What's up, RMers?
@Remi-chan: Something I did not comment on your previous videos: the awesome animation that plays when the boss unleashes their special attacks. They take the entire fights to a whole new level. Also, glad to see Morris again.

@Kasper: You know... Now that you posted about it, the lack of your trademark redraw tilesets in the maps you've show us so far now strikes me as something odd.
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Haha, I think limit breaks or summons from the various final fantasy games gave me the idea.Though playing genshin Impact where each 5* character had a unique animation for their elemental burst no doubt helped.

It's come to my attention that I never shared the Akra Olna boss fight despite getting it done straight after Nanianne, so here's that~!

Hyperintense Immaterial Power


But if you think I came here just to post content I forgot to embed originally, well- you are wrong!

Because, this is me we are talking about, and I'd be lying if I said I hadn't been my usually insane amount of productive.

I present to you, the boss that slew me forty times before i slew it once. The INSANE difficulty boss fight...
The Jade Tempest

Even though she finally took an L, she still took the W because of how much grief and suffering she caused me. This is the golden standard of an INSANE difficulty boss fight. She is REALLY FUN mind you, like, actually had me at the edge of my seat in a lot of my attempts. her fight is fair, just RUTHLESS.

Especially the final phase. OH GOD THAT FINAL PHASE.

Oh, I also got the Ashe boss fight done, not showing that one because there's not a whole lot to it and you won't even encounter her unless you make a bad decision.

I also had fun on a streme yesterday while I fixed all the remaining issues DerVVulfman found while Sil laughed at my incompetence like a good friend does~!

To be honest, I was probably the one laughing at my idiocy the hardest.

And if the gears in your head have just puzzled out that... 'wait, are you ahead of schedule AGAIN!?' then I congratulate you on your technical thinking skills because yes! We did this on the tenth. See, i got the Ashe bossfight done before derVVulfman and such even woke up, so I just decided to do both in the one day.

So, what's left? I hear you ask; to be frank, on the game itself, just a big playtest and implementing all the resources that'll be pouring in from now until the 12th!

Then its just the trailer and the 3/14 video. I'm about to go get an... extension to my definitely-not-compensating-for-anything-already green screen so that should make doing all the bits in the live action Psyche Avengers Universe thingamajig much easier.

if, you are uncultured and don't know what I'm talking about: it's a bit that started in the Fantasia demo 2 Re-write video, the same video that more or less cemented inking mistake as my unofficial theme. it was then continued in Simian Scandal 9, which was posted last 3/14.

You can find those videos here and here.

With all that, I really must be going~

My next post in here will likely be the trailer/announcement. please look forward to it~
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@Steel- trying to compartmentalize this attempt so it goes faster. mapping->drawing->keyboarding. doing all three at once was burning me out last time. if i do them separately i can avoid feeling dragged down by one and work on the other instead
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(03-11-2023, 11:33 PM)KasperKalamity Wrote: @Steel- trying to compartmentalize this attempt so it goes faster. mapping->drawing->keyboarding. doing all three at once was burning me out last time. if i do them separately i can avoid feeling dragged down by one and work on the other instead

I see. That's a pretty understandably approach. Well, I look forward to see the revamped titlesets.
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(03-13-2023, 08:56 PM)Steel Beast 6Beets Wrote:
(03-11-2023, 11:33 PM)KasperKalamity Wrote: @Steel- trying to compartmentalize this attempt so it goes faster. mapping->drawing->keyboarding. doing all three at once was burning me out last time. if i do them separately i can avoid feeling dragged down by one and work on the other instead

I see. That's a pretty understandably approach. Well, I look forward to see the revamped titlesets.

taking on a big project like that often comes down to just that. On my project, I'll texture in one session, find an animation in another, go back and youtube something else to tyr to fine tune, an then.... nap.
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BLOG: JayVinci.blogspot.com
FORUM COMING SOON
Currently working on:
Ambitions: RPG Developer Bakin
Heart of Vox: RPG Developer Bakin
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Speaking of big projects...

Demo 3 is here!

