child-like sprites, less reach/priority/damage, but short enough so a lot of attacks go over her Mid is made to be the most balanced. High may add teleport dashes, gliding kicks/punches with better priority, but is slower and harder to combo.   God Tier: Nature Goddess (Boss character, Such as M.Bison or Rugal which may have gimmicks that break normal gameplay) Quote: "Ah, so is ever the tale. Children such as you, ever curious, seek themselves in power, for it is the only language they truly understand. To seek, to gain, or to lose, the game is all they know. Still the curious child is an amusement to us, so let us enjoy a spirited conversation in our first language!" Stage backdrop: Same with a golden moon, moonbeams glowing from above, more flowers, animals and fairies respectfully and excitedly watching. Stage music: Something like .Sprite changes: More adult, closed eyes, glowing light trailing after her, a wreath of flowers, serene smile, may open one eye and smirk a bit when using specials and supers. Has much of the stronger attacks of high tier while retaining most of the speed of mid tier, can teleport behind opponent when parring.   Eldritch Tier: True Fae (Final Boss, such as Onslaught/Abbys/Galactus which totally break normal fighting game conventions and logic) Quote: "Tsk, tsk, tsk... You really went to a lot of trouble to get here you know? It's quite rude snubbing me like that. But don't worry, I understand! You just really wanted to see my punishment! Hehehehe,,, Okay. You win! I will make sure it's extra special." Stage Background: Same forest pond, but shrouded in darkness except for the distorted light of a blood red moon. The fight is watched by shadowy figures with too wide smiles and red glowing eyes. Shadowy insects and creatures shuffle in the dark. Stage Music: Something like .Phase 1: Sprite changes: A bit more childish, eyes turn red when attacking, has a psychotic smile, otherwise perfectly clean, almost doll-like, animations more artificial. Can fly around very quickly in the air and teleport when it feels like it, doesn't flinch, teleports when hit enough (often behind opponent). Attacks are quick melee combos and wind projectiles. Super Attacks: Ill Wind, Dark Miasma, Moonshatter (Ex) Phase 2: Sprite changes: Causes a wooden tree throne to raise form the ground, sits on it and dark tentacles-like vines sprout from it creating a monster that opens dozens of eyes, all looking at their opponent. Slow, attacks mostly though the ground with poison vines and miasma. Super attacks: Falling star, Shadow rush,   Hehe, I know this was silly, just was thinking and I wanted to write something down.

Kayzee

Kayzee

 

Inspiration behind Haunted Hills (in depth)

I wanted to explain further into my inspiration of my game and go into detail. Criminal Minds is a really good show with excellent characters, interaction and had really crimes, suspects and so on. I have always been interested in crime, but Criminal minds got me interested in looking up real life inspirations behind those episodes. In each case, I have found the real life inspiration behind the episode to be more interesting. This is one of the reasons that I put Criminal Minds as an inspiration and the second one, is an episode was really interesting. It was only similar in the fact that the suspect or antagonist captured people who were on drugs and forced them to escape. He had no intention of letting them escape, as he was always going to kill them.   Why prostitutes? Why not make the character some pure holy character, who haven't made mistakes in their lives, gone down the wrong path or facing hardship every day? Because I do not believe in people that worthless human beings, and I think that everyone deserves to be safe. Poor people in general do not truly trust the police and you know why? I do not know about other countries, but this is because many times the poor are subject to police mistreatment. If you add mental illness, color to the mix you often increase the likelihood of being shot by the police. If you have children and are arrested, you will have your children taken away from you.   The police in my country will use any excuse to arrest people in hopes of curbing the crime, and it's called the 'broken window' method. It doesn't work, actually and it actually increases crime, not decreases it. The sad thing is that people forget about prostitutes until they are found dead. I think that prostitution should be made legal for a number of reasons, safety and to do that you need to see their hardships. What type of hardships am I talking about?   1. Pimps - These horrible men use, beat, hunt down, murder and take any money that the girl makes. This is on the verge of rape, because if they do not do as their pimp says, he'll hurt them. There are, also, crime groups that trick young women from other countries that they are moving into the United States legally and when they are there, they are trapped. Why? Because they do not speak the language and are afraid of being deported. I do not know how many women are in this country that face this issue. (To be honest) 2. Drugs - Yes, drugs are not a poor person issue to be honest, and why would it, no one can afford it. That being said, the women who are using drugs and are prostitutes live in a bad side of town, live on the street and sell their bodies for drugs. I do not know how many women that do this, most certainly not all of them, but there is a connection between prostitution, drugs and crime groups. 3. Being robbed, beaten or attacked - when you get into the car of a stranger, you are at their mercy and sometimes people who are not so nice do things that effect you. The more illegal things you are into, the more likely you are to be arrested, fined and that includes if you are the 'victim'. Once, a police officer gets something into his head, he doesn't change his mind and will not listen to anything you have to say. (I have nothing against police officers who try to help the situation rather than jump to conclusions). 4. Murder - The worst case situation is being found dead by a serial killer or killer or even drugs. To me, there are no worthless people and no people who are throw away, with little purpose. This is the saddest case, because it was so preventable and that means to legalize prostitution, legalize certain drugs and have programs that help people to give people a choice. I do not feel that prostitution needs to be illegal, because it actually helps in the long term. Which I will not go into, actually.   My two main characters, Elisabeth and Keisha are from two different lives, but have found themselves on the same spot of life. None of them are on drugs, each of them had a reason for running away from home and one has been a prostitute for awhile and the other one has just started. But the biggest difference between Elisabeth and Keisha is this: Elisabeth can not go home for reasons you discover in game and mostly, it is Keisha's pride that keeps her where she is. Each of the characters are very different with their back stories, so I guess the question of, "Why prostitutes?"   I love to use characters who are not always perfect or have done the right thing in their life. It doesn't matter if they are prostitutes or decide not to be. The true story is that story is about two young women and their relationship with each other. It isn't about men, their relationship with me, but these women lives. So, I do hope that this explains my reasoning behind my game, because I sick to death of "strong" women. These strong women do not seem to face any hardships, feel any emotion and in my opinion to be strong doesn't mean that you are not facing hardships. Strong women have weak moments, too and that includes sad moments, as well. It's like being brave isn't that you are not afraid of something, but your willingness to acknowledge your fear.   If you read this and still have your issues, please feel free to ask questions, but just remember that I do not have to answer. Thank you and have a good evening!   (=^.^=)~

