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Status Replies posted by Aslanemperor
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bruh idk what to do for a game plot but here i am wanting to throw together a roguelike
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What sort of combat system are you thinking? That's gonna be pretty relevant to the plot. Of course, you could just go classic, and make it that you're an adventurer exploring ancient tombs and dungeons for loot. Have the main character trip over some artifact and release something nasty and have to go chasing it through even more dungeons and such in order to save the world (or get back something special).
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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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I really don't understand why the battle event system is designed the way it is in RPG Maker. Why on earth would I want an infinite loop of text in my battle!? Why is there not a way to make it so that an event happens just once!? It has to be given a per turn option?
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Yeah... I reallised this later. It seemed counter intuitive to me because I was thinking it was asking for the scope of the event. If the scope is a single moment, I imagine it activating once at the moment the event is activated, then being done. *Shrug* at least I know what I did wrong now and why. Just goes to see how two people can look at the exact same info and get two completely different translations based on their thought process.
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I got an email, that someone tried to download one of my crappy games, but couldn't due to Google's changes in security and stuff.
I don't like the new security update, because it STILL didn't fix ANY of the inconveniences I'm facing, but only introduced more of them, making all this process even more painful for me and everyone interested in downloading those files. Like, apparently you have to be logged into Google to be able to download the files - I'm not sure everyone will like it. It can be disabled, but they didn't really make it convenient to do, tons of clicking for each file.
Guess I'll have to run all over the place fixing links and stuff. Aaaand rip posts in communities I no longer visit. Thanks Google.
Edit: Actually despite having to reconfigure each individually, it's not that bad, as disabling the security update for the file brings it all to normal and everything works, so in the end everything can be fixed within Google Drive itself. That works I guess.
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Yay, it's Samhain tonight! And Halloween too! It's a time where the barrier between worlds is thin, so you never know what you might run into. Maybe that fairy or goblin or witch is just a human in a consume, but maybe they are something else! So be nice!
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Interestingly enough, Samhain is supposed to be a somber holiday of reflection, not a cheerful celebration with candy. The barrier between life and death were considered thin because this was the time when people decided which of their flock would be slaughtered for food over the winter and which would be kept for breeding in the spring. A wrong choice could mean ruin for the family, which only made the decision that much more serious! With all that death (from the slaughtering), the barrier was considered super thin, so people were warned that various types of spirits might visit, so be polite!
(Isn't history fun!?)
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Today I'm contemplating my battle system because I'm working on weapons. There are a few questions weighing on my mind:
1. How many upgrades should each player have for weapons? The game isn't going to be long, so I can't imagine that it would make sense coming up with some vast array of incremental upgrades. I know that I want each player to have a "special" weapon made just for them, and their starting weapons. I feel like if I don't have at least one upgraded weapon, people won't be happy.
2. What should I do about damage calculations? In my first game, I screwed this up big time. In the beginning, players were one-shotted. In the end, bosses I expected to be extra hard were total pushovers. I really want this game to represent an improvement in my game development skills.
3. The big one: How do I make the battle FEEL like a wild west shoot out with the current battle system? I have a few little ideas, but it's really not fully fleshed out, yet. Some things I've managed to figure out are that my gunslinger should be focusing on the number of bullets being put into the air. My Sniper should be high powered, precise, but slow. My mage should... well... be a mage? I'm not sure how my Ranger will work though. His shotgun is great for crowd controlling weak enemies, but I want to develop skills that make him special so that players don't feel like he's dead weight in the party. In the storyline, he's supposed to be on par in terms of combat skill with the gunslinger, so he should be at least as useful in a fight. Is being able to crowd control enemies enough to set him apart?
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That sounds like something for a much longer game than the one I'm making. This isn't supposed to be a long, drawn out game, just a few hours of gameplay with a pretty straight forward storyline. That's one of the difficulties with deciding how I want to do this. Do I even want an upgrade to sell in a shop, or just give the characters a basic gun, and their "special" weapon?
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Today I'm contemplating my battle system because I'm working on weapons. There are a few questions weighing on my mind:
1. How many upgrades should each player have for weapons? The game isn't going to be long, so I can't imagine that it would make sense coming up with some vast array of incremental upgrades. I know that I want each player to have a "special" weapon made just for them, and their starting weapons. I feel like if I don't have at least one upgraded weapon, people won't be happy.
2. What should I do about damage calculations? In my first game, I screwed this up big time. In the beginning, players were one-shotted. In the end, bosses I expected to be extra hard were total pushovers. I really want this game to represent an improvement in my game development skills.
3. The big one: How do I make the battle FEEL like a wild west shoot out with the current battle system? I have a few little ideas, but it's really not fully fleshed out, yet. Some things I've managed to figure out are that my gunslinger should be focusing on the number of bullets being put into the air. My Sniper should be high powered, precise, but slow. My mage should... well... be a mage? I'm not sure how my Ranger will work though. His shotgun is great for crowd controlling weak enemies, but I want to develop skills that make him special so that players don't feel like he's dead weight in the party. In the storyline, he's supposed to be on par in terms of combat skill with the gunslinger, so he should be at least as useful in a fight. Is being able to crowd control enemies enough to set him apart?
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Let me clarify: I've played a little bit of Skyrim. I never really learned how to upgrade tools and weapons because I used a mage and just used whatever new thing I found because there never seemed to be much good at the shop and loot was always better than what was being offered to me. I think I made it to the mage tower and beat ONE dragon.