Download over on Itch because I'm sick to death of making threads for these things.
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I'm back at it... and still having fun with the paperdoll system I just worked on weeks ago.  However, I am now adding two advancements, the first one ... outstanding!


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What you see above is an example of layering to create the traditional Aluxes character from RPGMaker XP... but there's more to it which I think many will enjoy.

The first layer you see is the background of a green cloak, this so the cloak can be seen behind the figure and the armor he wears.  The second layer is Aluxes himself, followed by the third layer that draws the armor overtop.   But the fourth layer... is the foreground of a green cloak.    

The same cloak... the same one item that is equipped...  with more than one image so items can have more depth and detail!

The above example did require that I had two separate sprite layers:  But very little need be done within the configuration page to call upon both layers... little at all:

EQUIP['5,41']        = [["Acc/020-Cloak02a"],["Acc/020-Cloak02b", 30]]

If you want to make some piece of gear have multiple layers, just include each layer as an item array of its own...  In the above example, item #41 has TWO layers defined.  The first draws a cloak image found in the Acc array (short for Accessories).  The second draws another cloak image, but with a hue shift of 30.  I only added that for kicks.

And what I worked out doesn't care if it is a weapon slot, an accessory slot, an armor slot of a left-toenail slot (if you make one up).

Now, the system DOES require a little ... prodding... to know that an item slot does have more than one layer to draw.  For this, you merely need to update the Order Style arrays accordingly:

ORDER_STYLE[2] = [ ACCESSORY, BODY, ARMOR, HELMET, ACCESSORY, LEFT, RIGHT]
ORDER_STYLE[4] = [ RIGHT, ACCESSORY, BODY, ARMOR, HELMET, ACCESSORY, LEFT]
ORDER_STYLE[6] = [ ACCESSORY, LEFT, BODY, ARMOR, HELMET, ACCESSORY, RIGHT]
ORDER_STYLE[8] = [ ACCESSORY, BODY, ARMOR, HELMET, ACCESSORY, LEFT, RIGHT]

In each of these, you can see the ACCESSORY slot listed twice.   And really, that is necessary to let the system realize there are multiple layers to draw.  But fret not if you forget to make an entry use two items. The system is set up in such a way that it can see if an EQUIP entry has an array of item layers, or just the standard.

So yeah... getting busy.

* This post brought by the music of Jake Gamelin


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Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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Did a bit of work on the game dismorning~

The subject being some of the cut content coming in the mid April build: Apophis, to be precise!
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Work in progress. Need to add some NPCs around and other stuff. The maps are more or less done, though! Four in total, the exterior you see above, and then three floors of an interior.

This will house an area where you can acquire Pamphlets you missed in Disk 0 and possibly Disk 1. A small catch up mechanic, you could say!

If you're curious, the name Forzhein is Lazarus' middle name. He's so far the only Galaxion to have one. Though it's possible that Maphael Forzhein was his birth name and he added Lazarus on when he opted to share his mind with Lucifrael. Only he would know.
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(03-22-2023, 08:37 PM)DerVVulfman Wrote: I'm back at it... and still having fun with the paperdoll system I just worked on weeks ago.  However, I am now adding two advancements, the first one ... outstanding!

The second feature is nearly done!  I just now need to clean up the code and the temporary/test graphics.  The feature... changing/substituted graphics based on what is worn.

Wait.  What does that even mean?  Thinking

Well... it means that an item being rendered on the sprite may change if the actor is wearing ANOTHER item with it.  For example, if the player is wearing a normal outfit and dons a cloak, the cloak appears fairly slim and form fitting over the actor.  BUT... if the player is wearing a very bulky suit of armor, the cloak worn is gonna be stretched wide over the pouldrons and so on. 

  Joe Cool So yeah, what your hero wears may change the graphics altogether, and based on the gear it wears.

So... how do you set that up???  Well, each item that can visually change is assigned an array containing the IDs of gear that triggers its change... and you got OPTIONS!!!

