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Kayzee last won the day on January 20

Kayzee had the most liked content!


About Kayzee

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  • Birthday 07/27/1979

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    cute things, fairies, snuggles, kisses, fairy dust, naughty fun time

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  1. Ambition for a Long While

    That's one of the reasons I am not always a fan of pseudocode in general: It's sometimes not good at explaining what something is actually doing and instead focuses on how it's implemented, which is something that can depend a lot on the language you use and your programing style.
  2. I am way too lazy to bother with doing lots of art. 90% of everything I am using is RTP stuff and that probobly won't change for a while. Besides, I figure I can replace most of the RTP stuff with more custom stuff later if I want to. I am not going to say it wouldn't simplify things a bit, but I just rather simplify things by not bothering with multiple party members at all rather then trying to do it half way like that. Roguelikes tend to have the player control a single character anyway. I would love to do a full party system sometime, but it's not a priority for now.
  3. Eh, I never liked switching characters like that. First of all, I know it's a gaming abstraction but it feels nonsensical. What do the other party members do when one is fighting? Just hang around nearby? Maybe that's me being picky, but that's how I feel. Also I generally dislike it when games make you constantly switch between lots of different active characters, modes, equipment, or whatever. It just makes it so whenever I run into an something I need to switch for I am like "Ugh, now I need to switch to this other thing again". It isn't fun, it's busy work, and the more you do it and the more different types of things there is, the worse it gets. Oh something like visual equip anyway. I fiddled with it before, but ultimately my biggest problem with it is lack of good art assets.
  4. 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.
  5. Ugh! I am having weird bugs and I don't know why. Making proper turnbased movement is harrrd. :/

    1. Kayzee


      Yay! I fixed it! :3 One down, two billion to go...

    2. PhoenixSoul




      I tried implementing something myself (related to my current project), but my skills are far less than able to figure out what I needed so I shelved it for the time being. I may find a workaround at some point, I'm not sure.


      Bugs, dupes, and sass; that's my interactions with that mistress by the name of Ruby...

    3. Kayzee


      I think you will find that all programing can be like that. Heck, all communication maybe. That's just what happens when you need to translate thoughts into a form that can be understood by other things. You rarelly know if you are really on the same page until something goes wrong.

  6. Ambition for a Long While

    Though keep in mind in Ruby it's usually a better idea to do things in the Ruby way, using blocks with the existing built-in functions for sorting and searching. Most of them are implemented directly with C so they can be tons faster. But that's not really the point of the exercise is it? Still, I am noticing you are coding things in a way that probobly makes more sense for languages like C rather then Ruby. You tend to like loops with iterator, but in Ruby it' much easier to use different methods. For example, take some random array such as [1, 2, 3, 4]. You might be used to making loops like this: a = [1,2,3,4] i = 0 while i < a.size puts a[i] i += 1 end But in Ruby the best way to do enumeration often look more like this: [1,2,3,4].each do |n| puts n end Not that you can't do both of course, but I find it really helpful to do it the more ruby-like way. There are tons of things you can do with it!
  7. You know what one of the most frustrating things about the RPG Maker VX Ace engine to me? It don't let you make alpha masks for things! Though I suppose you could use a subtractive blended sprite behind an addictive blended sprite. Also annoying: That you can't render graphics objects to a bitmap. Yeah yeah, I bet MV fixes all this or something but I still like VX Ace damn it! :P

    1. Show previous comments  2 more
    2. PhoenixSoul


      I see.

      You're trying to make the engine use layers for image manipulation. I don't see why it couldn't be done...


      I'm still trying to figure out the syntax framework for something I had seen for equipment actually adding layers onto the sprite image (Victor Engine's Visual Equip), for use on faces (like adding/removing scars, among other things), though I'm not sure I want it tied to equips.


      Anyway, that's just something I have as a secondary, nothing to do with my current project.

    3. Kayzee


      Well drawing stuff on top of other stuff works well enough, erasing stuff is the part VX Ace can't do well. Really I want to do some really specific things that most people would find unnecessary. You can draw a bitmap on top of another bitmap using a bitmap's 'blt' method or create another sprite on top of or behind a sprite if you want to do something like layers.





    4. PhoenixSoul


      I think that's what Visual Equip does, at least for sprites...

