What's up, RMers? - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Games Development (https://www.save-point.org/forum-4.html) +--- Forum: Development Discussion (https://www.save-point.org/forum-17.html) +--- Thread: What's up, RMers? (/thread-395.html) Pages:
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RE: What's up, RMers? - kyonides - 09-05-2021 Well, either everybody likes the new menu or they simply hate it. Otherwise I dunno why nobody made a single comment on it. Let's think everybody is extremely busy as of late. My problem is that now I dunno how to design KBareHandsLotto's Stat Lotto feature. You see, I don't wanna make a simple text menu there for it would be boring. So what could I do instead? The Stat Lotto works like this:
RE: What's up, RMers? - Remi-chan - 09-11-2021 Here's some of that quality content~! RE: What's up, RMers? - Kain Nobel - 09-18-2021 @kyonides : Looks to be a cool menu but I'm not sure the exact context of what its supposed to be for. Stat lottery sounds like a cool concept. I'm working on Push / Pull sprites for my main characters. So far, only Logan is done. I still have to finish doing the "camo" pattern for his pants and fix the head for when he's pulling the object backwards. Here is a screenshot of Logan pushing a block. It's easy to miss but the player must look for the pressure plate in the ground near the door. Just stepping on it alone will open the door, surely, but the player must push the block onto the plate for it to stay open long enough to get through the door. I've programmed the Push / Pull block logic before I ever had the proper sprite animation frames for it. Now I'm going back and programming the player's animations into the behavior which means I'll have to slowly and methodically replace all the blocks in the game. EDIT : The screenshot has been updated using the new Fog graphic I just finished. RE: What's up, RMers? - Remi-chan - 09-27-2021 My my my~ How I've missed t h i s . So i had an unusually productive weekend, where the last of the Remasters that would take time was begun and completed! Fantasia Scene 11: Apocalypse Cut down from it's rather overkill 7 minutes and 25 seconds to 3 minutes and 33 seconds. it is still the longest cutscene in the game, but by not nearly so noticeable a margin! The impact and delivery has been heavily worked on, though some art assets still need to be replaced and the sound design isn't up to my usual standard. I've also been heavily working on adding atmosphere and breathing life into the game. Here's just a couple of many examples of where I've been doing that~! Oh and... lately I've been contemplating a game jam and it started recently.. while i didn't get much done, and this was prior to my unusually productive sunday- here is some of what I got done for it~! So yeah, despite feeling empty a lot of the time lately, ya girl is still managing to be fairly productive! RE: What's up, RMers? - Kain Nobel - 10-03-2021 The ever talented Remi-chan, I'm really enjoying what you've brought to us. I just watched all the way back to Fantasia Scene 04, you've got amazing presentation and I can see you going far with this project. I normally dislike dialog and cutscene heavy RPGs but when it is delivered the way you did it then it actually becomes entertaining and enjoyable. I tend to watch *most* cutscenes the entire way through on the very first playthrough of any game (unless it's just terrible) but skip and breeze through it the 2nd time to get to the action, so you might want to keep that in mind when you release it to the people. The dialog was entertaining and comical like it came out of a Cartoon Network studio and your animated artwork is cool too, I think most people would enjoy these aspects of your game. RE: What's up, RMers? - Remi-chan - 10-03-2021 (10-03-2021, 12:02 AM)Kain Nobel Wrote: The ever talented Remi-chan, I'm really enjoying what you've brought to us. I just watched all the way back to Fantasia Scene 04, you've got amazing presentation and I can see you going far with this project.My my! That's high praise, thank you very much! Although I've only been Remi-chan for a year or so- prior i was Bizarre monkey. Just clarifying that incase there is another Remi-chan you might be getting little ol' me mixed up with! (10-03-2021, 12:02 AM)Kain Nobel Wrote: I normally dislike dialog and cutscene heavy RPGs but when it is delivered the way you did it then it actually becomes entertaining and enjoyable. I tend to watch *most* cutscenes the entire way through on the very first playthrough of any game (unless it's just terrible) but skip and breeze through it the 2nd time to get to the action, so you might want to keep that in mind when you release it to the people.Aye, noted, noted. If only it was easy to find a cutscene skip plugin. Why it wasn't a baseline feature of the engine bewilders me to this day! I'm so glad you were able to enjoy the dialogue and cutscenes, because this game is like 