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Kayzee

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Status Updates posted by Kayzee

  1. Phew... I haven't done much work on my game lately but I did today! I made a whole new actor! :O Brings the total in my game to a whole two actors!

     

    Though the second actor is not a party member, it's actually used as a back up version of the main character that can be safely reset to level 1 for puzzles and/or special dungeons.

     

     

  2. Today I randomly had the urge to revisit a fondly remembered video of yesteryear... Still internet perfection!

    1. Show previous comments  2 more
    2. PhoenixSoul

      PhoenixSoul

      Watching that video made me wanna fluff the dancing cat...lolz

    3. Kayzee

      Kayzee

      Hehe, that's about the reaction I expected. :3

    4. PhoenixSoul

      PhoenixSoul

      Yeah, well here's another blast from the past...lol

       

  3. I got a Hat in Time not too long ago on steam. My lappytoppy can't play it all that well unless I really put it on minimal settings but it's still cute as heck and tons of fun! I would have waited till it was ported to the switch, but I wanted to play with the new DLC and all the mods too.

     

    While I was at it, I also decided to start Super Mario Odyssey as well (I have had it for a while, but always put off playing it). It's super fun too! It isn't quite as cute though. It's still cute, but not little girl with a big top hat cute, ya know? Other then that it's striking how similar the two games are.

     

    I think my favorite '3D platformer' of all time might still be Brave Fencer Musashi, although Brave Fencer Musashi definitely follows it's own kind of formula and leans more in the direction of Zelda then Mario sometimes, so it might not be a fair comparison.

    1. Show previous comments  2 more
    2. PhoenixSoul

      PhoenixSoul

      Probably the one I remember most is Crash Bandicoot...

      Yeah. 'WHOA!' indeed...

    3. Kayzee

      Kayzee

      I never really played Crash Bandicoot that much... not sure if I even had it. I never quite got into the perspective. I know my siblings played a lot of Spyro and Ape Escape, but I think I kinda thought they were too simple at the time.

    4. PhoenixSoul

      PhoenixSoul

      Ape Escape was the first true Dual Analog game where the whole game was controlled with only the analog sticks...
      I wouldn't call that simple, but hey, rose-tinted glasses and all that (actually that's another game I've never gotten to play and same goes for Spyro), lol

       

      Anyway, decided to hold off on the current project, for now. I took a deeper dive into RM2003, the first time I've ever really had a long look into it, and despite its' flaws (not being able to use states to prevent other states for one), I think I can use it to get a finished side project...

  4. I was working on my game today! I started on a feature I have been wanting to do for a bit: Puzzle maps! It's a common feature in many Mystery Dungeon style roguelikes to have a collection of puzzle maps that can also double as a kind of tutorial. The first puzzle map I made to test it out for example is a map filled with rocks you can only get around by moving diagonally.

    1. Show previous comments  1 more
    2. Kayzee

      Kayzee

      I don't think of eight-directional movement as a must in most games, but it's definitely a must in roguelikes. It just opens up a lot more tactical options and makes chases much more interesting. Though I still actually only use four directional sprites because as much as full 8-directional sprites would be neat, making diagonal sprites for everything would be a pain in the ass. Maybe if I ever get a dedicated sprite artist or something.

    3. PhoenixSoul

      PhoenixSoul

      I know of one asset pack that has diagonal sprites. One.
      We've talked about it before, and I know it wouldn't work with your game...

    4. Kayzee

      Kayzee

      It's a pity, but I don't think it looks too bad as is anyway.

  5. Hehe, It's fireworks time near by house. I can see them out my window! X3

     

    Yeah I know it's not the 4th yet but my city always has it a day early for some reason.

