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Rikifive

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Posts posted by Rikifive


  1. Hello, hello and welcome!

    Don't worry, no bans for that, but the opposite ~ all game dev activity is welcomed, and while the forums indeed focus on RPG Maker, all other engines are accepted as well.

    I myself no longer work with RPG Maker (used to work with Ace), I switched to Game Maker Studio, because all games I did in RPG Maker weren't even RPG's anyway, I coded them from scratch, so hah, I didn't use RM the right way.

    Assets sound interesting, looking forward to see your stuff! :D 

    • Like 1

  2. I don't own MV, so can't test anything, but I know it uses JS, so perhaps just using the Math.min() method would work there?

    Basically this method returns the lowest number from provided arguments (separated by commas), for example;

    Math.min(235, 111, 563) => will return 111
    Math.min(100+100+300, 200) => will return 200

     

    So what you need is to put your damage formula as one of the arguments, and 9999 as the other.

    Using your formula (Base Power * a.mat - b.mdf), the damage formula with the cap would be:

    Math.min(Base Power * a.mat - b.mdf, 9999)

    This will either return Base Power * a.mat - b.mdf OR 9999, whichever is lower, thus capping the damage output at 9999.

     

    That's just my guess, because I'm not sure how damage formulas are processed there.


  3. ♦ ←───────~◊~───────→ ♦

    U P D A T E

    ♦ ←───────~◊~───────→ ♦

    Released a minor update, in which items got buffed.

    Also, collected items are now displayed in the bottom-right corner. Yeah, yeah, sadly it all still goes by their ID's. There will be icons in the future.

    2021-07-24_15-15-50.png

    Planning to slowly work on local multiplayer next, once that's done, I'll get to online multiplayer.


  4. ♦ ←───────~◊~───────→ ♦

    L A T E S T   U P D A T E

    ♦ ←───────~◊~───────→ ♦

    VERSION 0.1.1.0 IS OUT!

    // C H A N G E L O G

    //=====================================================================================================
    // V0.1.1.0 - 24-07-2021 - Item Display And Minor Balancing
    //=====================================================================================================
    [ GAMEPLAY ]
    - Buffed Arthur Ditto regeneration effect from 0.4 HP/s (+0.4 HP/s per stack) back to 1 HP/s (+1 HP/s).

    - Buffed Sticky Bullets projectile damage from 40% (+2% per stack) to 80% (+10% per stack) and increased the amount of them from 3 (+1 every 10 stacks) to 3 (+1 every 5 stacks).

    [ VISUALS ]
    - Collected items are now displayed on screen. Item descriptions can be viewed by hovering cursor over their icons.

    // U P D A T E   P O S T

    2 minutes ago, Rikifive said:

    ♦ ←───────~◊~───────→ ♦

    U P D A T E

    ♦ ←───────~◊~───────→ ♦

    Released a minor update, in which items got buffed.

    Also, collected items are now displayed in the bottom-right corner. Yeah, yeah, sadly it all still goes by their ID's. There will be icons in the future.

    2021-07-24_15-15-50.png

    Planning to slowly work on local multiplayer next, once that's done, I'll get to online multiplayer.

     

    ♦ ←───────~◊~───────→ ♦


  5.  SHUPS+logo+w600.png

    A Rogue-Like Shoot 'em up Game

    v . 0 . 1 . 1 . 0

    The game is in early stage of development and everything seen there is not indicative of the final product.

     

    =============================================

    A B O U T

    =============================================

    Shups is a game in which you're controlling a spaceship and your objective is to survive the endless swarm of enemies. The game challenges players with constantly raising difficulty, which makes enemies more and more aggressive as the time goes to the point, where it becomes unbearable.

    Your aid in the endless fight are items, that allow you to raise your parameters indefinitely. Some items will cause various effects to happen and these too, can be stacked for even more mayhem! Aside that, destroying enemy ships grants player experience, which boosts base parameters with each level-up.

    The game currently lacks any real goal to achieve and therefore, players are expected to die at some point. The current challenge is to survive as long as possible.

    How far will you go?

     

    =============================================

    S C R E E N S H O T S

    =============================================

    2021-07-19_01-04-44.png

    Title Screen - someday it will be better lol :kek:

     

    2021-07-19_01-06-00.png

    A wild rare item has appeared!

     

    2021-07-19_01-07-06.png

    LEVEL UP!

     

    2021-07-19_01-13-08.png

    BOOM BOOM BOOM!
    (Note: Hold TAB to view STATISTICS or toggle with CAPS LOCK)

     

    2021-07-19_01-13-40.png

    Woo the game was so kind to throw a legendary item (Firecrackers) at me pretty early.
    "Maybe it'll be a good run..."

     

    =============================================

    D O W N L O A D

    =============================================

    PLATFORM: Windows
    FILE TYPE: .exe (installer)
    ESTIMATED GAME LENGTH: A single good run can go beyond 30 minutes. There's no save, it's rogue-like, duh!

     

    ♦ ←─────֊~֊◊֊~֊─────→ ♦

    VISIT MY WEBSITE TO DOWNLOAD THE LATEST VERSION

    ♦ ←─────֊~֊◊֊~֊─────→ ♦

     

     

    =============================================

    P L A N N E D   F E A T U R E S

    =============================================

    These are currently planned features, but things may change in the future.