Cait

Cait

 

Introducing Zenori Gravius & Update

I stopped working on the game, forgot to introduce the characters, AND forgot the Boot Camp post. On the bright side, I'm working on the game again and will be introducing the characters one at a time, starting with the main character. As for the Boot Camp post, I don't think that will be happening. It took me 5 hours to tell my brother the ins and outs of Boot, so if you really want to know what it was like, shoot me a message. Also, I'm posting about my game for feedback, not to have characters and ideas stolen. Anyways, without further ado, I shall introduce my main character: Zenori Gravius!   Zenori Gravius is a character that I came up with as a little kid, although the name "Zenori Gravius" has only been in use since 2012. His original name was Lewis Druid (yes, like my username on literally everything). When I got Skyrim in 2012, I looked up a name generator for Imperials, and I dug around and chose a first name (something similar to what became "Zenori") and the last name Gravius. I fell in love with the name, and have always wanted to make him a character. His personality is similar to mine, with minor tweaks. Here is some basic info on him (some info is subject to change):   Age: 21 Sex: Male Hair: Grey Eyes: Grey Height: 6'5" Hometown: Krane Short Bio: No one knows where he was born, just that he shown up in the small village of Krane as a baby in the graveyard. He grew up under the care of the village's resident blacksmith, and as such knows a decent bit about weapons. As he got older and monsters started to become more aggressive, he saw a need for a group to defend the village. He gathered other local youths, trained them to fight, and formed a group dedicated to the defense of the village.   So that's about it for the basics. I know it's not much, but it should give you a vague idea of who he is. When I release the demo, you'll get to see him and three of the other characters more in depth, so keep an eye out for that. For him and other characters, I may mention names of people or places with little to no explanation, but know they will be explained in a post about basic world lore later on. Anyways, that's it for this time. Keep an eye out for the next character soon!

LewisDruid

LewisDruid

 

World of Chaos Progress and Plans VII

Here is my progress and plans for World of Chaos. Note: Imma do this on the 1st of every Month   NEW FEATURES Skill/Skill Type Damage Rate Now, not only will you get things that strengthen elements, but you'll get things that strengthens a specific skill or skill type (melee, magical/ranged, and abilities).   Damage Formula Reform (Completed) The game now uses a 1:(2/3) ratio instead of the default 1:0.5 ratio. PLANS Weapon stats reform There will also be a reform for the weapons. Some are too strong and some are too weak. I also have to reform the rarity levels (Equipment set, legendary, legendary artifact, and unique (new one)).   Quest System Reform Still have to add some quests over.   Equipment differentiation I want two-handed blunts and blades to coexist, but I want them to be different somehow. The idea I have is:   Two-Handed Blunt Weapon: Ignore 22% Armor (for melee attacks only); +5% MP Cost Rate   Two-Handed Blade Weapons: +22% Melee Resistance; + 5% MP Cost Rate   The idea is that both of these two-handed weapons will negate each other and even it out.   Two-Handed Scythes (Battlemage weapon): Ignore 11% Armor, 11% Melee Resistance, -20% AGI (Or I might replace the AGI penalty with the +5% MP Cost)   Battlestaves: People who use these will be able to equip shields (Scythes still cannot).   I plan on doing something for shields. I plan to give them a +10% Magical/Ranged resistance.   Enemy Stats Reform Due to my damage formula reform, many enemies are doing little to no damage. PROGRESS 14 Quests have been finished. No Quests are in progress. Roughly 381 skills (Was 379) Roughly 99 items Roughly 121 Weapons Roughly 94 Armors Roughly 106 Enemies (Was 105) Roughly 191 States (Was 187) Roughly 133 Troops Exactly 121 Custom Animations (Was 119) Roughly 140 common events 17 Actors 11 Classes Exactly 28 Elements (You need to only worry about 12) 7 Weapon types 4 Armor types 7 Skill types   My focus? Weapon stats reform and Equipment differentiation

Lord Vectra

Lord Vectra

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