    1. PhoenixSoul

      PhoenixSoul

      Around here, they've been popping them off for weeks now, lolz

      (someone actually took a large one and tossed it into the drainage pipe xD)

    2. PixeLockeT

      PixeLockeT

      People in my area shoot them for like a week early up to a week or two after, but the town's official fireworks display was held on the 6th. x3

  6. I forgot to say anything about it, But I picked up Super Mario Maker 2 on Friday. Didn't even know that was the day it was released, I just happened to be visiting gamestop that day. Might have gotten the last copy too, or at least there were no more cases on display.

     

    Anyway, I don't have Nintendo's dumb switch online thing, but it's still fun to mess around with and play the story mode. Yeah, I could have gotten a bundle deal thing with a year of switch online for a bit extra, but honestly? I kinda thing switch online is kinda scammy and if I pay for it it will only encourage Nintendo to do it more.

     

    Also, I hear you can get it for free with twitch prime, which you can get for free with amazon prime, which my parents might have sine they use amazon a ot maybe. Donno. Even that might be encouraging Nintendo too much.

     

    But anyway, yeah Mario Maker 2 is pretty fun to mess with. Don't like the touch controls for editing much as they are way too finicky, but I just feel that way about all touch screens.  Playing with it kinda makes me want to restart my old Super Mario World romhacking project: The Adventures of Jiggles the Catgirl. I have thought of maybe someday restarting the project as it's own stand alone game instead of as a romhack, but it's kinda unlikely at this point.

    1. Show previous comments  6 more
    2. PhoenixSoul

      PhoenixSoul

      Anyway, got any screenshots of your Mario Maker stuffs?
      Or, is it really hard to get those...

    3. Kayzee

      Kayzee

      I have no idea honestly. I have spent most of my time playing the story mode anyway and havn't really done that much stage making. I have done a bit, but mostly just playing around.

    4. PhoenixSoul

      PhoenixSoul

      Well, if ya get to doing that, and if it is possible to get screenshots, I think we'd all love to see them...

  7. Ah, ya gotta love old demoscene demo music. Even if that visuals seem a bit dated and looks like something from the After Dark screensavers, the music is always... well... The title of the demo says it all doesn't it? :P I don't think the playback quality is the best though.

  8. It was the summer solstice yesterday! Hope everyone had fun!

    1. PhoenixSoul

      PhoenixSoul

      It was...okay.
      Earlier this morning, a line of storms with radar-indicated rotation rolled through, causing the warning sirens to be sounded off. At the speed the storm was moving, if there had been any viable threat, that would of been too late...

      I'm just glad I wasn't asleep...

    2. Kayzee

      Kayzee

      Oh dear... *cuddles*

  9. Holy Moly!  They are actually finally officially released a version of Seiken Densetsu 3/Secret of Mana 2 in English (called Trials of Mana now apparently)? What's next? An official English version of Mother 3? Who knows? I mean, now that Reggie has retired he isn't around to throw fireballs at people for asking.

     

    Too bad everyone who cared probobly already played the unofficial version to death and moved on. Maybe I will pick up the remake they are making? I would like to see if they fixed any of the many many issues the original game had!

     

    Can you imagine if they decided to remake Mother 3 like that? It would be funny given it was originally gonna be a 3D n64 game.

     

  10. I think I am gonna add some difficulty options to my game or something. Before I kinda wanted to do old school roguelike full permadeath and still kinda want that to be an option, but i have played played dark souls a bunch recently and I like how it handles progression and death. So I was thinking maybe it would be better to just have you lose your items and progress to the next level instead of reseting your level completely... We will see!

    1. PhoenixSoul

      PhoenixSoul

      I iNtEnD tO iMpLeMeNt A dIfFiCuLtY sEtTiNg In My OwN gAmE, tOo.

       

      lolz

       

      But seriously, yep. It won't be overly complicated and will mainly affect combat.

    2. Kayzee

      Kayzee

      Still not sure how I would want to do it exactly though... I kinda want to let the player select the difficulty of the current 'run' rather then choose it at the start of the game, though that would probobly involve making a copy of the actor. I kinda want to let the player start a run at level 1 whenever they want while still remembering their real stats and giving them a good reason to do so.

