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Kayzee

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Everything posted by Kayzee

  1. Hurray for the Magician of Color! The drawings she makes sure are magical! :3
  2. I found a super cute image when browsing ega game images looking for an old game I used to have. Not from a real game though it's styled after Starflight. Never did find the game I was looking for though. :(

    1. PhoenixSoul

      PhoenixSoul

      Pong with a half-busted joystick? Yup, I know all about it.

       

    2. Kayzee

      Kayzee

      Pong would be the perfect game for a half-busted joystick wouldn't it? It only needs one axis and no buttons. Only version of pong I really played at all was the version in Commander Keen 4 though. :P

    3. PhoenixSoul

      PhoenixSoul

      Half-busted, as in, half-responsive. No, if the joystick had only the one necessary functional axis, that would of been fine. In other words, it means, #PlayerTwoSyndrome

    4. Show next comments  12 more
  3. Are you really using a space between @/$ and the name? Does that even work? Anyway you can move images up and down by changing the z value. If it's drawing things between the tiles and the characters, it probably is in the right viewport since otherwise you couldn't do that. But any tiles tiles that are set to always render on top of the characters will always go over the picture you know. You can't really have a picture that both goes under characters and over tiles drawn above characters (without really really slow and tedious masking tricks anyway). Also: Changing the default scripts are usually a bad idea, but other ways of doing it are pretty complicated so eh.
  4. I keep getting this tune stuck in my head. Too bad GBA music tends to be so low quality!

    1. PhoenixSoul

      PhoenixSoul

      Yeah; it might be why guitars and synths don't separate that well.

      I dunno; I have to use a web-browser service for all the Spleeter uses I have. I don't have the CPU power for Spleeter to run locally. Or nearly enough RAM. lolz

      I may of not managed to get the RSE Battle to sound good, but I did manage to fully decensor some songs from Guitar Hero and Rock Band. Not much of an accomplishment, and most don't care, but still.

      (censorship sucks period and it has no place in gaming of any kind!)

    2. Kayzee

      Kayzee

      Also guitars and synths don't separate that well because none of the models even try and separate them at all. :P

       

      On my computer it actually barely takes a second to separate a track but my CPU is much faster and I think it's also using my GPU too. Haven't even seen an online tool for it, but yeah I guess they would exist.

    3. PhoenixSoul

      PhoenixSoul

      The one I go to is ezstems.com.

      I tried separating Thunderhorse. It didn't work so well...

    4. Show next comments  12 more
  5. Today I learned all about . Sometimes it amazes me what gets into unicode.

    1. PhoenixSoul

      PhoenixSoul

      Hmmm...just comes back as [X]...on my end...

    2. Kayzee

      Kayzee

      It's basically six eyeballs arranged like a honeycomb.