    > PROPER STAGE SYSTEM AND ENDING <
    Basically, the goal will be to travel through paths to #ENEMY BASE# and wreck the main boss.
    There will be different stages with moving backgrounds and whatsoever.
    After each stage, players will be able to choose the next stage from randomly generated paths.
    Each stage will have randomized effects, that lower/boost enemy stats and yield less/better loot.

    > BOSSES <
    Each stage shall end with a boss fight.

    > ELITE ENEMIES <
    A bigger boi shall spawn once in a while.

    > LOCAL AND ONLINE MULTIPLAYER (COOP) <
    What's better than one ship? Having two. :catvibe_rainbow:

    > ITEM DISPLAY AND ICONS <
    All items you've gathered shall be displayed on screen. And they shall have icons too.

    > MORE SHIPS AND WEAPONS <
    There will be different ships to choose from, each having different base stats and loadouts.

    > MOAR ITENS <
    There definitely will be more items in the future.

    > AND PERHAPS SOME OTHER CONTENT <
    ... I can't think of at the moment.

     

     

     

    =============================================

    C R E D I T S

    =============================================

    PROGRAMMING
    Rikifive

    GRAPHIC DESIGN
    Rikifive

    ADDITIONAL GRAPHICS
    Kenney Game Assets

    MUSIC
    SHMUP Music Pack
    Mega Game Music Collection

    SUPPORT AND BETA-TESTING
    My brother 👀


  6. On 7/7/2021 at 11:10 PM, minth said:

    i would want a scrolling image

    If you'd like your credits to be an image with text that is scrolled, then all you need is to just update the y position.

     

    For that approach you'd need to create an another Sprite and assign the image to its bitmap (like you did with the background) and then add an update method, that will keep adjusting the Y position of that image, making it go up.

     

    For example, in the Scene_Credits, you'd first add the Sprite (credits image)

      #--------------------------------------------------------------------------
      # * Create Scrolling Text
      #--------------------------------------------------------------------------
      def create_text
        @scrolling_text = Sprite.new
        @scrolling_text.bitmap = Cache.picture("CREDITS_IMAGE")
      end

    and then add an update method, that is run every frame (60/sec)

      #--------------------------------------------------------------------------
      # * Update
      #--------------------------------------------------------------------------
      def update
        super
        @scrolling_text.y -= 1 # to move it 1 pixel UPWARDS per frame
      end

     

    That should get the job done for what it's worth. You may want to adjust the Y position in the create method, so that it starts with a blank screen while the text is just about to show up. For that set the Y position of that sprite to the HEIGHT of your game window like this:

      #--------------------------------------------------------------------------
      # * Create Scrolling Text
      #--------------------------------------------------------------------------
      def create_text
        @scrolling_text = Sprite.new
        @scrolling_text.bitmap = Cache.picture("CREDITS_IMAGE")
        @scrolling_text.y = Graphics.height
      end

     

    As I was going to mention to remember to dispose the sprite, I noticed that your existing dispose method isn't run either, as it lacks its own terminate method that would point to sprite disposal, so you may want to fix that. To the Scene_Credits, also add this:

      #--------------------------------------------------------------------------
      # * Termination Processing
      #--------------------------------------------------------------------------
      def terminate
        super
        dispose_background # now your dispose method will be run
        dispose_scrolling_text # for the scrolling sprite
      end

    and then of course the dispose method for the scrolling text.

      #--------------------------------------------------------------------------
      # * Dispose Scrolling Text
      #--------------------------------------------------------------------------
      def dispose_scrolling_text
        @scrolling_text.bitmap.dispose
        @scrolling_text.dispose
      end

    You could also just plug the two dispose lines to the existing method you have instead,  that would work too.

     

    Disclaimer: My Ruby got really rusty, so I might have overlooked something or derp'd somewhere.

    • Thanks 1

  7. The current dark theme has poor design indeed. In fact, it's not even a dark theme, but a "night" theme. It isn't really supposed to be the real dark theme, so its objective isn't getting rid of all bright colors.

     

    Anyway, the current night theme will be gone and is irrelevant to this topic. The dark theme I have in mind is a theme, that I'd make from scratch, that would be properly dark, something close (if not the same) to the screenshot I've posted earlier.

     

    ---

     

    That is correct I initially aimed to keep only one theme, so that it is easier for me to maintain it. I expected up to a single or maybe two votes on the light theme, but currently there are 7 users who prefer the light theme or would like to have a choice, so for me that means, that there is that demand for a light theme and that my extra work will actually matter, at least for some.

     

    So in the end, I'll keep both, where the dark theme will be redone. However, that will have to wait for a forum software update. These updates tend to ruin a lot of things, so I'll wait for one and then get to reworking things.

     

    In the meanwhile, if you have any suggestions regarding site appearance and/or layout, feel free to share these.

     

    Perhaps a single high-contrast colorful with tons of lime green eye-wrecking theme would work better? Hmmmmmm 🤔

     

    2 hours ago, Kayzee said:

    Well I would replace the red borders with purple like the current night theme but it seems fine with me!

    Plot twist, it's not just red, but a darker shade of pink - strawberry-ish color. 👀

    • Like 1

  8. Hello and welcome!

    The green triangle-- do you mean the button that takes you to the top? That's all it does, it allows you to jump back to the top of the page. (If you have any troubles with it, please let me know)

     

    I hope you'll have a good time here and good luck with your games!

    • Like 1
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