    3. PhoenixSoul

      PhoenixSoul

      I did that by having all levels have static stats, and using a stat distribution script to handle increases.

      That way, a New Game + would allow one to keep their stats but start a new game at L 1.

       

      I'm going to have difficulty be based on a single variable. It'll only affect combat and EXP Points.

  11. I was just experimenting with if statements that used if statements as conditions in ruby.

     

    Yes, you can do that.

     

    Only reason I was curious to see how well it worked was I sometimes want to do something like:

     

    unless ( if something
        do_something
      end or if somethingelse
        do_somethingelse
      end )
      do_nothing
    end

     

    Or in other words, I want something to happen if and only if nothing else happens. The usual way I end up doing this is like this:

     

    done = false
    if something
      do_something
      done = true
    end
    if somethingelse
      do_somethingelse
      done = true
    end
    do_nothing unless done

    But it sort of bugs me that I need a variable. Not a big deal, but I wonder if there is a better way?

     

    Note: The last line of an inner if statement needs to set a value for that kind of funny nested if statement to work.

     

    Edit: Oh, actually it wouldn't work the way I want due to short circuiting I think... I thought using 'or' rather then '||' would disable that but apparently not.

    1. PhoenixSoul

      PhoenixSoul

      lolz

      if $guitar_skill <= $Slash
        print "Go play Bass instead."
      else
        print "Slash Unlocked, See Store."
        set $switch_Slash to 2
      end #lmfao

       

      Of course, that's all junk; none of that would work unless pre-defined, but there's some old game jokes in there. 😆

    2. Kayzee

      Kayzee

      Just to be clear I don't want to do an if else because that only has one thing or the other happen and I want both to be able to happen.

  12. I got Dark Souls for my switch because I never got around to playing it before.

     

    Honestly it's kind of silly how unforgiving it can be. I mean, I get you wanna be hard game, but do you really have to let me dive right off into a pit if I am slightly at the wrong angle?

     

    You know in so called 'real life' people usually instinctively stop themselves from walking over edges. Just walking over one without thinking is something that mostly only happens in video games.

    1. Show previous comments  3 more
    2. PhoenixSoul

      PhoenixSoul

      The AVGN has reviewed both of them, lol

    3. Knighterius

      Knighterius

      Ya know Kilo, they say to try tongue but hole to become grossly incandescent in that game

    4. Kayzee

      Kayzee

      Tee-hee, i'm not that far into the game, but I hear there is a spot where people like to say that there is an amazing chest ahead later. :3

  13. I was feeling kinda sick yesterday for some reason, which is too bad because it was May Day... Feel lots better now though!

    1. PhoenixSylph

      PhoenixSylph

      Glad you are feeling a bit better!

    2. Kayzee

      Kayzee

      It was kinda weird, no idea why I was sick. Might have caught a cold in Singapore.

  14. Phew... Back from Singapore. Didn't have a camera, but I might be able to share some photos others took later. :3

    1. Show previous comments  10 more
    2. PhoenixSoul

      PhoenixSoul

      Oh believe me, I'm well aware of what you mean; I just simplified it is all, lol

    3. PhoenixSylph

      PhoenixSylph

      I have two friends from singapore now, I don't know whereabout exactly but now I'm curious xD Everyone from singapore I've met have been incredible creators, and so very friendly >w<

    4. Kayzee

      Kayzee

      People were very friendly to be sure! I had some trouble understanding some of  them though, hope I didn't annoy people!

  15. Phew, I was at a big Indian-style wedding today. To much formality for my tastes, and all the people around made me sort of nervous. But it was still quite the sight to see!

    1. Show previous comments  2 more
    2. Animebryan

      Animebryan

      Wine is bitter?

    3. Kayzee

      Kayzee

      It's probably alcohol in general I find bitter... not sure, I don't really drink. Maybe more sour? But yeah, every bit of wine I have had always tasted like vinegar to me. Maybe I just never tried the really good stuff, I donno.

