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AutumnAbsinthe

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  1. Like
    AutumnAbsinthe got a reaction from PhoenixSoul in Clock Tower Graphic (VX Ace)   
    Hello! I'm making a survival horror game and for one of the levels, I need a clock tower graphic.
    While I'm making money now, most of it is going towards food. However, if you're willing to help with this, I'd be more than willing to make outfits for characters in at least one of your projects, or provide character sheets provided I have a reference.
     
    Here is a reference for the clock tower I have in mind (just preferably with a three tile-high and wide door at the bottom in the front - for reference, the sprites I'm using are made on a Looseleaf base).
     
  2. Like
    AutumnAbsinthe got a reaction from PhoenixSoul in RPG Maker Offline Builds   
    I normally just do Steam in Offline Mode, tbh. That's mostly because of a problem I had with the Steam Cloud though, but it works like a charm.
  3. Like
    AutumnAbsinthe reacted to Rikifive in Text Smiles No Longer Will Be Turned Into Emoticons   
    Hello everyone,
     
    Today I made a small change, or rather fixed something.
    So far if you typed stuff like :) c: D: etc. the text editor was automatically turning these into emoticons, which made it potentially frustrating to ones, who prefer to use the text emoticons, rather than these fancy smiles. For example, if someone wanted to put :) , the text editor was like "NO, use  instead, no need to thank 👌" and then, that someone could be like "NU I WANT [ :) ], u have a problem with that boi?! 🔫🤨" and enter an eternal struggle with the editor.
     
    I set that to OFF in the first place, but looks like something glitched and it kept doing this anyway, so I went to ACP with my 🔫 and fixed that.
     
    So yeah, if someone notices, that c: or :) will no longer be automatically turned into emoticons, blame me.
     
    To answer potential questions: You can still bring emoticons by typing their names, like:
    :smile: - will turn that into 😄.
    Typing " : " and two letters will begin search, where that fancy window with emoticons opens below your text cursor.
    I only disabled these short codes like :) c: :D.
     
    Also: Yes, I know that emoticon search tends to glitch along with mentioning. It's not our fault, it's a global bug within forum soft, to put that in a simple way. Not much I can do about that. 😢
  4. Like
    AutumnAbsinthe reacted to KayakoChan in Hearts Like Clockwork (Demo has been released)   
    Ehehe~ Thank you~!
    Trying real hard to make something fun and cute, and Melonie's portraits helped so much there~

    Of course because it's meant to be fun and cute doesn't mean it can't explore some darker themes, but all in all there will be plenty of sweetness~
  5. Like
    AutumnAbsinthe reacted to Doomboxx1134 in I need some input on my village layout   
    OMG! thank you all for the feedback,  that means alot! This was my village map, I stopped halfway through cause I thought it looked kinda bland, hence the extra space (most of my villages look similar), this feedback is awesome, again, thank you so much guys and gals and I'm sorry for posting in the wrong area, have a great day, people!!!😁😁
  6. Like
    AutumnAbsinthe got a reaction from KayakoChan in Hearts Like Clockwork (Demo has been released)   
    This looks so cute!
  7. Like
    AutumnAbsinthe reacted to PhoenixSoul in I need some input on my village layout   
    lolz (I miss Colorado though...)

    I'll add to my list of advice with one more tidbit:
    9) Add an outdoor market that is snow-covered.
  8. Like
    AutumnAbsinthe got a reaction from PhoenixSoul in I need some input on my village layout   
    Pretty much all of this. Also, coming from a small town, at least one medium- to large-sized shop. My small town's a bit larger, so it has one large and one medium. That being said, back when I lived in an even smaller town, it had nothing more than a simple medium-sized convenience store. Also, as everyone above said, Make it less square. Square works for inside buildings, the state of Colorado... And pretty much nothing else. Try looking at maps of real life towns for inspiration.
  9. Like
    AutumnAbsinthe reacted to roninator2 in Need help with switches   
    Would you be interested in reading some tutorials?
    https://forums.rpgmakerweb.com/index.php?threads/a-starting-point-for-new-users-v1-2.14727/
     
    You can use a self switch and make a new page in the event with that self switch on.
    After the dialogue is done, turn the self switch on.
  10. Like
    AutumnAbsinthe reacted to Kayzee in JPS Pathfinding   
    Might be! Hehe... I didn't even know yanfly had a stealth script. I kinda made my own in my game, but it's pretty darn simple. :3
  11. Like
    AutumnAbsinthe reacted to Kayzee in JPS Pathfinding   
    Does that happen without any scripts? Maybe a script is doing something funky.
  12. Like
    AutumnAbsinthe reacted to Kayzee in JPS Pathfinding   
    There is no default pathfinding in VXA. Approach shouldn't walk in random directions for no reason though, It should just try to move in whatever direction gets it closest to the player. It isn't smart enough to know how to go around things.
     
