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About this blog
This is only about gaming, whether that be RPG Maker Game related, outside of RM, or even games requiring no video screen (i.e. Cards,Dice,Parlour,etcetera.)
Entries in this blog
coding problems Entry 006: Demo for game project 99% ready (CANCELED)
gamedev Entry 003: Throes of Damnation (small update)
Entry 001: Throes of Damnation
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.
Entry 00A: Ramsey, 2/29/2020 (COUNT ON IT)
Anyway, there's not much to say more than yes, those of you who were hoping I'd finally release a demo, are gonna get your wish. However, there are caveats to note:
I'm still working on a lot of things, and right now, I don't really have a lot of critical things in place, so the first demo release is not going to be feature-filled.
What can be expected:
A short demo, mostly text by the main character and/or the narrator.
Half an hour of gameplay tops A good amount of potential bugs and glitches, mayhaps even Interpreter crashes (need your help in testing!) Some 'easter eggs' Plenty of Ramsey's vulgarities No censorship No saving (kinda pointless as there's only one major event) Mack's/Looseleaf sprite graphics combined with MV hair (it works well honestly) and MV-style face sets Political/Religious references and mockery plus a strong LGBT+ representation (now and going forward!) What's being worked on: The battle system and battler graphics (I have not found graphics for things like police, military, and so on-do they even exist?), no battles yet
Inventory items, shops and the mercantile system (as of now the third of the three is pretty broken) Clothing/face bits for all twenty-four possible playable characters (only a few have their basic clothing all done with some others having placeholders) Story is still being fleshed out (I have a lot already written down)
Icon graphics (a lot are done but there's much left to do)
Title screen art (gonna need help with this-somehow)
Sorcery system and passive skills (I have a few of the latter done as well as one Destruction element of the former done)
Relationship system possibilities (mostly just a proof of concept as of now)
Custom Map UI (as in a scene that shows a map screen and where certain things are on it) A soft game menu screen that allows the player to leave the game but still technically be playing the game (I have the visuals made but they're not refined yet)
What's planned:
Multiple endings (I have one 'true' ending in mind) Multiple, replayable game story chapters akin to how Half Minute Hero does it
Character building that caters to the player NSFW/Mature scenes (I'd love to have these as visual scenes but for now they will be text only)
A way to force game/chapter restarts (Hard Game Overs) in the case of something truly horrific happening (I don't know if it is possible though) Cameos from other games and media (I already have a couple of these partially finished)
Supporters and those whom have aided me thus far:
My team (KBGaming): Aylee, Celica, Claire, Fiena, and Rachael
Dearest love @Kayzee, whom has been great with RGSS3 stuffs
@Rikifive, whom has also aided me in RGSS3 stuffs
@AutumnAbsinthe, fellow femme fair who loves horror and memes as much as anyone @Verdiløs Games, whom hasn't been around in a bit, is hopefully recovering well. You, among many others, have aided and supported me. Merci beaucoup. I hope you enjoy my vision.
Entry 004: Throes of Damnation (indefinite shelving)
Entry 00B: Ramsey and a problem I just discovered
Saving is no longer working, and that's going to be a huge problem for v.1.0. Right now, saving isn't needed to enjoy the demo, but I intend to have the first chapter of the game story done by the first non-demo version, and in that regard, I need saving to work properly. Thing is, I don't know why it doesn't work. So, I will need help with this, and hopefully, @Kayzee can find time between sessions of that new Switch game (that I'll likely never play due to my wealth privilege level being lower), to aid me. If not...hmmm...
Well, I'll cross that bridge when I get there I guess. I'm still waiting on one thing from one artist, who finally has their laptop all setup, and that's great.
I actually am curious about setting system functions like saving to game switches, if that breaks them. I mean, I set the menu command to a switch is all; it won't appear if the switch is off but I wouldn't of thought that would disable the functionality. Hmmm...
Eh. I've a lot on my mind and it is difficult to focus on gamedev, and fuck, even on gaming. I barely can do much of anything without being distracted by this or that, and it's too damn much! I need help here, but I'm most certainly not getting it! Yeah! I need help here!!!! (and asking for it from people offline gets me a 'fuck-you-but-I-won't-actually-say-it' response)
I love the story I have come up with and I want to deliver it; so can I get some damn help here!? Is that too much to ask!?!?!?!?!?!?!!??
Entry 002: Throes of Damnation (updates and such)
Entry 00C: Ramsey and More Problems
I don't have the endurance to stress over these, so if this is something I'm forced to solve on my own, Ramsey v0.1.5 is as far as this goes, and will be the last RM project I do any level of serious work on. It's too much for me to try to create something that I cannot fit into a lacking skill set.
Okay, so you're wondering what the issue is, and why I didn't post this in the RGSS boards.
The latter reason is that I need to talk about this in an open fashion and I can't do that without reprimand in the RGSS board.
The issue:
So, I've used Moby's Sprite Bugfix that makes it so that sprites taller than 32 px aren't affected stupidly by Star Passability tiles.
I've already made one fix that doesn't take screen tone into effect (made an extra viewport and switched around some viewport functions), but now I've run into one more.