    4. PhoenixSoul

      PhoenixSoul

      PROPERLY FERMENTED, wine is far less bitter than sweet or tart, depending on the nature of the grape, or other fruit.

       

      A properly fermented red wine is very sweet, for instance. Strawberry wine is even sweeter (improper fermentation of strawberries leads to high levels of toxicity worse than arsenic but far less lethal-leads to a very harsh hangover after the effects wear off lol).

       

      I went to Red Lobster a little while back; I got a glass of red wine and it was not that great, but I've had far worse. It wasn't fermented well, nor for very long. It tasted cheap but not so much toxic.

       

      Like, properly fermented wine is a very long process, though how long depends on a number of factors including climate, elevation (very high elevations take a LOT LONGER BY A GREAT DEAL), the quality of the fruit, the method of pressing, the steps taken to begin the process, and so many more.

      Back home, for example, the wooden barrels used to ferment wine grapes in, are washed and scraped regularly because otherwise, the toxins from previous fermentations will seep into the next batch. They always have a set of barrels ready for the next batches, and when the barrels have reached their limits, the wood is burned (and damn it smells fantastic).

       

      Scraped? They scrape out two or three layers of wood out of the inside of each barrel as needed. A typical barrel of theirs lasts up to sixty-four fermentations. The grapes sit in the barrels fermenting for a whole season.

  16. Guess where I am? Come on guess, guess! :3

    1. Show previous comments  6 more
    2. Kayzee

      Kayzee

      Slicing someone's head off is probobly a lot harder then you might think, but that's what makes guns kinda lame and swords awesome. I mean some people are really good with guns and are still impressive, but most of the time guns just seem boring to me.

       

      Being suitably dramatic can help magic for sure, but it can be fickle sometimes and you can't just pull a huge explosion out of your ass when ever you need it. Like I said, it needs to be balanced carefully. It's like making a game really. You can make magic do whatever you want but if you just make yourself OP your gonna get yourself nerfed one way or another. So there needs to be some type of limit or flaw. That's why magic always tends to cost something. Some kind of MP, time, reagents, HP, sometimes more extreme things. The whole 'MP' thing tends to be the easiest to deal with I think. Really I think that game-like stats are a pretty good abstraction for things sometimes, even if it can get a little bit silly.

       

      Of course, magic isn't really completely 'real'. It's mostly or maybe entirely 'unreal'. That means you can pretty much make up any kind of rules you want. But you need some kind of way for you to limit it, some kind of rules, for it to really work.

    3. PhoenixSoul

      PhoenixSoul

      When I actually translate what most consider to be magic from my native tongue to English, it really translates as 'sorcery'.

       

      Sorcery is the art of using the aether to do something that most others would not necessarily be able to, such as cast something/someone aflame, freezing them solid, encapsulating them in stone, concealing something in a cloak of invisibility, healing sickness in an instant or very quickly, among many other things.

       

      Things like disappearing acts, card tricks, illusions and such are not sorcery, they're mind tricks.

      Mind you, one can use sorcery to do a lot of the mind tricks you see on TV, but most of the magicians know how to manipulate what their audience sees, not manipulating/using aether specifically.

       

      Of course, pyrotechnics involving machines that are broken/fried by EMP, that cause detonations of rockets in an enclosed area (video above), that's neither mind tricks nor sorcery; it's internal combustion and technology. lol

    4. Kayzee

      Kayzee

      Hehe, I don't think 'mind tricks' and 'sorcery' are as different as you might think. You could say the fairy idea of magic is more like pulling a 'mind trick' on reality it's self, or remembering that what seems to be 'reality' is mostly a mind trick it's self. Using 'aether' is one way of doing that, but not the only way. After all, regardless if 'aether' is real or unreal, that's not where the magic is. The magic is in the manipulation not the thing being manipulated. :3

  17. Tomorrow is the day I start the journey to Singapore! Kinda anyway. More like the journey to where I will start the journey to Singapore which I will start the next day, and I already spent the last week or so with my human parents.