    3. PhoenixSoul
  6. Kayzee

    Open spaces vs multiple authored paths

    I would say there should be different kinds of locations that should be treated differently really. These locations should really be tiered depending on how 'discoverable' you want the location should be. For example: Most of the time towns, castles, and/or other major landmarks should always have clear paths between them, maybe even with explicit roads marked out on the map. These I will call "Tier 0" locations and should basically form the "backbone" of your world map. Most of the villages, outposts, and/or other minor landmarks should be placed with this backbone in mind. Tier 1 should be locations you want the player to find without any real effort and should be placed within view of the main backbone path or with an obvious path that starts within view of the main backbone path. Tier 2 should be harder to find but not too hard and might be placed in places that within view of, or with an obvious path that starts within view of, a Tier 1 location. And repeat for however many tiers you want with tier n being within view or with a path that starts within view of a tier n-1 location. Then you have locations that I will call "Tier S" locations which should never be within view or have an obvious path within view of anything! The S for Secret you see. It never hurts to have a few scattered around you know! Maybe even some "Tier SS" (Super Secret) locations, or ones that are completely unmarked and the only way to find them is to actually walk on the tile. Or maybe even "Tier SSS" (Super Super Secret) locations that can only be entered if you know the exact right place and maybe hold the right item, or cast the right spell, or visit on during a waxing gibbous moon while wearing a maid dress and platform shoes! Hey why not? Not that you should necessarily have such strict rules, it's only an example. :3
  7. I actually looked into stuff like this quite a bit for my game. Since my game is a roguelike I tried to get the game to autosave when closed. Unfortunately the way the program is set up it automatically closes all processes right away when the window is closed no matter what. It's possible to use Win32Api stuff to change this, but it would require a custom .dll and I tend not to like using much Win32Api stuff anyway for portability reasons. I do use some Win32Api stuff to disable the window's close button though, just to prevent people accidentally clicking it. You could in theory write a file somewhere when the event starts and have it check if the file exists as the game's loading, maybe making a character rant at the player like a particular mole. I thought about doing this myself, but I found it would be hard or impossible to really tell the difference between a legit crash and forcing the game to close (or exploiting a bug to purposely crash) and I didn't really want to punish the player when the game crashed. After all game crashes are probably my fault! I might still do it someday though, just as a short message. One thing I do kinda rant at the player for though is messing around with the savefiles. I keep track of all the savefile checksums to make sure they aren't tampered with. If they are though I still let you load them, I just tease the player about it a little. Even keeps track of how many times the file was messed around with. Hehe... The desktop thing might be possible with a Win32api call but I really don't know how to do it. Also: There are tons of ways in which RPG Maker/Ruby could be manipulated for malicious intentions you know. Some might not even need scripting, like sending a RPG Maker game that has lots of flashing images to someone with epilepsy, or maybe one filled with hate and harsh bullying. Every artistic medium could if exploited the right way be used to do harm. I however don't believe we should necessarily refuse to explore art just because of a 'what if'. And yes, 'trolling the player' is a form of art. My definition of art is "anything presented to an audience in order to invoke emotions/thoughts/a response". Doesn't mean it's any good or that it won't be harmful, but we can judge that when the time comes.
  8. A cute kiyasu has appeared! *sprinkles fairy dust over the cute kiyasu* Also yay for the VX Ace club! :3
  9. So apparently they are "remastering" SaGa Frontier and Legend of Mana for the Nintendo Switch. What do you think about that?

    1. Kayzee

      Kayzee

      Oooh I just heard, but apparently Fuse's quest is gonna be in!

       

      Also even though Gen is definitely one of the most fleshed out secondary characters, I am not sure about a Gen quest. I think it's kinda neat the way Gen's story sorta weaves it's way through a bunch of other character's stories. I think it would be great to see Gen's storyline expanded on a bit, but to me it feels like something that would fit in an expanded version of Lute's quest (the final boss of Lute's quest was the one who destroyed Wakatu, though don't know if this was ever stated in-game).

       

      Also, apparently both the SaGa Frontier and Legend of Mana remasters are making use of AI upscaling (like this) for backgrounds. Maybe sprites and/or textures too in some cases. I thought it did, but wasn't sure. It's kinda interesting to see that technology used for remastering old games like that, though I imagine some might complain it's not redrawn or left as is. Looks mostly okay to me though.

    2. That One NPC

      That One NPC

      It's not that I think LoM's combat engine is perfect. I would take Star Ocean: 2nd Story's over it any day of the week. But I'd take LoM's ability, skill, gear and pet system over Star Ocean's generic combat tool dynamics.

       

      When you look at LoM you say okay clunky, sluggish system that requires patience and precise aim/timing sometimes. Of course it could be improved, depending on how they improve it, of course. You still want semi-tactical pace, it would just be nice if you didn't move like an inch worm around the environments, and if they cleaned up and expanded the combo layout for various weapons.

       

      When you look  at LoM , you have to think within the sphere of the Mana franchise. For the franchise, and time, it was amazing. Mostly because of:

       

      Quote

      LoM's ability, skill, gear and pet system

       

    3. Kayzee

      Kayzee

      I pretty much agree that LoM's ability, skill, gear and pet systems were great (well the gear forging might have been a bit too much trial and error for my taste but it was still interesting), I just felt the core combat just didn't actually do much to showcase any of the systems. I guess partly because enemies seemed like mindless punching bags that could be easily stunlocked into oblivion with well-timed basic attacks and partly because most big attacks had such long start up and cool down animations. Not to mention that pets and other party members would basically wander around and hardly do anything. Yeah I know you said once the two player mode was great, but I still just found most of the combat mindlessly boring. So yeah for the franchise, and time, it was amazing. That is in every way except for like the bulk of the actual gameplay.

       

      Still gonna buy the LoM remaster though, no matter how much it's probably going to disappoint me.