I have custom ceiling tiles that when placed, obscure the player. They're in Tileset E. This issue was not present before these tiles were implemented (and thus the event system used to hide the player and then make the player through before undoing those after going through a door or under a ceiling transition was removed once the tiles were implemented), and that issue is that event graphics taller than the player sprite, will get drawn over the player sprite, when the player IS STANDING IN FRONT OF THE EVENT. IT LOOKS BAD, AND MAKES ME FEEL LIKE A DAMN CHUMP.
I had tried several ways to make it not do that, even trying to make it draw over the player sprite if the Y COORDINATES OF THE PLAYER SPRITE WERE LESS THAN THE EVENT AND THAT THREW ERRORS DESPITE USING $GAME_PLAYER.Y AND $GAME_MAP.EVENTS[@EVENT_ID].Y WHICH ARE ALREADY DEFINED BY THE CLASS GIVEN.
So, I asked dearest love @Kayzee for aid, and...naught. She gave an idea to make the events in question Below Characters which not only doesn't help, but gives them Through flags to boot. These door events may as well be guillotine events!
So, am I going to get some help here!? Or, do I let Ramsey's deadbeat father kill her instead!?!?
Entry 007: Two Things (always better in pairs unless you're playing Batons and Bowls)
Entry 009: Ramsey, not Ramsay
I'm gonna spoil a couple of things.
This game will contain soundscares. Right now, I just have a few soundscares in place, but they'll be fairly common in the game and a small part of the story. I also intend to have scenes where you're being chased, or are traveling, and I intend to have those in Mode 7, if possible. I don't have all that worked out just yet, but I am getting there. I am still trying to figure out if I'll be able to have art-depictions of various cutscenes or if those will all be text, but either way, I hope to produce an enjoyable experience.
Entry 008: Ramsey
"Why is her name Ramsey? Jon Benet Ramsey??"
Ramsey is partially based on a short story I read long ago, about a grifter by the same name, who is feminine, a runaway, and a victim of rampant child abuse. If I were to go much further into detail, someone like @Rikifive would likely tell me to edit this, so I won't. I forget who wrote it, but I got the distinct feeling that the author had some relatable feelings.
One of the main differences is that the short story was told from the eyes of a grifter back in the 1800's, whilst Ramsey, my game, is set in a non-linear timeline, akin to games like The Elder Scrolls that have no relation to the timelines of Earth as told by government.
Ramsey is like myself, an Anarchist, which also contrasts (in part) the short story character, though if only because she never talks about it, but every chance she got, she'd urinate on the back walls of any religious establishment, and I intend to have Ramsey act similarly (off-camera of course since I'm not that skilled at pixel art lolz), since both iterations of Ramsey are only interested in religion as far as watching it all burn.
Another difference between the short story character and my iteration, is that Ramsey the grifter was a massive alcoholic, whereas my iteration hates alcohol (ties into parental abuse), and would rather get stoned off of some 'dank weeeed'. Actually, both iterations of Ramsey tie their usage of drugs into parental abuse, but Ramsey the grifter was made to like alcohol from a young age, whereas my iteration refused and often got abused as a result.
Something both iterations do share in common is their love of stealing, though my iteration of Ramsey prefers stealing from the undeserving rather than from just anyone, and also hates seeing thieves take from those that are struggling, even offering to help get their stolen belongings back.
I won't spoil the story much more, but I will say that the biggest contrast between the two is that Ramsey the grifter ran away because she killed her last remaining parent, and even left her hometown, whereas my iteration of Ramsey went through two near-death experiences at her last remaining parent's hands, and decided she'd had enough. She made sure that her idiot of a parent couldn't follow her by injuring them, and took off with what she could, though unlike Ramsey the grifter, she made a promise to go back and face her parent once she knew how to do so without resorting to violence. If only she knew just how bad it would be.
I'll also be detailing out how my iteration of Ramsey came to be who she is, rather than having the player figure it out with tidbits of info like how the author of Ramsey the Grifter had done. Since the first part of the game is story driven and far less about combat, it'll be easier to tell the story that way.
Features:
Stats that are different from standard RPGs
Equipment that changes character appearance (in part)
NSFW - Maturity Level 4/7 (sexual references, written depictions of various acts, kinks, psychological f*ckery, debaucherous acts, anti-government/anti-religious acts, uncensored language, references to LGBT+ issues/lifestyles, references to 'pop culture' and to other games and mediums, graphic game over screens)
Multicurrency system, Merchant system, Crafting system, Relationship system
Sorcery and Technician skill sets Death/GameOver only in some situations; loss in most combat situations only results in currency loss if that
Completion to demo stage - 4%
ramsey Entry 00F: Ramsey v.1.0
I will have the intro chapter and the first chapter finished.
What to expect:
Chapter 0: Introduction: Backstory and Lore
Chapter 1: Ramsey's Demons: Deadbeat Dad; Alley Rats
Game Menu and Menu UI
ETA: Soon (TM)
Entry 00D: RPG Maker MZ
I mean, four mapping layers plus the 'auto' option does make it sound like mapping will be very dynamic potentially, which that alone has caught my interest enough to wanna see more, but though I own MV, the cost is still far too high and way more than I ever have in my Steam Wallet. So, I will wait...
It may be five, six years before I see MZ, if ever, but, that's how being underprivileged goes.