     

    Also: Haven't really been working on my game much lately. Been playing with Daggerfall Unity lately actually. It's almost feature complete! Only a few things that havn't been finished yet. It also has tons of cool mods!

     

    I still say Daggerfall is probobly the best Elder Scrolls game and the peak of the series and I really don't like the direction the series went in from Morrowind onwards. I mean even if I like Daggerfall for what it is, in theory I had no problem when them cutting back on the scale and making a more detailed handcrafted open world, but the problem was their more detailed handcrafted world was almost as lifeless and drab anyway. You want to see a good hand crafted open world RPG? Look at Ultima 6 and 7. Those games had actual personality. And yeah, maybe they could have trimmed down the number of skills (for example the language skills in Daggerfall are almost useless if you ask me), but did they have to gut the whole interesting character creation system? And the series hasn't really gotten any better.

     

    Don't get me wrong, Daggerfall can get pretty boring and irritating. I just rather have had them continue to improve the ideas started in Arena and Daggerfall instead of completely abandoning most of them for something that's just as boring and irritating in a different way.

    1. Show previous comments  1 more
    2. Kayzee

      Kayzee

      Naw, Daggerfall has tons and tons of lore actually. Mostly in the form of books and quest text and stuff. About the only thing lore-wise Morrowind really did ever so slightly better was NPC interaction. In Daggerfall most NPCs were static sprites that didn't do much more then give you random quests or show a generic conversation screen you can ask about stuff in, or were randomly generated people who randomly walked around town with purely generic dialog. Morrowind had more dynamic NPCs and from what I remember has a bit more NPC specific dialog, though a lot of it was still generic.

       

      That's really Morrowind's problem in a nutshell: I respect the decision to focus on fleshing out a smaller area more, but it does it in a really half-assed way and still manages to be pretty generic regardless. I mean, I already mentioned Ultima 6 and 7. In those games everything feels crafted and filled with personality, even most of the dungeons and other side areas. Nearly every NPC feels unique and have their own schedules and tasks, even the shopkeepers and other townsfolk.

       

      Or to put it another way: Daggerfall's world was kinda shallow, and it seems to me that's because it was frigging huge and mostly procedurally generated (not at runtime, every game of Daggerfall has the exact same world, but the world was mostly built using procedural generation you can tell). Morrowind's world was kinda shallow, and it seems to me like it's purely because it's lazily designed and poorly written. I guess you could say that even though Morrowind is trying hard not to be like Daggerfall, it still feels like Daggerfall in all of the worst ways while all of the interesting stuff that made Daggerfall great was stripped out.

       

      I even sort of have a soft spot for the first game in the series: Arena. Arena's combat is pretty shit, it's RPG Mechanics are boring, and it seems even more generic in lots of ways then even Daggerfall (and it's not that detailed graphicly), but man is it fun to randomly go out and explore in that game. In Daggerfall there are a lot of set areas on the map with something in them, but between them is basically lots of random featureless terrain. There is little to no reason to actually walk around randomly in the wilderness instead of fast travailing everywhere. In Arena their are less set areas on the map, but the random wilderness outside them is a lot more interesting.

       

      Arena also takes place across the whole of Tamriel rather then a particular region like the other games. It's kind of interesting seeing the basic blueprint of the whole continent (one they have mostly stuck to), being able to both go to places that would be fleshed out in more detail later and going to places that are still only mentioned in the later games like Black Marsh and Elsweyr.

    3. PhoenixSoul

      PhoenixSoul

      True, very true.

       

      With each new entry, there's more and more lore added. Some of it makes sense, some, not so much. As far as combat goes, TES has crap combat, I won't lie. It is some of the worst combat I've ever come across, even worse than the likes of Unreal.

       

      Yeah, procedurally generated landscape and world. It was clever at the time but hasn't aged well. It works better for other games and game genres like shooters.