       

       

    4. Show next comments  12 more
  10. Okay, good luck whatever you do! *sprinkles fairy dust on you*
  11. Kayzee

    Meta and 4th wall breaking?

    What you don't think that's not kinda conceptually interesting to take that kind of meta that far? Well at least every once and a while. I hardly think every story should be like that, but I sort of appreciate it once and a while.
  12. Kayzee

    Meta and 4th wall breaking?

    Honestly I think 4th wall stuff isn't the problem, the problem is just using it for cheep jokes. Meta stuff is perfectly fine, as long as it's actually done in a serious or meaningful way. I mean I know not everyone likes Undertale for example, but most of the meta stuff in that game was taken far beyond just being simple 4th wall gags. Undertale can be pretty funny sure but that's far from the only think it uses it's meta elements for. Also I have to say even if I am not a fan of comics, I am pretty sure there are at least some Deadpool comics where it's pretty clear Deadpool is really not just the funny haha jester he is often depicted as. There is at least one comic I know of where Deadpool just gets sick of his whole existence as a comic book character and decides to basically kill everything in the universe, then track down and kill the people at Marvel who created him, and then threatens to come after the reader. And yeah that might still be over the top and eggy, but all the 4th wall brakes are not simply treated as jokes and it's a much more interesting story as a result.
  13. How about an event like this? Not sure if that will work but it should!
  14. Lately I have been feeling kind of like there is something unstable as I lay in bed, like the earth is shaking under it just ever so slightly, or maybe like my bed is drifting away. Weird.

    1. Show previous comments  5 more
    2. That One NPC

      That One NPC

      I'm still trying to work out the math on those marshmallows. 

    3. Kayzee

      Kayzee

      What was that you ask? Well I kind of think of it as a lesson. A very important one. That for all the heights humans can reach with logic and reason, the depths of human delusion and ignorance reaches just as far. I think it's worth permitting it to continue to be a thing for that alone don't you? :3

    4. PhoenixSoul

      PhoenixSoul

      Unnn...well, I missed out on quite the discussion here, lolz
      But, a time cube...unnn...Imma leave that alone...xD

    5. Show next comments  12 more
  15. Kayzee

    Help with Common event calling

    You can mess with switches and variables sure. I don't think global autorun common events run during battles though, I think you would have to add an event to run the common event for every troop. Might be wrong about that. Also events could only run after all the commands would be input and the turn is started.
  16. Kayzee

    Help with Common event calling

    How exactly do you plan on doing a choice in who you scan? Or displaying the results for that matter? Seems to me like any event that does a good job mimicking a scan window will have to be so ludicrously complex that you might as well just figure out how to script the whole thing anyway. Well whatever, doesn't matter. Like I said before: Short answer is you can't call a common event using the party command. Events don't work during party commands. There probably is a way to force them to, but not a simple one.
  17. Kayzee

    Help with Common event calling

    Pretty sure if you had any scripts for animated battlers or backgrounds or such they would still animate though. What exactly does the common event do to call up a scan window? You really shouldn't be using a common event for that. Plus, again, events don't run during party commands anyway. Party commands are not like actor commands you know. You could use 'turn_start' to force the turn to start like the escape command does I guess, but that would make you waste a turn for everyone every time you wanted to scan. And not sure that would even work in the first place.
  18. Kayzee

    Help with Common event calling

    Does the game freeze or does it just no longer respond to input? I am thinking it will deactivate the party command window and there is no other window activated in it's place. Pretty sure party commands can't run events like that anyway, events only run when the round actually starts.
  19. Phew, actually did some work on my game today... Yay! I really need to do that more often.

    1. That One NPC

      That One NPC

      I need to work on a game to work on, way more often. A game script would be sooo huge. From there I could begin building pics for each character and their class. Map out skills and spells, from there plot their Glimmer paths, and plan the combo moves.

       

      I really need to pick a game, (I'm between my Bound-Like, Legacy Frontier even though i know I need more experience with a full game before I do that justice, and my Final Fantasy Tribute, which  would be slightly rebranded to avoid being shot into the large Hadron Collider along with the project by Square-Enix's legal team) and just finish it.

       

      I have a plethora of ideas but out of that symphony of ideas singing in my head, certain ideas sing the loudest, and hold their notes the longest. It's harder to mute that out whilst trying to work on another  idea you have to dust off before you can even get going. If that makes sense to you.

