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Status Updates posted by Aslanemperor
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Finally done with some of the maps I've been dragging my feet over and can get back to eventing for Jack's Revenge.
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My kitten Kahlua is generally far too rambunctious and playful to just sit on a lap like most cats. The only exception is when I'm at my desk. It's the little things in life that make everything worthwhile...
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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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To be honest it is indeed confusing and at first I wasn't sure what it is about either. Just like with pretty much any other option in the editor, if you hover your cursor over these, the popup with some info should appear and that's what helped me, as there it is explained what the span option actually does.
Battle eventing overall is somewhat odd and not always works the way I think it should work.
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It's amazing how much things drag along when you're working on a game. I think I've made this one just a tiny bit more complex, and it's making a huge difference in how long it's taking me to finish each little piece. Me procrastinating is also not helping! I have only just finished the beginning part of the beginning. I now have to finish my work on the credits, and put together a little cut-scene followed by the game's first battle. I need to figure out how to do a properly scripted battle, though, since the purpose of this battle is to introduce player's to Jack's unique, high speed combat skills. My biggest worry is that the first time I tried a scripted battle it resulted in the game I made going into an unpassable loop. Hopefully I can do better this time around!
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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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Essentially, one takes equipment to be improved, the appropriate materials, to the appropriate machina (in TES there are a few), and use it to upgrade the quality of the equipment. Each quality upgrade will thus, increase the base damage/armor rating and also, the base value of the equipment. Of course, in TES, there was a limit to how well and often equipment could be upgraded, based on the Smithing skill, and relevant boosts applied.
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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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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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Loose Leafs are the ones I'm working on for you, and that I showed you. They are all more or less custom made dating back to their origin as a modular (compiled part by part) sprite building website. I make my own using the library file someone ripped before the site died. Sheets of generic Loose Leaf builds may exist, and many devs did deploy them because of modern scaling logic, general modern gamer appeal, a character aesthetic that departs from the RTP, as well as, well, modular design, lol.
I can no longer locate the source where I got my LL asset folder.
But the other tall sprite style that's out there isn't modular, but has many sheets in circulation are also by Mack, and are known as Mack style sprites.
The sprites I make for you are also Mack's work, just modified a lil by me. You can research Mack sprites easily and should find results. The main difference with Macks is the slight rotation of their side-to-side frames. They angle a bit toward the camera, where-as chibis and LLs face true east or west. This makes Mack sprites a bit less appealing for games with 8-way movement because when walking north west or north east, they will still face a bit to the south west or south east.
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Apparently my current bug is trying to see just how many free resources I can get compiled for the community! I hope that I can get others on board.
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I'm feeling mentally exhausted and it's really keeping me from really working on the game. There's still so much to do, but every time I look at it I don't really know where to start. Hopefully I can get past this and get back to work soon. It shouldn't be taking me this long with nothing to show for it!
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I know how you feel, but unless you really have a pressing deadline you really should take your time and not stress about it. You don't want to burn yourself out do you? I mean it's true some people thrive under pressure, but I think lotsa people push themselves too far and then can't do anything! Just work on it a little bit at a time when you can, start with what you think you can do right then! Slow and steady, that's the way!
Problem is, if you feel mentally exhausted all the time or feel like there is nothing you really can do you can get stuck for a long time. I know I do! I think that's a sign of a bigger problem though. Even so, I manage to still work on my game from time to time and I have come pretty far! Maybe it's the sunk cost fallacy but I don't think I am ready to give up quite yet, and I don't think you should either!
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This is the most difficult part of making a game as an indie RM dev.
WHAT DO I DO? I know what I want to do, need to do, but I don't know what order to begin in. The story is in my head, I kinda know what the setting is like, and a few characters are designed in concept. But what do you actually do first? And why?
Most of us pick away at stuff, setting up placeholders for characters with the graphics we want for them. Placeholders for weapons and armor for them. Some of us might even set up PHs for the style of support items we want. RM has this innate ability to woo us with the assignment of graphical assets. There's a comfort in knowing you got the graphics you wanted, and they are in place. But it's so hard to solidify a game when you can't wait to tackle each and every aspect of it's design, because you're going to do it all yourself.
- Story - Figure out the framework of your plot and story, and along with that, a bit about the style of the game.
- Setting - You should have some of what you need to design a world setting now, hashing out more of the game mechanics and style as you work on this. Head to Inkarnate before the beta access expires and use one of the map styles to draft a concept. Cannot stress enough how this isn't your game map, it's an editable concept sketch of the world to help you along this agonizing process. You will use this to inform you in-game world, which will need some shaping around your plots and their paths.