    4. Kayzee

      Kayzee

      I mean, I like procedural generation. I think it would be much more interesting if Daggerfall procedurally generated more stuff on the fly like Arena rather then basically just using it as a development tool to make a static world, and the dungeons should have been waaaay smaller (Daggerfall Unity does have a hidden smaller dungeons option though which makes most dungeon quests less tedious) and/or less confusing (mostly a problem with how the dungeons were built in 3D and how the automap worked, I would have rather seen them use a much more distinct flat 2D structure with multiple distinct floors and a more readable 2D automap). Other then that, as aged as the game may look in places it can also be pretty dang amazing. Mostly I like the scale of it's cities. It's probobly one of the few games I know of where going into a city actually feels like going into a city and not a small town with at most 10 to 20 people living there. Heck, if anything the major cities could have been even bigger! Kinda wish you could auto travel to individual buildings/landmarks though.

  18. I am gonna go on a big trip soon! 😮 Gonna go to Singapore!

    1. Show previous comments  1 more
    2. Kayzee

      Kayzee

      Yeah, it seems pretty neato! Don't really have a camera, but I am not going alone so maybe I can share some pics? No promises. Hehe...

    3. PhoenixSoul

      PhoenixSoul

      Damn! Sounds fantastic, love.

       

      If ya do get some pics, be sure and share, especially those with you in them (even if just with me privately lol)

       

      I'm just poking fun. Seriously, hope you have a blast. Actually, you might even be better off not returning until after the government is eliminated from the equation but that's neither here nor there...

       

      Maybe after you're all rested up from your break, you'll finally get back into gamedev.

    4. Kayzee

      Kayzee

      Yeah, I guess I have been a bit lazy with my game lately... And we will see about pics. If I am in them I would have to be in my ugly human disguise though. :3

  19. Hehe, I made a game.bmp for my game today!

     

    image.png.25b04866424dfba7f58e9570698e2c3f.png

     

    For if I upload it to the steam workshop.

     

    (That's me looking though the D! :3 )

    1. Show previous comments  2 more
    2. Kayzee

      Kayzee

      You know me, I always like big Ds. :P

    3. PhoenixSoul

      PhoenixSoul

      And V's, lolz

    4. Kayzee

      Kayzee

      And both at once! ❤️

  20. I just thought of a joke:

     

    How many Buddhists does it take to change a light bulb?

     

    Zero. :P

     

    ...Mind you I am not sure what school of Buddhism would fit that joke best. Zen?

  21. You know what's kinda awesome to think about? What happens when two really good song mages battle each other with their music.

     

    Because think about it. They often can't just both sing their own songs at each other. That doesn't tend to work very well. Instead, they are better off trying to improvise off each other in such a way that they can twist the music into the theme they want while the other mage loses track of what they are doing.

     

    Basically, they fight with jazz. :3

    1. Animebryan

      Animebryan

      I think Epic Rap Battles would be a better idea

    2. Kayzee

      Kayzee

      Well the thing you have to remember is, and I admit the video I linked is not a example of this, there is absolutely no reason why they would calmly take turns. Instead it would be more like melodies and counter melodies as they both reacted to each other's song, focusing on directing the over all feeling of the piece as a whole, tripping up each other with complex rhythmic patterns, and so on. Rap is just not anywhere near complex enough. Heck at that level using meaningful words at all is basically impossible. You have to just let the music flow chaotically while doing your best to shape it in a general direction. Doing stuff like that is basically what jazz is all about. I mean music based magic typically isn't used in direct combat exactly because it can be easy to disrupt, counter, or cause to go wild. But it sounds hella fun to watch/listen to a battle like that!

    3. PhoenixSoul

      PhoenixSoul

      Well, I can think of six non-jazz songs that accomplish this well...

       

      But they're all from one game series so...

