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Status Updates posted by That One NPC
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Been mulling over the plot for my ABS game lately and I worked out a custom HUD this evening.
Spoiler
This was edited using materials from Avery's Icons, and windowskin materials from Aindra's Window Skin Generator.
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Jaws is on AMC, so I'm working on my fishing game. In the plot, angler Island (WIP name), has a north and south side divided by a volcanic mountain. In order to reach the northern side of the island, the player must paddle up the eastern shore along cliffs.
The problem is a mean shark who guards the passage, tipping boats. He was outcast by the other sharks for being too aggressive, and lives further south, harassing the fisherman of the starting town.
When the player tries to cross, the Tiger Shark will tip their boat forcing them to swim back to shore, until they access the fishing point and catch it. -
I fixed my dashing sprite, folding the arms of the center frames in the side-side animations. This fixes the flow of the dashing animation and makes it so smooth.

The easiest method of doing this is to assemble the base sprite first, then morph and edit those parts onto the dashing template.
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Galv's Fishing species update:
As promised, after getting comfy with the script, I have begun to flesh out the different types of fish, tackling recolors, and research species to add a layer of realism to it all.
Crabs:
Fiddler Crab
Blue Crab
Vampire Crab
Stone Crab
Dungeness Crab
King CrabEels:
Short-finned Eel
Ribbon Eel
Jellyfish:
[Common] Jellyfish
Lion's Mane Jellysifh
Crystal Jellyfish
Starfish:
Ochre Sea Star
Knobbed Starfish
Royal Starfish
Lobsters:
[Common] Lobster
Lunar Lobster
Albino LobsterSharks:
Tiger Shark
Great White
Mythical Creatures:
Mermaid
Tomorrow I'm carefully tackling the 20-some fish sprites I have. -
I've developed the concept for an indoor trophy lake. This is a player owned aquarium populated via angler achievements, customized through a settings interface with simple switching commands dictating the spawn table. So over time, and with some skill, the player can fish from the comfort of their home, or just collect fish.
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Found some great additional fish sprites by Dusty I can use for Galv's mini-game.
Shout to Granny's list for providing the hook-up.

Between recolors and these new ones, I've bumped the species count to 40, not including the mermaid, or gold recolors of the lobster and crab I did just for posterity. -
I did some new card album icons using Aindra's Window Skin materials found in the Window Skin Generator.
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Edited from Aindra's Window Skin materials.

New deck with numberless faces (for use with latest script version which adds numbers automatically if desired) coming soon.
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More custom backgrounds for pond locations across your game world are being edited and tested.
I also edited a new flow overlay or open water locations that is much more wavy and visual.
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Evil-5 is one of my favorite characters from the standard Ace pack. I just did a remaster LL version of him.
I love it.

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I chummed ze waters and bagged a 13-footer! ^.^