  8. What I have been up to lately.

    I am definitely more interested in good gameplay then I am story in general. That said, I am not sure if there is a big difference between procedural dungeons and normal premade dungeons when it comes to story structure. Because let's face it, in most RPGs, or at least older JRPGs of the style RPG Maker was designed to emulate, dungeons are often the parts of the game where the story takes a back seat anyway. I mean think about it. Most RPGs I have played do the same kind of structure. You go to a town, deal with a bit of story, then you go to a dungeon and the story just stops while you take time to explore or overcome challenges, then picks the story up for a big boss fight. Doesn't seem to make that much of a difference what form the dungeon takes to me. Puzzles and on the other hand can be much more tricky.
  9. What I have been up to lately.

    Well, I wasn't making a list of moves, but a list of places to move to. Deciding how to get there is another matter all together. It don't matter what order the x and y are in, as long as they are all in the same order so I can tell them apart. Look at it this way. Say you have a hat or something right? You stack blocks with numbers on them into a hat. The numbers are not labeled at all, they are just numbers. So if you want to have a bunch of numbers for different things you need later and all you have is this hat and the blocks, how will you possibly be able to tell what number is what? The simple way is to put the stack of blocks in an order, and then you just have to remember the order the numbers are in to tell what they mean. So in this case I say to myself, 'okay self, the number that comes first is x, the next one is y' so later the program can be all like 'hey there is a hat here with two numbers in it. The first must be x and the next y' and stuff. Maybe I could use a hash too, but that seems like a waste. Also, you forgot an important thing about knights! They don't really walk. They jump! If I make a monster like this, it won't move one way then the other, it will jump and land on the new square. :3 But the question is... how would this monster attack? Hmmm...
  10. What I have been up to lately.

    Swapping x and y just mixes up which is which. Think of it this way: Instead of a list of one type of thing, I am wanting a list of a pair of different things, an x and a y. To tell which is which, I simply make sure the x is first. I could also have made a flat array that alternates so the array goes x,y,x,y,x,y: def knight_moves_xy(x, y) [x + 1, y + 2, x - 1, y + 2, x + 1, y - 2, x - 1, y - 2, x + 2, y + 1, x - 2, y + 1, x + 2, y - 1, x - 2, y - 1] end But this is slightly more tricky to use with loops/blocks.
  11. What I have been up to lately.

    Well there are only a number of valid places one can land from any given spot with a knight move, I just need a nested array of where they all are I guess. I already have a method that returns an array for each neighboring location for any given x and y like this: def neighboring_xy(x, y) [[x + 1, y], [x - 1, y], [x, y + 1], [x, y - 1], [x + 1, y + 1], [x - 1, y - 1], [x + 1, y - 1], [x - 1, y + 1]] end So given what you said, maybe this will work? def knight_moves_xy(x, y) [[x + 1, y + 2], [x - 1, y + 2], [x + 1, y - 2], [x - 1, y - 2], [x + 2, y + 1], [x - 2, y + 1], [x + 2, y - 1], [x - 2, y - 1]] end
  12. HOLY CRAP ON A CRAP CRACKER! They actually remade and translated Romancing SaGa 2? I just saw it there whole browsing the Switch eshop and it's also on steam... but looks like it's a crappy port on steam. Maybe the switch version will be better?

    1. PhoenixSoul


      Never got to play it. Hope it is a good experience.

    2. Kayzee


      Well I enjoyed what I played of old incomplete unofficial translations of the SNES version, but I am a weirdo who really likes the SaGa series.

  13. What I have been up to lately.

    One Way Heroics uses it yes, it is basically a roguelike it's self after all, if a slightly gimmicky one what with the whole one way thing and all. And yeah, I do have diagonal movement, it's basically a must for this kind of thing if you ask me. Yeah there are a few more enemy types. Fast enemies are already in. Bats are a fast enemy, though their gimmicky in that though they get two moves to every one you make, they can only attack with one and the other is in a random direction. It mostly makes it so you have to be careful. There is also a hornet enemy I made that right out moves and attacks twice. The jumping spiders basically do very short range teleports and I think ghosts also had a fast escape move at one point that made them teleport away but I probobly need to redo it. I was wondering if I could make an enemy that moved like a knight in chess using jumps. I could do other things too, since all the enemy moves are handled by events following move routes, so just about any possible pattern if I wanted. Also there will be more things then just movement of course. What skills they use and the range they use them at is something worth thinking about too.
  14. Warm Greetings From a Frog Dude

    Yay! A froggy! *snuggles and sprinkles fairy dust on you* Just don't tell Cirno!
  15. 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?