       

      They're all Guitar Battles, three from Guitar Hero III: Legends of Rock, one from GH Aerosmith and the other two from Guitar Hero World Tour (though those are in-game functionally different)

       

      Guitar Battle vs. Tom Morello
      Guitar Battle vs. Saul Hudson aka Slash

      Guitar Battle vs. Lou (Metal cover of The Devil Went Down To Georgia as performed by Stephen Ouimette)

      Guitar Battle vs. Joe Perry

      Guitar Duel vs. Zakk Wylde

      Guitar Duel vs. Ted Nugent

       

      There was supposed to be a Bass Duel vs. Sting, but that was cut (Guitar Hero World Tour).
      (the video this links to is the song you play along with Sting - he's in the vocalist's placement while playing bass and it is the original version of Demolition Man before studio fading and rendering)

  22. Since you have been making me think of SaGa Frontier, it reminded me of a old idea I had for a SaGa Frontier-like game myself, one that was harder scifi then SaGa Frontier was. I kinda thought it would be neat to do a game involving actual space travel, but at a more realistic scale then a lot of scifi does. So the basic idea I came up with basically can be summed up as: "What if there was a solar system much like ours, only instead of just one planet where life evolved it was two?" Maybe one slightly further away from the sun as Venus causing it to be more tropical, and one slightly closer to the sun then Mars, causing it to be more frigid.

     

    I think it would be interesting to think about how things might be different...

    What if people from both planets spent most of their history looking up at each other and wondering?

    What if they excitedly observed each other for hundreds of years, maybe one day established basic radio contact near the dawn of both planet's industrial revolution?

    What if the technological development of space technology was pushed forward on both sides out of a dream of one day making contact?

    What if that dream one day happens?

    Then what if one day space travel becomes common place, and space stations and outposts are built near or on many nearby planets or moons?

    And maybe... What if both races inexplicably look a lot a like in many ways?

    What if they both have ruins depicting similar dragon-like creatures?

    What if both races can use something like 'magic', but it's slightly different?

    And those who live in space can't use magic at all (because 'mana' is produced by the planets), but may develop a form of 'phionics' instead?

     

    Hehe, I had all sorts of wacky ideas... I didn't end up doing anything with it though.

    1. Show previous comments  1 more
    2. Kayzee

      Kayzee

      Don't know if I ever will though... I would want to at least finish my current project and who knows how long that will take!

    3. That One NPC

      That One NPC

      Can't do everything alone. Well you can, but it's usually not the most efficient way. Would take me years to complete any of my serious projects. Legacy Frontier suffered the same fate as Overworld. It outgrew my core skill level. I can no longer make that game on my own without ruining it, or taking so long it won't even matter by the time it's done.

       

      It's not easy but I'm looking for a little project to give myself some experience now.

    4. Kayzee

      Kayzee

      Though teams have their own problems. Probably the best way is having a large community around a project that can help out from time to time, but that's hard to do. Anyway as much as it would be nice if I had someone to help out on my project in some ways, it's probobly not going to happen any time soon. So I will do what I can on my own and not worry so much about what I can't do for now.

  23. Today I figured out my gui/'hud' thing was being refreshed every frame and that's why I had framerate troubles in the dungeons! I thought it was just VX Ace being slow at rendering my lights... I could only imagine how laggy it could be if I didn't use optimized font rendering...

     

    Also made it so enemies/events would give up trying to pathfind to a place after three attempts, because there were times where they would try going someplace they couldn't over and over and slow the game down as a result.

     

    Because of these things I get 60 fps in dungeons! I thought for sure VX Ace would have a bit more trouble with my lighting effects but apparently not!

     

    Edit: Okay it turns out it's more 47 - 59, but still better then I expected.

    1. PhoenixSoul

      PhoenixSoul

      Well, progress of any kind is always good.

       

      I'll be getting back to mine soon. Not sure about today but...

    2. Kayzee

      Kayzee

      I think the best I can do is keeping to plug away at it when I feel like it. Not like I am in a rush, it's not exactly a game in high demand. :3

    3. PhoenixSoul

      PhoenixSoul

      That's what I am trying to do. I will make it through, but obstacles are everywhere and I keep running into them...