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Today I'm contemplating my battle system because I'm working on weapons. There are a few questions weighing on my mind:
1. How many upgrades should each player have for weapons? The game isn't going to be long, so I can't imagine that it would make sense coming up with some vast array of incremental upgrades. I know that I want each player to have a "special" weapon made just for them, and their starting weapons. I feel like if I don't have at least one upgraded weapon, people won't be happy.
2. What should I do about damage calculations? In my first game, I screwed this up big time. In the beginning, players were one-shotted. In the end, bosses I expected to be extra hard were total pushovers. I really want this game to represent an improvement in my game development skills.
3. The big one: How do I make the battle FEEL like a wild west shoot out with the current battle system? I have a few little ideas, but it's really not fully fleshed out, yet. Some things I've managed to figure out are that my gunslinger should be focusing on the number of bullets being put into the air. My Sniper should be high powered, precise, but slow. My mage should... well... be a mage? I'm not sure how my Ranger will work though. His shotgun is great for crowd controlling weak enemies, but I want to develop skills that make him special so that players don't feel like he's dead weight in the party. In the storyline, he's supposed to be on par in terms of combat skill with the gunslinger, so he should be at least as useful in a fight. Is being able to crowd control enemies enough to set him apart?
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I'm wondering today, where does everyone find these adult sprites for RPG Maker? I'm pretty sure they're not all custom built, especially since I see a lot of them that are identical in several games. Even when they're custom, they're usually only slightly different than others: The main character involved in the fun, for instance. Any information about this would be really cool.
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Working title, "Jack's Revenge" is slowly starting to come together. I've still got a ton of work to do, but I'm slowly starting to flesh out what I want from the story besides "bad guy kidnaps family, good guy chases them." It's really important to me that the game feel a bit like a spaghetti western. I've got some nice ideas for how to do that through combat as much as through aesthetics!
It's not quite complete enough for me to feel comfortable enough to put it up on the "games in progress" forum, but it'll probably be that far along by the end of this week. I foresee the project taking me 3-6 months.
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Working title, "Jack's Revenge" is slowly starting to come together. I've still got a ton of work to do, but I'm slowly starting to flesh out what I want from the story besides "bad guy kidnaps family, good guy chases them." It's really important to me that the game feel a bit like a spaghetti western. I've got some nice ideas for how to do that through combat as much as through aesthetics!
It's not quite complete enough for me to feel comfortable enough to put it up on the "games in progress" forum, but it'll probably be that far along by the end of this week. I foresee the project taking me 3-6 months.
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I found out today my Gaia Online account is still able to be logged in to. It's been like a decade since I used it! I bet no one even remembers Gaia Online anymore... Maybe that's for the best. Gaia Online was... yeah.
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I myself have tried my hand at making furniture from pixel scratch...
Having terrible depth perception makes all efforts look literally flat. I only ever managed to make a decent looking, 2D table that would look okay in a side-scroller...
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I found out today my Gaia Online account is still able to be logged in to. It's been like a decade since I used it! I bet no one even remembers Gaia Online anymore... Maybe that's for the best. Gaia Online was... yeah.
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Working title, "Jack's Revenge" is slowly starting to come together. I've still got a ton of work to do, but I'm slowly starting to flesh out what I want from the story besides "bad guy kidnaps family, good guy chases them." It's really important to me that the game feel a bit like a spaghetti western. I've got some nice ideas for how to do that through combat as much as through aesthetics!
It's not quite complete enough for me to feel comfortable enough to put it up on the "games in progress" forum, but it'll probably be that far along by the end of this week. I foresee the project taking me 3-6 months.
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Rikifive, Well, it took me a month to make a game that was a little over an hour long. I felt rushed to make it and there were a few things I would have polished up and fixed a bit if I'd had another month to work with, but the finished game was good and had a solid storyline. I feel like 3-6 months for a game which will only be slightly longer should be plenty for me to finish and take my time with.
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You know, when I wasn't looking for it, I kept running into all these threads with people sharing their new generator part sets. Now that I'm specifically looking for generator parts and searching for them, I can't find them anywhere!
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Starting to get really bummed. I started doing this in the hope that I could make a creative outlet that might one day blossom into, if not a career, at least a hobby that brought in more than it cost to create. It would seem I can't find help for the things I am lacking however, and no matter how much I wish it was so, there are certain things I'm simply not capable of. I'll be teaching myself Ruby so that at least I can start doing some of the scripting I need on my own, but I don't have the years it would take for me to become capable at art. Looking at what I'm wanting to make, it's probably going to cost me $5-600 to get all the art I need to make this look the way I want, and it's not a game I plan on charging for. I don't want to give up on the game just because I can't pay for things, though, so I might have to suck it up. There goes my discretionary budget for the next few months...
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I've tried practicing art. I'm so bad at it that I generally just get frustrated and can't stick to the practice. I understand that technically it's possible to get proficient at anything with enough practice, but I have abysmal hand eye coordination along with a perfectionist's mind. It's a bad combination when you want to become good at art, where sometimes you just have to draw the thing and accept a few flaws as you slowly improve.
Anyway. Not planning on giving up, just feeling really bummed.
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I was messing around in my game and found a +34469697580 weapon! How did that happen?