Credit: Avery for Icons, PandaMaru for boat and mermaid, WhtDragon and Avy for other spites, Galv for script.Yes, my torrid love affair with RM is not likely to end soon. Been playing around with superb mini-game, editing a new pack of resources for it.
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Yeah that was a mass sprite test more than anything. Not even all the fish are present here.
All fish types using the default, coastal background.
With his fishing game, the idea is definitely to have a higher degree of clutter so that you can't just grab the fish you want with the bait that works, every time, only worrying about line breaks. Instead you want to balance bait diets so that in order to catch a mermaid, you need an Elder Leaf, or Jelly Belly treat. However, lingering too low will cause lobsters and crab to consume the bait, just as other fish will eat it during the pursuit of the mermaid.
This creates a dynamic of patients in waiting out fish positions, as well as mastering the power meter, and control over your active bait line.
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Other examples from my tinkered system are chests and relics (mainly for games with appraisal/identifying systems that can later turn a generic "relic" item into a random item, so as to avoid disrupting the fishing session via common event processing) only react to the "Salvage Hook" bait type. This bait has 50 weight so it plummets to the bottom quickly. But it's not just there to nab chests and relics, it can also accidentally pull up clams and lobsters.
Chum is used to attract sharks mainly, but other predatorial, meat eating fish like the bloodtail and razorfin, or even eels will consume chum bait.
Each bait type has a number of fish of varying values and sizes that will take it, meaning you have to prioritize bait types with desired targets and strategize around your tackle box and the playing field.
There are 16 catchable species, and 12 bait types, 4 rock types including a mermaid one for mermaid ponds, and 3 chest types. So a lot can be done to flesh out this fantastic minigame that also doubles as a potential utility distraction.
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5 minutes into development on my Triad game, the scripts broke again...........
Afraid I'm done with RM this time. -
Doing Emelia's quest again on OG SaGa.
With the new remaster in circulation and with Emelia being popular character from the franchise who appears in other games, I want to clarify what her costumes do, as there is a timeless and notorious amount of confusing surrounding with is going on. Squaresoft does nothing for no reason at all.
Her costumes change her base internal learning rates because on her own she is not very good.
Dancer makes her learning charts match Annie's.
Pink Tiger makes her chart match Liza's.
The confusion comes in with the Bunny and Commando.
Bunny gives her a base talent in magic, which on every other outfit, she has 0 in.Commando in Gun Tech, which on every other outfit, she has 0 in.
Have fun, and do your Amelia right.
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Quick exercise I did. Someone might wanna make use of it as an easter egg or something.
-Shrug- Credit Mack, though.
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Back to spriting in the American West theme. Luckily I've been binging Young Riders on Roku app, so I'm primed to do characters in this genre.
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Every time a monster has killed one of your characters in a vintage JRPG, it was reborn in an alternate dimension as a recurring, less funny Ultros-type mini-boss.
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Ummm. Yes?
This actually came from a game world idea I shared over the weekend. A world based on the premise of a JRPG (heavily leaning into it), classifying beings by role with Heroes at one end, Bosses at the other, and monsters & NPCs everywhere in between.
But I had the idea that if something happens to fatally wound a hero, it ascends on antagonist side. So an NPC would become a monster, a monster a boss. a Boss. . .A Final Boss. O.O
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Problems with time travel in story telling? It never holds up to even elementary questioning, because it's physically impossible. Time doesn't actually exist. The observable phenomenon we have dubbed time is a side effect of the degree with which space has been curved by the mass of an object suspended in it, or gravity. Nothing more. That's what relativity really is, not how gravity modifies the setting of how time passes by each celestial object. Not some time-space fabric or energy storing the memory of the past and computing the possibilities of the future. The only thing that has ever, or will ever exist, anywhere in the universe, is the present.
Problems with these problems? I simply
LOVE
time travel in story telling. I mean it is so romantic, so adventurous, wonderous, mysterious. I can't leave it alone. I can't stop trying to make it work.
Most recently it's forced me to take a long hard look at the nature of the Time Stream in my FF tribute lore, as well as the involvement of time travel and temporal mechanics within that canon.
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Well you said yourself, time travel "is so romantic, so adventurous, wonderous, mysterious". Obviously there is something about it you like even if it is nonsensical in any serious sense. Believe me I know exactly what you are talking about, but sometimes you just need to let a story be a story and tell you how something works and try and follow it as best as you can. I mean bad troupes and gimmicks may exist, but you can still have good stories written using them.
Also, you seem awfully convinced about the "one timeline" thing. I am not so sure myself, but I also don't think it really matters.
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There's something about it we all like. My poison isn't so much the person from a boring, mundane present returns to a beloved historic era to mingle among the subjects of their scholastic obsession, but more the mysterious figure returns to present from future. I love a good bootstrap paradox. Ugh. I just peed a lil typing it out.
And in terms of multiple timelines, I admit that when it comes the nature of our "universe" we know virtually nothing. Negative nothing. Most likely never will. We know nothing about what our universe is. Where it exists, how it exists, etc. So in that regard, there may be some sort of multiple timeline thing going on in multiple universes. However. to suggest that our universe is capable of producing multiple timelines depending on variations in occurrences and major catalyst events, suggests that time is more than a side effect of the relationship between mass and space, or what we know as gravity. Being in a stronger curvature makes time appear to move slower. Key word appear. It's all relative to the observer. A planet with 10X gravity with the exact same axis and orbit as Earth, would experience a calendar year at the exact same pace. Theoretically it wouldn't "feel" or "seem" any longer.
Time was a way for humans to measure increments of motion around the sun. There is no force to create timelines, because there really is no timeline at all. There's just the universe, the energy and mass within. Energy, matter, motion.
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Peed a lil? That's a interesting reaction...
The whole multiple timeline thing has more to do with quantum wave functions and how they collapse or more like how they don't (like described in this video) but really it hardly could be thought of as "timelines", just multible "nows". The past and future still aren't meaningfully real. Though it could also be that quantum wave functions act as a pilot wave (as described in this video) which cuts out all the multible reality stuff, so yeah.
Here is a thought: What if time travel was not possible, but it was possible to travel to a 'now' that just happened to resemble what the past might have been. I can imagine a story where someone tries to time travel but they realize at the end they can't actually, they just hop to a different universe that resembles the past or future.
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What can I say?
I mean, did you really think I'd leave Knights of the Round out of my summon pantheon?
#TwelveBecomeFifteen
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Angry Choco's lesson of the day?
Never mess with a Dragoon Princess!
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I had an idea for a quest like that before, a comical twist on the timeless classic.
It began with the heroes entering a town, and hearing rumors of the young princess having gone missing. When they speak to the King they find that a cryptic letter arrived begging for help, explaining that they are in the cave. Everyone assumes the dragon must have the princess captive, but when the heroes arrive, they find that the dragon actually wrote the letter, begging the King to take his daughter back. The entire time she has been redecorating his cave, playing dress up and having tea parties, ruling the roost, as it were. She's a very, very powerful magic user due to her mother's blood, and therefor maintains the upper hand. The heroes would have to somehow help her understand that her new "friend" is suffering because of her bossy, authoritarian ways and extended stay.
I really, really liked that quest idea, and thought about ways of doing a boss battle with her where the player has to get more creative and come up with a work-around for actually hurting her. I also thought about maybe in the end her somehow getting a dragon egg she brings home.
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So an MMO is a massive undertaking requiring a lot of stuff that I just cannot do alone. Even with a bit of IT and coding/business support (which I have), it's still a behemoth task.
Meantime I'm doing the Zelda-like I have been wanting to do for some time. I'm going to use a very limited amount of graphical resources and scripts, and try to make something of a showcase game for practice and the beginning of a portfolio for recruiting help with an MMO.
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So many things to sort out and decide on for an MMO.
Does the world really need yet another cracker jack box Medieval Fantasy MMO? Whether it's a good VXA MMO or not? I'm just not so sure anymore, and I've always wanted to do a zombie mmo. The main obstacle right now is starting from square one on resources to make sure everything in the VXO folders is 100% cleared for commercial use.
Based on the resources I'm able to gather, I'll be able to decide what the best course of action is. Sometimes I want artistic skill more than I want coding skill.

Who wears short shorts?