    2. Kayzee

      Kayzee

      It often seems like you and me are opposites in many ways but, I know what you mean about a symphony of ideas. Should I probably focus on a much simpler game? Yeah probably. Will I? Nope! Or at least not unless I make enough progress on a side project that it seems better then my current idea.

    3. PhoenixSoul

      PhoenixSoul

      I myself have done things here and there...
      Nothing too significant but I am hopeful to have something more complete at some point, maybe...

  20. Kayzee

    ace Well-Done Seasons in an RPG

    I had the idea of having seasons in my game project at one time, mostly affecting what enemies show up in dungeons. I was also fiddling with making a fairly complex lunisolar calendar based on old runic calendars for special events and such. I don't think I actually will use those ideas in my final game though, bit too much of a bother.
  21. Kayzee

    Slightly randomized parameter increase on level up

    You can have your stats be a random number between what the stat would be at x level and what it would be at x level + 1 or something. Or just... don't let your stats go down when you level.
  22. Kayzee

    Slightly randomized parameter increase on level up

    Why ignore the param curves set in the database if you are just going to make a new one that works basically the same way? You already have a value for one, a value for 99, and a growth rate. BTW, A good while ago I made a script that features semi-randomized stat ups. It's not the same thing you are talking about though since stats and levels are more or less independent of each other in it (levels only acting as an overall cap).
  23. I got 'Shiren the Wanderer: The Tower of Fortune and the Dice of Fate' for my switch the other day! The Shiren the Wanderer games are one of the main inspiration for my own game project so it's pretty inspiring to play, but it also reminds me of how much I still have to do. 😕

    1. That One NPC

      That One NPC

      Just about everyone has a Stardew Valley living inside of them, very few people are meant to see it through alone.

       

      The weight of indie deving as a solo endeavor is crushing. I feel it every day. The sheer size of it drawfs my very efforts because I'm not a game developer. :( I want to be, but I lack the proper avenues of approach and training. It kills me every day. But I refuse to quit.

       

      I keep trying to find a "simple project" that will "Just give me some experience with completing a whole game." Sounds easy. Sounds doable. Until I get started, and remember that nothing I do story-wise will ever be simple. XD It happens without me even realizing it. It can go from an arcade cabinet with some Ace mini games, to a full blown Triple Triad RP with player properties/decorating, vehicles like bikes and cars, etc.

       

      Anything I touch will mutate into something more than I found it.

       

      It's rough, but don't give up. 20'ish years of RM tinkering has taught me the errors of these ways. The main thing that prevents steady progress for tinkerers who get seduced by the editor prior to having an actual game to make, is without having a script and plot outline to guide and inform the process, it becomes a case of butterfly chasing. Constantly jogging in place, developing fragmented aspects of the plot, world, characters, skills, concepts, etc. Making small breakthroughs in any given area from resources, to edits, scripts, animations, items, whatever it may be.

       

      This kills projects, which is why I have grown so jaded toward the soloist approach to game development. Everyone wants to be the next Eric Barone now. And because Stardew Valley exists, they will never be able to see the fact that it is an enigma. Games like that are 1 in 10 trillion. "It's possible, you just need a good idea (oof!) and the time (organizational skills and discipline)."

       

      It's a tough road on our own. I suggest making something not featured on your bucket list, but still strong enough to showcase your merits and value as a developer, in the hopes that when you sit down and say publicly, "Okay, I'm working on one of my bucket list projects," people will come to you with their ducks in a row, asking where you could use some assistance, and if they can be of any to you. Depending o your leadership//directing skills, and given how much more difficult that becomes online, you could end up doing something great.

       

       

    2. Kayzee

      Kayzee

      My game project isn't really a 'bucket list' game, it's much more of an experimental tech demo or prototype that I have gradually taken ever so slightly more seriously and has become more of an actual game as time has passed. And that honestly is probably more how games like Stardew Valley come about then them being planned and scripted. It's a fundamentally different way to develop a game, one that takes a long time and yes involves a ton of 'butterfly chasing' as you put it. But it can work... eventually. Problem is keeping motivated enough to see it through.