    i use Jet's myself!
  13. Like
    AutumnAbsinthe got a reaction from PhoenixSoul in Wheelchair in an RPG - Open Discussion   
    When I was thinking of doing something similar until that project became a writing project, I drew inspiration from from Alien: Resurrection. One of the characters is a bada** in a wheelchair who uses his chair to hide all sorts of things, like weapons and, if my memory serves me right, he also uses it to store things he picked up along the way. He's got a gun in there, I know that for sure. While he didn't have a technical backup for if he fell out, he did have a friend who was willing to carry him around if he couldn't use it - that was a plot point even. He was also great at using his arms to do things like climb ladders (another plot point).
  14. Like
    AutumnAbsinthe got a reaction from PhoenixSoul in Alternate Paths In Maps   
    Depends on the project. For the one I'm putting all my energy into, one of the main points is how goofily simple a lot of it is. That doesn't mean there's more to explore or there aren't multiple ways to achieve things, but there is a certain degree of linearness to most things in it.
     
    For other projects that maybe aren't so simple (to play, I mean), I'd definitely do this and I really wish more games would do this. I can't think of a good example from my planned games that would have this, mostly because, now that I have all my projects back from holding, I'm deciding what will and won't be a game, but if any of them do end up being games, I'll 100% make this a thing because it's just so darn fun!
     
    EDIT: Thought of an example. If I made Bloody Dark Night a game, you'd get to explore all of Holt Manor. Every secret passage, every nook and cranny, just everything. You'd get to learn the shortcuts and find several paths to travel throughout the place, even finding hidden bits of lore, items, puzzle pieces, objects, etc.
  15. Like
    AutumnAbsinthe got a reaction from PhoenixSoul in Wheelchair in an RPG - Open Discussion   
    When I was thinking of doing something similar until that project became a writing project, I drew inspiration from from Alien: Resurrection. One of the characters is a bada** in a wheelchair who uses his chair to hide all sorts of things, like weapons and, if my memory serves me right, he also uses it to store things he picked up along the way. He's got a gun in there, I know that for sure. While he didn't have a technical backup for if he fell out, he did have a friend who was willing to carry him around if he couldn't use it - that was a plot point even. He was also great at using his arms to do things like climb ladders (another plot point).
  16. Like
    AutumnAbsinthe reacted to FranklinX in Alternate Paths In Maps   
    Caves, dungeons, forests, and many other areas are common in RPGs. The goal is to reach a certain room and you may need to defeat a powerful boss! Is there one way to reach this boss? It depends on the developer. Many games have a linear path and it holds the player's hand. You can't get lost. There is one path to the finish line.
     
    On the other hand, great games have alternate paths. There is more than one path to lead to the boss or major event. Sometimes there are incentives to take a different path. Paths may have different enemies and hidden items. I like adding alternate paths in maps. I think all of my maps for dungeons have at least one alternate map. The player is rewarded with special items for exploring. 
     
    Alternate paths have the potential to add lore to the story. These paths may give backstory to the area. This can be done by reading signs or understanding the meaning of pictures on the map. The Legend of Zelda has many hidden stories or details in pictures in a room. It is a good way to add story or make the player curious about particular events in the picture.
     
    Do you add alternate paths in your maps? How many alternate paths do you make per map?
  17. Like
    AutumnAbsinthe reacted to That One NPC in Wheelchair in an RPG - Open Discussion   
    I've been thinking about making a game set in the near future. Like 2099. I was thinking about making the lead protagonist a Mexican girl who is in a wheelchair.
     
    I wanted to discuss the concept of putting the lead character of a rpg in a wheelchair.
     
    ● All of the challanges it presents. Don't look at it as ragging on the idea or trying to shoot it down, this is how things get green lit, so you don't invest time and resources to find major road blocks down the road.
     
    ● All of the things that can work and be interesting. Ideas to really make the chair a tool in a character's kit. To celebrate people in wheelchairs, and be a source of liberation and fun instead of a set back or hindrance.
     
    Ideas I've had are moving quickly. Having tires as one of the accessory equips. Different type types can allow stair climbing, terrain mobility, speed, etc.
     
    If the game is made, you'll get a special thanks for any input you end up providing.
  18. Like
    AutumnAbsinthe reacted to Rikifive in You're In My Head Like a Catchy Song (8 Bit) | Famitracker (VRC6) | MLP   
    This is an 8-Bit cover of 'You're In My Head Like a Catchy Song', a song from My Little Pony: Friendship is Magic - S07E13: The Perfect Pear.

    To give some backstory, the episode featuring that song is about ponies learning about their parents' and the feud between families.
    🍎Apple and 🍐Pear families were constantly at odds with each other over who were the better farmers. The only two members of each family to get along were Pear Butter of the 🍐Pears and Bright Mac of the 🍎Apples. Despite the heated rivalry between their families, their childhood friendship eventually blossomed into a beautiful romance, unaccepted by any of the families. This led to some dramatic choices...
     
    So in short, it's kiiinda like Romeo and Juliet.
     