  24. I did it! I finally got my silhouette things to look like I want it too!

     

    zomgitworks!.png.67f080399ffa967a86276b9df08e251c.png

     

    Phew, I just hope it's fast enough to be practical. I basically coded a method to return a list of rects covering a tile's transparent areas which I can be used to trim away parts of the shadow not covering the tile.

    1. Show previous comments  5 more
    2. Kayzee

      Kayzee

      Yes yes! I use a ridiculously heavily modified version of this, and even have a really old version on my widdle blog somewhere... Though it's only for VX Ace so if you were hoping for a MV plugin I can't help you there. Really everything I do is for VX Ace and I don't think I will ever really get into MV. I have been tempted before to sorta ditch RPG Maker altogether and use Java and/or JRuby to make my own engine thingy, but it's rather hard to make a new engine and I already got so much done with VX Ace...

       

      Anyway, the game I am working on is basically a fully fledged Mystery Dungeon style roguelike at this point, though there are still lotsa features I need to work on. There are a few things I definitely want to do differently (like shops for example, I always thought the 'on map shop' thing was more trouble then it's worth and rather just use a good old fashioned menu), but the basic template of my game is based on the Mystery Dungeon games, especially resembling the original SNES Shiren the Wanderer game. A lot of modern Mystery Dungeon games are faaaar too soft sometimes I think! Am I the only one that actually likes having to identify items? It's a fairly important core feature of the genre and so many modern roguelikes just don't seem to want to do it or don't get the point.

    3. That One NPC

      That One NPC

      I want random dungeon crawls for 2 game concepts.

       

      I want a dungeon in Legacy Frontier that does random floors to keep the player on their toes, and provide an area for grinding akin to the Bio Research Lab, that also produces random chests on a semi-consistent basis as well.

       

      I also want to do random bunker raids for a apocalypse game I have in mind.

       

      I am on Ace as well. MV doesn't have as many resource options or plugins. And the non-commercial tiles can be easily resized for Ace.

    4. Kayzee

      Kayzee

      Sounds neat! The way dungeons work in my little game can be quite complicated and involves a lot of scripts that can be way too interdependent sometimes, so it might not be that suitable for a lot of people to though.

  25. Hehe, I totally reworked my passability types system the other day. See, I had it so some events and/or enemies could swim in water or fly over some terrain, sorta like if they were a boat or airship. Ghost enemies can even move though walls!

     

    I expanded it so it could apply to all characters, and what's more feature objects such as equipment and status effects can change passability type! This means I finally made Fairy Dust have a use in my game... Using it will let you fly around for a bit!

     

    I even tried to make sure that if you have a status effect that grants you special passability, it won't go away till you are over normal ground. Though equipment and other stuff might be an issue. I will have to see If I can make a special case where it will teleport you to a random spot on the map if you get stuck or something. That's usually how the Mystery Dungeon games handle it I think. Or I could be really nasty and just instakill ya I guess.

     

    I also added a cool animation for flying characters where they bob up and down with a little shadow... Though I kinda had to go around and edit a lot of my sprites to not have shadows already. I was thinking of adding a bit of an animation for swimming too, but I havn't yet. I think I have a pretty good set of little splash graphics to use though.

    1. Show previous comments  4 more
    2. PhoenixSoul

      PhoenixSoul

      Ah, I see, lol

       

      Thing is, one could recreate some games that have that kind of mechanic with that kind of coding.

      Like, for one example, Casper (PSX/SS).

    3. Kayzee

      Kayzee

      Hehe, well, the basic idea is that all characters/events have a 'map_passable?' method that can be aliased and stuff. The $game_player object even uses it to change what tiles you can pass through when you are in a vehicle. I just made one that let me choose different conditions and checks.

    4. PhoenixSoul

      PhoenixSoul

      Neat.

       

      It would be cool to have a game where one could turn invisible and as a result, be able to phase through solid objects...

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