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What's up, RMers? - Printable Version

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RE: What's up, RMers? - Kain Nobel - 12-03-2019

I'm stuck in the middle of writing an entire battle system from scratch, which I started a little more than a year ago. This is a massive and monumental task that I don't care to go into too much detail about at the moment but I've made a lot of progress with it.

My son is now heavily involved in the Project Echo audio soundtrack department. While he's only composed a handful of tracks, his music sounds like something you'd hear from one of the Hotline Miami OSTs. He's also contributed to sound effects and background sounds, much of it actually recorded from the real world with microphones. We are allocating vast amounts of high quality noise which I think it will stand out and contribute to a memorable and enjoyable player experience.


RE: What's up, RMers? - DerVVulfman - 12-04-2019

(12-03-2019, 11:33 AM)Kain Nobel Wrote: My son is now heavily involved in the Project Echo audio soundtrack department. While he's only composed a handful of tracks, his music sounds like something you'd hear from one of the Hotline Miami OSTs.

Hey, I remember that, bro. You were a bit surprised when he started messing with one of your tracks if I remember correctly.

So... he's also a foley artist too? Might wanna watch... Blowout with John Travolta. Winking


RE: What's up, RMers? - kyonides - 12-06-2019

It's amazing how people on another forum can be so obnoxious just because they only care about brands. The weirdest part of it is that they're game developers like us... How can't they understand how valuable it is to get a plethora of options for game making? O_o? Most of them are either open source or you just gotta make a small payment, especially if you get it during a day with a convenient humble bundle offer still available.

Of course, people had to go after MV or Unity or Unreal engine... It's kind of weird to find guys using Godot or Gosu or even HiddenChest... Oh but those administrating that board already included stuff like EasyRPG in their list of available engines... =_=

I've been wondering for quite some time if Ancurio's attitude has somehow harmed mkxp and any derived project. I can't find a better explanation for people not even knowing they had an alternative for Game.exe for YEARS!

Yes, I know, there was a modified version of Game.exe on the official maker forum. Still, I don't recall reading lots of posts regarding forumers using it a lot... Let's be honest, it only runs natively on Windows and nowhere else. mkxp and HiddenChest run on Windows and Linux, especially Ubuntu and Kubuntu and probably on Ubuntu-based Mint.

Right, compiling stuff like HiddenChest isn't everybody's favorite cup of tea. Even so Ancurio and I have provided binaries for quite a long time... In his case one of the oldest versions was built back on 2012!

I'm fully aware a project like EasyRPG is old as well, probably it's been under development for about a decade. So how does it get admitted as an engine and people still disregard mkxp!? HiddenChest is about a year old so I might not complain a lot about it, plus I'm unsure if it's a good idea to ever publish it on the official board... Confused

Oh well, at least I can thank God for all the improvements I've incorporated to HiddenChest code since I started modifying it on October 2018 or even earlier. On November 2018 I finally found myself in a comfortable enough position to start advertising it on this board.

I wonder if there's still a lot more of features I could include there... Confused


RE: What's up, RMers? - DerVVulfman - 12-06-2019

(12-06-2019, 04:55 AM)kyonides Wrote: I wonder if there's still a lot more of features I could include there... Confused

An editor would be nice. That way, dependency on RPGMaker XP's editor would vanish. AND you could incorporate the extra features into the editor direct.


RE: What's up, RMers? - kyonides - 12-06-2019

Err, well, my best bet might be using GTK3 to build the interface... And yeah, I know almost nothing about GTK... Qt is kind of bloated software (with nice support for several platforms) but it hasn't been friendly at all. Trying to save Ruby data with two different tabs makes it crash... Confused

Adding stuff like tileset editing features... seems like an impossible dream to me. Sad


RE: What's up, RMers? - Kain Nobel - 12-07-2019

I need a serious kick in the pants, my motivation SUCKS right now. Seriously, come  over here and kick my ass and tell me to WORK HARDER, FASTER, STRONGER!!!!!!!!!

Brand new Bolt 2 spell, hell-to-the-yeah!

[Image: Lightning.gif]

Some progress, just to remind people I'm not dead, not in jail, haven't joined a cult, haven't joined a gang, haven't gave up or any other stupid BS like that.

  • 38 animated battlers are completely finished. 8 are in works in progress. 5 are still just concepts.
  • Soundtrack has nearly 6.5 hours of music thus far. Will all of it even be used? We'll see.
  • I have 8 character template body types; Muscle man, regular man, regular woman, elderly unisex, obese unisex, child unisex, small child unisex, baby unisex.
  • The elderly, baby and small child sprites actually don't have matching animated battler templates; the rest do.
  • Many different hair, clothing and accessories have been made and tailored for various body types.
  • Some templates have different poses and actions, such as sitting, cheering or doing a cartwheel. One template has the wheelchair motions, I just haven't made an actual wheelchair yet. Nobody uses crutches (yet).
  • 3 main characters now have full character and animated battler sprites. One has 3 special attacks, the other has 1 special attack.
  • The characters have their normal clothes and their official military unit uniform; this uniform has been tailored to 2 of the 7 body types thus far.