    SUBSTITUTE[41]      = [  42, [13,14,15,16,17,18,19,20]   ]

    SUBSTITUTE[41]      = [ [42, [13,14,15,16,17,18,19,20]] ]

    SUBSTITUTE[41]      = [ [42, [13,14,15,16]] ,   [43, [17,18,19,20]] ]


Like I said... each item (assuming item ID 41) is assigned an array.  And here, I have three examples that show it doesn't take much at all to set up an item to get replaced.  And the above examples assumes a few things.  First, is that you have the generic RTP armors, armor IDs 13-16 being Aluxes's basic armor while IDs 17-20 being Basil's plate armor.  And it assumes that ID 41 is the ID of a cloak.

The first example that tests this cloak will replace the ID of the cloak with #42...  but only if the actor is wearing any of the 8 armors in the array... 

The second and third examples show that you can have one or more defined replacements for an item. And yes, the second array performs the same function as the first... just that it is a list of ONE replacements.

The third example has two sets of defined replacements...  If the actor is wearing any of the Aluxes armor (13-16), then the ID of the cloak will be replaced with 42.  But if the armor worn is Basil's (17-20), then the ID is instead replaced with the value of 43.

  Blushing + Cheery  The FUN thing to note is that the replacement ID does not affect the actual items worn by the player and need not be in the database.  I could set the replacement IDs to 1042 and 1043 and it doesn't care.  Only that I have the replacement graphics set up with a properly defined EQUIP entry matters.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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(03-27-2023, 02:26 AM)DerVVulfman Wrote: The second feature is nearly done!  I just now need to clean up the code and the temporary/test graphics.  The feature... changing/substituted graphics based on what is worn.

.  .  .
.  .  .
.  .  .

SUBSTITUTE[41]      = [  42, [13,14,15,16,17,18,19,20]   ]

Feeling sick  Head-desk Thud   ARRRRGH!!!!   I was writing the instructions for this feature, and it just dawned on me....

The new substitution feature doesn't know if the gear you are testing ( [13,14,15,16,17,18,19,20] )  are pieces of armor or are weapons!!!!

In the above example the ID may change if the player is wearing any of Aluxes's or Basil's armor, or could be replaced if the player is equipped with any knife or bow.  Likewise, it doesn't recognize if the item being replaced is a weapon or piece of armor.

SUBSTITUTE[10]      = [  12, [ [24,28] , [24,32] ]  ]

Assuming the program was psychic, this would work, allowing me to swap the ID for the plain Felt Hat (#10) with the Saint's Hat if the actor was wearing the Saint's Robe (#24)  while carrying either the Mythril Mace (#28) or Mythril Rod (#32).  Currently, it only sees the ID numbers which could belong to either weapons or armor... with no way to discern.

So indeed, there is going to be a temporary delay in release of the Paperdoll system update.

EDIT:  Okay, problems solved.

First, I now have two different Substition Arrays,  SUBSTITUTE_A (for armor) and SUBSTITUTE_W (for weapons).  The policy is that you can substitute one armor for another armor, or one weapon for another... but not an armor for a weapon.  And this weapon/armor determination works even if the game uses MultiSlots and the player is using a two-weapons style.  Pretty good, eh?

Ergo, I could have SUBSTITUTE_A[9] to check for changes to the cotton hat, and SUBSTITUTE_W[9]to check only for possible changes to the Bronze Axe.

Now, for the actual test values, the array of gear to test will no longer look like:
    [13,14,15,16,17,18,19,20]
but will instead look like:
    ['a13','a14','a15','a16','a17','a18','a19','a20']

Before anyone asks ... "Why?  If it is an armor testing array, why do you need to specify if the tested gear is armor too?" ...  There is a reason.  Consider the following test.

SUBSTITUTE_A[10] = [ 12, [ ['a24','w28'],['a24','w32'] ] ]

This array entry allows me to test the "Felt Hat" (#10), and change it into a Saint Hat (#12) if you have the Saint's Robe (#24) and either the Mythril Mace (#28) or Mythril Rod (#32).  Clearly, both weapons and armor IDs can be tested, and tested quite well.

So the big dilemma I faced... I fixed.   Very cheery The issue that some would encounter when dealing with weapons or armor when they wished to use the substitution system has been fixed.  Beta-testing has been completed.

Now back to RE-writing what I already wrote...  Headache and try to finish this up soon.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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