       

      It's funny though, because you know what also kills projects? Having big elaborate plans you can't actually follow through with. It's actually tricky to know sometimes if you can or can't do a thing until you go to do it and often it's easy to get stuck up on a bad plan. Here's the rub: No matter what you do you are going to find out any good game is a 1 in 10 trillion game. Doesn't matter if it's something like Stardew Valley or something like Final Fantasy or SaGa. Doesn't matter if you are one single person or have a team of 100+ people backing you up (though if you can convince 100+ people to help you in the first place you probably are in a good spot). Most people's game ideas just aren't going to work.

       

      In any case 99% of my problem is just my own laziness.

    3. PhoenixSoul

      PhoenixSoul

      My main issues tend to be 'idea explosions' and lack of ability to implement them...

      I've never, ever gotten to play/try Stardew Valley (Steam Wishlist), so I dunno. I dunno if the game will even run on this 2008 DELL PC. I know that some games that I thought that it could/should run do not, like some games I've recently tried...eh, whatever.

      I know the story of Ramsey in my mind, since the source material is a short and very ambiguous (also NSFW) novella, which if I were to stick to the source material, would make a very short game, and it would be more or less, a click-through VN type of thing since there would be a lot I couldn't make interactive.

  24. I just had a dream where there was a MMORPG of sorts with a sort of guild-based morality/ethics system, like if Dark Souls had player created covenants.

     

    Players could select a covenant or create their own and each one could be created with different rules/protections/roles/advancement systems/etc.

     

    Biggest reason to join a covenant was to prevent possibly being enslaved to a higher level player (unless the covenant allowed that). Players could join one right away upon character creation so it wasn't hard get protection.

     

    Covenants could be setup many many ways, some might have have a strict hierarchy and lots of roles and special roles, while others could have have no rules/ranks/roles at all so it was very flexible.

     

    The dream it's self involved lots of shenanigans involving clueless new players, slaves (willing and not) and some naughty stuff, but I mostly only remember the covenants bit.

    1. PhoenixSoul

      PhoenixSoul

      Even IMVU was like that, lolz

       

    2. That One NPC

      That One NPC

      Neither are really like what I'm thinking. I played IMVU very briefly in '12 for the RP community, and although users can create content like clothing and 3D "chat room" environments, it's a very non-mmo style of game based on social interaction, and broken down into micro-spaces.

       

      My concept is closer to what Minecraft offers. Every new server world that is released is a fresh canvas. There are dev-made key cities spread few and far between that host some of the vital locations and functions and quests, but the majority of the game world is ancient ruins and the wilderness that has reclaimed them. Any player at any given time can purchase a lot of tiles, anywhere in that wilderness, and begin to build whatever they want. It's not an instanced, custom map, it's directly on the game world. So you can buy a lot of land 40x40, just down the road from the starting city on Game World 1, and build your own house. Buy npc livestock to graze, even "break down" for resources. And every time someone logs into World 1, and walks down that road, they will pass by your house. When inspected, that lot will say:

       

      Owned by: Kayzee

      Built by: Kayzee, 17/1/21 (Project completion date)

      Last Modified by: Kayzee, 18/1/21

       

      Or, you could find a big field not too far from the starting city, on World 3, and start building roads. Add  some small houses. Fences, trees, a town square. Plant some npcs including town guards. Maybe now you buy another lot directly north and build a little palace. Now you can work on setting up shops, designing quests, etc.

       

      An actual MMO, with actual world building elements that empower the player. Again you will get giant phallic symbols appearing in fields overnight like crop circles, but again, it's an issue of problem solving vs loading up the cannon to shoot ideas down in flames.

    3. Kayzee

      Kayzee

      That's pretty much how Second Life works. Unlike IMVU or VR Chat everything is connected on one giant grid. Even more so then Minecraft actually because the grid actual spans multible servers. The down side of doing things that way is basically all of Second Life is owned by one corporation that charges for virtual land/serverspace and there is basically no way to make private servers or local servers (Though there is OpenSim, which is an attempt and making an open source version of second life). It still isn't really a game though, more a virtual environment.

       

      Personally? I rather have a mix of instanced and connected areas rather then just one or another. Why not let players own land and also create personal pocket dimensions? I think it would be nice to have a big grid of land while also having a private place to play with things or do other stuff.Maybe that's just my personal antisocal nature, but having a free small place to build and experiment without needing to buy land would be neat.

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