Everything posted by That One NPC
I recently began playing with beloved classic from my first encounter with the RM franchise. Whilst toying with it, I set out to tackle the notoriously limiting, unsatisfactory mapping engine. I resolved to make a full scale town for my players to explore and adopt as a permanent base of operations, similar to Old Tristram in Diablo 1, and other games with central safe zone locations. I was so impressed with what I got done, I wanted to share this treat to remind everyone of how magical mapping is. More in next post.
That One NPC replied to eyalgi11's topic in RecruitmentMark me down for story writing and idea skills. I have questions, though. Like a fictional period piece might be tough for me to pull together, or contribute to in a team. A fantasy or sci-fi number that heavily involves time travel (Chrono Trigger, for example), however, I can do.
That One NPC replied to Aslanemperor's topic in General DiscussionI like it. Even if it doesn't lean into the NPC angle at all, it's a wonderful concept. Some of the all-time great ABS gems like Secret of Evermore, Star Tropics, and Illusion of Gaia, were about a young person of little lordly substance and with very, very little weapons and skills, who undertook an epic odyssey. These were so endearing to the player because you build such an intensity and connection with this little guy, because you know he or she has to negotiate every situation carefully and with brains vs brawn.
That One NPC replied to Aslanemperor's topic in General DiscussionExcept that's not really the same. Whoever your main is, will be the lead protagonist. The idea was, what if a regular NPC was the hero of a game. It's very neat thought experiment. I've since thought of two more versions. 1: Open world quest-based where you start as the soul of a great warrior of old who is awoken by a Goddess and chosen to return to the world in order to begin a conquest against evil, corruption and darkness in mankind, as well as more powerful forces. You are reincarnated into a random NPC event, where a random actor build is assigned from a list of prefab starters. This person is a nobody, and must be built up to the level of a hero over time. When the player dies, this process repeats, but systems are put in place so that the player can earn bonus starting stats, gear, skills, etc upon each new reincarnation for completing quests and achievements. 2: This is more literal. Completing an ABS (Zelda-like combat) rpg as an NPC, with limited resources, weaponry or offense of any kind, but with a lot of mechanics like sneaking, sound detection, event fields of vision, and other crafty/skill-based methods of approaching conventional RPG situations that prove deadly to the player. So, kinda like bringing in Dark Soulish aspects, strictly in that regard.
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.
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.
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.
Lion's Mane Jellysifh
Ochre Sea Star
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.
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.
At the beginning, find ways of describing and establishing the world and or continental setting more. Tell us a bit about how old it is believed to be, what gods are believed to rule over the people of its lands, the types of cultures and magical forces that govern anything relating to in-game system and features as well as the lore. This may help build it up a bit before whisking us through the clouds to the Kingdom of Alexandria, giving us a much more established sense of where and when this place exists. This should lend some gravity to the immediate setting that I personally feel it may have lacked a bit. Then, just a suggestion. Is there any way to make it so that the village isn't being burned down? Maybe it's being occupied, and someone, an older ally of the youths, warns them to stay away, tasking them with making the trip to warn whoever (wouldn't the elders be in the village; the focal point of it?). Just a suggestion because that old troupe turns the stomach instantly. It's just a bad look within such a small summary package. You know what I mean? To me this is two-pronged. You sidestep the burnt village troupe, and you create an interesting dynamic with leaving your player to worry and think about Ninjoh constantly until and if you decide to resolve that in the plot. Just a suggestion.
I did some new card album icons using Aindra's Window Skin materials found in the Window Skin Generator.
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.
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.
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.
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.
- Show previous comments 1 more
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.
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.
Be careful with your puzzles. Balancing is key. A tough puzzle that stops the player dead can hold them back from getting further in your project. Making these few in number and toward the end of the game is a very good idea as an indie project. Puzzles that allow the player to move and play through the experience like mazes or platform jumping, pushing, interacting, etc, help keep the player engaged and adapting to new angles of approach. Keep this in mind, as limited as RMs are for this type of thing. My favorite puzzles are the ones that seem rare, mystical, ancient, significant, because they are one of only a few true "puzzles" in the game. Ones that require brain power, observing the environment and accessing provided knowledge of history and lore in order to crack a clever code. Those puzzles that pay off in the end by giving access to something huge, valuable, important, etc. Meantime the smaller, quasi-puzzle methods are great for prying some interaction and attention to the setting and plot out of the player. Having to locate items and use them the right way, push blocks over buttons, light torches, push an object out of the way and things of that nature are great for making dungeons more hands-on and interactive vs a simple step/battle grind one just wants to get through so they can reach the next set of shops. Overall, think about more than what types of puzzle to use, and make sure you firmly tackle the application of the puzzle itself throughout the game.
Who wears short shorts?
Also some male materials
Shield based on RTP Icon.
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.
Find the Loose Leaf modular package. It's just a pack of the ripped LL materials from the old site. Using any decent image editing software, you can compile and edit your own sprites, rip suitable parts to add (for example, from the RPT sprite generator), etc. The PNG files: https://www.dropbox.com/s/bajcnabxzxtdl3b/Looseleaf pngs.zip?dl=0 The Thread that link was provided in: https://forums.rpgmakerweb.com/index.php?threads/looseleaf-character-parts-pack.42362/