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Everything 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.
SpoilerThis 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.