    I have to admit, that it sounds rather cliche, but I really liked that episode, which motivated me to do something productive, so here it is, my 8-bit version of the song, made in FamiTracker. 👍
     
     
  19. Like
    AutumnAbsinthe reacted to That One NPC in Which steps can I do in order to efficiently finalizing a game   
    @Luks_18
     
    When I used older RMs, I used to pick at everything, not really sure of exactly what I was doing or needed, more or less creating nuggets of unorganized ideas here and there. From actors, to items, to magics, animations, events, maps, plots ideas - everything. I didn't get anywhere because I had no structure to my approach, and when I really wanted to dig into part of the game, it was too murky because other, related areas weren't done yet. If you pick at things randomly and as you feel inclined to, it will take you years to finish a game.
     
    With Ace I created a plan to make my time better spent, and the process of making a game that much easier. Although it is untested, I believe it makes logical sense in the interest of time if you're working alone.
     
    1. Concept
     
    First come up with the concepts for your game world, and the story that you want to tell. Keep the story concept basic and over-arching for now, as the characters will each have a story arch of their own within it, so leave a bit of wiggle room. Then based on your story and game world, create your characters. Now work on the concept of game play. The exact features you want from battle systems, menu set-ups, mini-games, etc. 2. Resources
     
    Based on the above, you can scout for some resources for your game within the Rm community.  Take some time to look for scripts you can use to create the desired game play dimensions you've already drafted up. Look for some graphics you know you can use such as tile sets, sprites, face sets, icon sheets, music and more.  
    3. Character Development
     
    Flesh out your characters before you begin your plot outline to make sure you're comfortable with the cast dynamic in terms of both plot and battle party.  
    4. Plot Outline
     
    Write an outline of the plot and work on it until you're satisfied you have a good story and you know where it is going to end. Keep your game world in mind here, it's important. This is a good time to start the first draft of your world map (even if you don't use 1 for the game, do a sloppy one for continuity, delete it before finalizing.) Shape your game world to flow with the finalized plot line.  
    --- FORK ---
    At this point either start drafting your character data (actor, class, equip, animations/abilities) based on the work you've done, or begin the script.
     
    5. Script
    Write out the game story.I don't know how it works really, but I am going to do a main plot script, and a random/side NPC script. Have a few people (ideally) read it over for errors and opinions. Edit and finalize (to begin developing the game, with room to edit on the move) the script.  
    6. Database
     
    Set up any scripts you need to for the database stuff. Set up your terms to personalize your game. Tend to the system tab if you need to. Tend to your Actors and their Classes Finalize your Weapon/Armor/Magic terms after working on classes and characters more. Make your Weapons and Armors based on the actor/class work you've done. Set up your Status Effects. Do your Animations and Magics. Double back to Weapons and Armor to appoint required magic/animations. Double back to Actors/Classes and appoint gear/abilities. Set up your Items Set up your Enemies, then Troops. Tiles can be done as you progress through the mapping process.
     
    7. Balancing
     
    Balance your actors, classes, gear, magic, items, formulas and enemies. This will require a portion of testing.  
    8. Mapping
     
    Set up any scripts you need for Mapping and tile stuff. Set up your tiles. Map out your game. If you're like me, you'll event as you go. Do a block of the game, test it personally, then move on. This way when you're done, you'd don't have a mountain of game to go through. And you send out the best product possible to have tested. Make sure any map note tags are good.  
    9. Eventing
     
    Set up any scripts you need for events, mini games, and anything else at this point. Event your game. Set up any common events you haven't already. Double back to items and gear to set up any required common events.  Double back to actors items and gear to make sure all your note tags are good.  
    10. Testing
     
    Test your game. Have your game tested for you.  
    11. Credits
     
    Make sure all of your credits are organized and proper for release.  

    You're done.
     
     
    Of course this is a generalized format. Each game may present different processes and steps necessary to development.
     
     
  20. Like
    AutumnAbsinthe got a reaction from PhoenixSoul in Hello, old friends! It's me, Purple Phantom!   
    Hello!
  21. Like
    AutumnAbsinthe reacted to Holder in Hello, old friends! It's me, Purple Phantom!   
    Greetings
  22. Like
    AutumnAbsinthe reacted to SirCrashtonII in ignore this   
    just realised there is a video game section, sorry ignore this post
  23. Like
    AutumnAbsinthe got a reaction from PhoenixSoul in Hello, old friends! It's me, Purple Phantom!   
    Thanks, both of you. ^w^
  24. Like
    AutumnAbsinthe reacted to FranklinX in Hello, old friends! It's me, Purple Phantom!   
    Hello, Welcome to the forums. I don't believe we ever met. I have no idea about the story and drama. 
     
    Welcome to the forums and I wish you the best.
  25. Like
    AutumnAbsinthe reacted to Vis_Mage in Hello, old friends! It's me, Purple Phantom!   
    Hey, welcome back! 🙂
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