60% that 40% actual gameplay ahaha~ (10-03-2021, 12:02 AM)Kain Nobel Wrote: The dialog was entertaining and comical like it came out of a Cartoon Network studio and your animated artwork is cool too, I think most people would enjoy these aspects of your game.Haha eyyy. Finally my games are getting recognized for the saturday morning cartoon vibes they were designed to evoke! I can't take all the credit for the art, the portraits used in dialogue are all by my portrait artist pjcr, while the sprites are by Xiie. There is a demo 2 available on this very website if you're interested in playing the game itself. Just be warned that at present you can't skip the animated pre-rendered cinematics. I will be looking into a fix for this for Demo 3. :0 Link to the Save-Point game page. As for what's up, I've only a graphic update for FS01 and some changes to the bootsplash intro to make. Fantasia Scene 06 - Playthings No More Updated Yi's air kick graphic, and music selection. Fantasia Scene 11 - Apocalypse The only changes are two updated Yi graphics since my last post and some minimal sound design upgrades. Fantasia Scene 12 - Eschaton Large revision graphically, changed my graphics out for Pjcr's portraits during the icon representation and updated Yi's imposing graphic likewise to FS11. Fantasia Scene 19 - Power The second coming of Eschaton, which inversely has the Immoral Messenger monologuing instead of the Insidious Architect. Likewise to Eschaton, I updated the icon representation to use Pjcr's art and put some focus on their icons source motif. That's most of the stuff I did lately that relates to cutscenes, as for gameplay, well~ ya girl has been making some enhancements to that as well, just giving each characters attacks more oomph and power, and the animations are bigger and blast-ier if they are empowered. I also made an animation play for party member switching. I might also make a seperate animation play for character exhaustion. Battle Enhancements FURTHERMORE! I've been adding life and movement to each map, here's some nice screens giving examples! I'll be adding some animal-folk NPC's to that last one as well. Finally, and this is a bit weird to admit, but after seven and a half youtube, and gaining over 150 subscribers and posting over 2000 videos, I've only just now deigned it necessary to make a youtube channel intro haha. WOOPS! But this has now been corrected, look ye then~ Into PROJECT YHWH! Sorry, I've been very productive lately. :0 RE: What's up, RMers? - kyonides - 10-16-2021 I've been crafting the KPostOffice XP script as of late. By the way, it's indirectly related to KAppraise. So far it lets you deliver parcels to events that match the name printed on them. Basically the package(s) is called Person's Parcel and it can be delivered to an event called Person. Nope, you won't give them away one after another, you just get rid of them at the same time. Of course, you will get paid some fee for doing the job! You only need a few script calls, about 3? to make it happen. Right, you still need to create a template text file, but the demo already includes one so you don't have to worry about that. I'm leaving the download link just in case anybody is interested in play testing it for any reason. Beta 1 Got any suggestions!? RE: What's up, RMers? - Remi-chan - 10-18-2021 Alrighty more progress. Got very productive yesterday! A hectic bossfight with the Embodiment of Power And the Escape from Xali There's also a work in progress sound file for Fantasia Scene 16: Pride Eclipse! RE: What's up, RMers? - Remi-chan - 10-25-2021 A double post, yes- it's a little unseemly, but that's just how productivity be sometimes! Battle With Wizard Phase 1 Not too difficult, mostly it's down to avoiding the nasty ward attacks and keeping on the move. Destroying 7 of the wards will bring you to a scene, the followup of which is phase 2. Battle with Wizard Phase 2 Although it's potentially more accurate to say this is a battle with just Wi. Which is far more awesome, as in the biblical meaning of awesome, which means terrifying and scary. This is the first time one must fight Wi, Yi must be fought twice, but the first of these fights is utterly unwinnable and the second is one you are allowed to lose. This time is different, while Wi is fighting with only 0.1% of her true power, failure will lead to a game over. The video in my post prior is outdated and much less balanced on the audio front, and is a lot more buggy, too. it has since been unlisted, with this one taking over. That's not all I got done on the game-dev front though, I also finally made HD Icons for all of the Medals in the game. RE: What's up, RMers? - Remi-chan - 11-01-2021 More updates, woo! Battle with a Spooky Skeleton Fight with Limbo is complete outside of voice acting being placeholder (sans the first line) and the Overdrive cinematic. Happy Halloween by the way! Fantasia Scene 01 Updated the first scene with new art to make it consistent! |