- Characters - Through coming up with a plot and setting, you should have a good idea who your characters are. The pot should inform your lead(s), and the world inspire some of your supporting followers (should they even exist, you know?).
- Scripts - Once you have your concept and playable characters, you should know what you need in terms of scripts. Gather your essentials and prep the settings on those which you can with what you have.
- Graphic Assets - Now gather the essential graphics you'll need for all of this.
- Draft Skills On Paper - by on paper, anything but the editor. Don't make100-200 placeholder skills or items, then kill yourself filling them in later (THIS IS HOW MISTAKES HAPPEN).
- Animations -
- Skills -
- Weapons -
- Armor -
- Items -
- Classes -
- Complete Actors -
- Re-Prep scripts -
I'm tired now. By this stage we should all have it together and be ready to go.
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Trying something new. I'm wondering if people would be willing to help essentially crowd fund pixel art resources for the game. I've offered up $50 towards the cause and encourage others to check it out as well in the forums.
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WOOT!!! Found a great artist for my next planned game and the rates are very reasonable! I'm really hopeful that the work is what I'm looking for, and what I see so far is good!
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Finally starting to play with Scripts. I'm going to stick with Yanfly scripts for now since they're designed to work together and thus will cause less bugs. I wasn't really planning on doing scripts so soon, but need them in order to make my attacks do what I want. I'm still going to try to limit just how many I use, particularly since this is going to be a lengthy learning experience before I'm proficient in using them for what I want.
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Kayzee mentioned Gaia Online and it prompted me to check out my old profiles! I was once VERY active on the site, but it's been almost 10 years since I last posted there. Honestly, it reminded me of some friends who I'd made on the site who I haven't been in touch with for years. Wonder if I should look some people up?
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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 What you've described is what using RM is for 90% of people. Were it not for the task of making a good, modern game solo being essentially a herculean task fit for Toby Fox alone (who STILL had his share of help despite the legend), most people who use RM would have a catalog of games in their portfolio by now. From golden era games with simple mechanics to a robust RPG or two.
It's just not that simple. You have to be possessed with an other-worldly willpower and have the conviction to back it up every single day. Few can do that without at least one other human being to assist in some capacity.
I'm done with RM more or less because the culture is wall to wall aspiring solo artist, or wanting a to be paid to do a small body of work as 3rd party, simply jocking for another credit in a game that may or may not ever be released.
I have no choice but to look to things like Unity to make a profitable game that isn't defined by the limitations of its design engine.
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Just got the first test sketch for my cowboy main character, and it looks GOOD! For $35, this is going to be a steal, and $15 under budget! I hope the artist stays active because if this keeps up I'll be going with them exclusively when I can!
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Trying very hard to make myself work on sprites. I've done pretty well I think, making what I think is a well rendered form of a cowboy hat to start. The shading could certainly use some work, but that is a long way from something I understand, and also, something which can be tweaked later. For now, I'm just happy that my cowboy hat LOOKS like a cowboy hat and not an indiscriminate blob of brown and black. I know that's probably not much of an accomplishment for artists out there, but I'm not an artist.
If these work out at all (even if they're barely passable) I'll release what I've made to everyone and hopefully some artist will look down and feel a burning passion to polish it up. Otherwise, I'll be the only one (apparently) making cowboy sprites.
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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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My attitude has always been that if you start spending money on an RPG Maker project you probably already lost it. Heck spending near the amount of money they usually charge without sales on RPG Maker is already probably a lost, but you can't do much about that except wait for really cheap sales. Now I like RPG Maker, but I have never thought of it as a source of profit. Though honestly I am not sure how much people really make with it, so take what I say with a helping of salt.
Ether way if there is one thing that can be a massive money sink it is art. DLCs or commissions can get expensive and honestly if I were you I would just skip it and see what I can do on my own or with free resources. You might be surprised what you can do on your own! And if you can't find or make any art at all, sometimes you just gotta taper your ideas by what you can do sorry to say.
I don't mean to be a Negative Nancy though! If this is your passion don't give up on it so easily! And hey, if you have the money to spare that you would probably spend on junk anyway, you might as well spend it on your project right? I wouldn't expect you would get it back, but that's not really the point is it?
Sidenote: Getting good at Ruby might take years too you know, and getting good at art might not take long at all. It really depends on the person I think... and the type of art too I guess.
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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've created my first Tutorial, something I never thought I'd do. It's not because I'm not willing to help, but before this I didn't think I had something to contribute. I am still not sure anyone else obsesses over little things like making their opening credits look more cinematic, but I certainly did. Hopefully someone gets some use out of it!