I could go on and list further progress, but I feel I'm still years behind where I'd like to be with this stupid game. Resource creation is a pain in the ass, as is coding, and it seems like I can never get enough. Very time consuming!

However, in the end, it will be VERY ORIGINAL!

I just hope it doesn't end up sucking and everybody hates it.


RE: What's up, RMers? - kyonides - 12-08-2019

I had an issue while installing Gosu on Fedora 31... I followed the instructions found on its project's website and it just refused to build the native extensions required to let that rubygem run on my new OS. The error log was huge! You won't believe me when I tell you that I solved it on my own by just reading a single sentence found in the log... I installed fontconfig-devel rpm package and voilà! It is installed now and I can run as many tests as I wanna... =_=¡


RE: What's up, RMers? - DerVVulfman - 12-08-2019

(12-07-2019, 02:14 PM)Kain Nobel Wrote: I need a serious kick in the pants, my motivation SUCKS right now. Seriously, come  over here and kick my ass and tell me to WORK HARDER, FASTER, STRONGER!!!!!!!!!

Is that what you need?

"GET TO WORK, YOU SLACKER!!!!"
 *DerVVulfman kicks Kain Nobel in the butt and tells Kain's son to hide all his pudding pops until he does.*



RE: What's up, RMers? - Steel Beast 6Beets - 12-08-2019

Apropos of nothing, is there any way to modify the random encounters on a map, like adding more enemy troops to the pool? RMXP's random encounter option only allows you to disable or enable battles and nothing more.


RE: What's up, RMers? - NightOwl - 12-08-2019

There are many features that can alter Random Troops and how they're encountered...

Enemy Troop Extender
by SephirothSpawn (February 17, 2005)

This system extends the number of enemy battlers for a single TROOPS beyond the default maximum of eight. Yes, beyond eight in a single battle.


Extended Random Encounters
by Kread-Ex (June 14, 2010)

For the random encounters lovers out there (bleh), here is a simple script to make them slightly more interesting. First, a colorful circle to know when the fight will start. More red the circle is, closer the battle is. Secondly, a Gust-ish system to allow a maximum number of battles for each area.


GMG: The General Monster Generator
DerVVulfman (February 24, 2011)

Based in part on SephirothSpawn's Event Spawner, this system grants the user access to quick and pre-defined script calls for generating enemy events. The enemy events that will appear on the screen may either call forth a battle as it would with the traditional map event 'Battle Processing', or it may be an enemy used by an Action Battle System such as Near Fantastica's SBABS (Squad Based Action Battle System.


KMoreTroops XP
kyonides (November 28, 2016)

This quite simple scriptlet available in English and Spanish lets you include more than a single troop during battle. If you defeated the first troop, then another one might show up to finish the job or perhaps they would sacrifice themselves to let their boss smash the weakened heroes in a single blow. This script was created for the default XP battle system and compatible scripts, it just makes minor changes that shouldn't interfere in any way possible with other simple battle systems available out there.


Leveled Enemy Lists
DerVVulfman (September 12, 2019)

Have you even thought... my random enemies don't seem to match my heroes when they engage them? Have you ever thought that maybe you could swap out the enemies in your Troops with other enemies if the average party member's level is high enough? Now you can.


Map : Change Encounters
by Kain Nobel( )

I just created this so you can change map encounter list and step values... normally, you'd probably find yourself copy/pasting duplicate maps to have different encounters, but now you don't have to! It'll give your project just a little less weight, as far as 'duplicate maps' go


RandomEnkounters XP
kyonides

This scriptlet adds a very simple but curious feature to your game mechanics, it shows one of the semi-randomly generated monsters that could emerge out of the blue every other hero's step. Once this happens the hero can't do much about it but turn around in desperation possibly. Later on the player would listen to some "I'm here" or "Come and get me" or any similar (customizable) sound effect just a few moments before the battle starts.


Random Monster Groups
by RPG Advocate (unknown date)

This script allows you to set up monster groups composed of random enemies.


RM2K Defined Encounters Areas
by RPG Advocate (before December, 2005)

This script allows you to set up rectangular areas with different encounters like the map editor functionality of RPG Maker 2000 and 2003.


Yin's Extra Troops
DerVVulfman (December 20, 2011)

With this, you can make a battle have more than two troops engaged at the same time. All actions in the troops window are based on the initial troop that's called when entering a battle (random battles, map event 'Battle Processing'). So the battle conditions in the second troop will not come into play. The only caveat to this is that the enemies in the second troop will not be controlled or a part of the first troop's event system.