What's up, RMers?
(07-18-2012, 11:12 PM)Taylor Wrote: Wait, what did I miss. Compression of the RTP? Compression of the encrypted packages? How is it limited?

I haven't touched either of my projects in a while. Been arting in general instead.
I tried uploading a demo of my game and, apparently, if the file size is too big then the extractor won't work for people. : \

So I had to go through a cruder method of doing it. Oh well, at least it's out and I'm getting feedback from people. : )
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I've been so busy its been hard for me to even find time to post!

The other day while going over concept notes, I started writing myself script requests for what I'll be needing for the game, so I'll be working on Kain's requests while Kain is busy... doing whatever that slacker does lol

While Kain was busy, I got down to handling the advanced timer he's been wanting! I told him "No dude, I really want to finish that Limited Carry w/ Inventory Cache concept before I take on a stupid timer script," and he was like "Well you're out of practice, do something simple first," and so I listened to myself... I mean, my 'boss', and did what he asked.

The advanced timer script I actually took from an earlier test bed I made, 2007-ish, but my job was to make it the best damn timer script ever; reverse and forward time calculation, optional millisecond display, colors for 'normal' and "holy shit you're almost out of time" time, option to run and display outside of battle and map, option to where, if you run out of time, the battle doesn't end, aaaand... oh yeah, the bastard wanted me to add an optional background bitmap to it too, as well as an irritatingly cool feature to where you can set it on whatever corner/edge of the map quickly according to numpad (7 is upper left, 8 is top, 9 is upper right, etc.)

So I worked on that for a little while and things are going good, but upon adding all these ridiculous features now I've got a mis-timing bug to fix. Yeah, it'll get done, the boss makes sure I'm well fed (sometimes) so as long as he don't beat me that's all that I can ask for... and I'm thankful :D

Meanwhile he asked the art department to whip him up a couple neat elemental transitions, which I've got done! Well, half of them anyways, and a couple he didn't explicitly ask for but is happy with! So far I've done fire burning down the screen, a lightning strike, one called "Snowblind" in tribute to Black Sabbath which basically is like snow blowing off of the screen in a radial pattern, um... blood trickling down the screen, blood down the screen + bats, rippling radial water, shattered glass and an earthquake one that splits the screen.

With half of these transitions set up, the boss went ahead and tested around with them, now he's doing a 2 color scheme (like orange and red for fire) for the transitions. I thought he would leave me alone for a little bit, but he turned around and barked the order to "make me a script that does this crap all automatic-like, I'm going to use them for custom boss transitions!" I looked at him with eyes of an orphan child and he responded like "AND FORGET LUNCH!" I thought he was going to throw a potted plant at me but he didn't... and I got back to work ;D

Speaking of which, I work my other job today, the one that actually pays me in money. I'm going to sneak away from the boss's unpaid overtime on the timer script and catch some ZzZ's, be back tomorrow!
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Well, I ... FINALLY... got my RPGMaker XP and VX licenses (thanks Degica) , issuing me new downloads as they can't use the old versions anymore. They still have us all on file as they saved Protexis's records of course.

I began tinkering (again) with getting mah ABS to work with HMode7. I took a step back though and started with Near Fantastica's SBABS though as it was a precursor to MrMo's work. Simpler structure, less features, but still had companions which needed to be introduced. The enemies are already on the maps before the actual HMode kicks in, so they're already 3D rendered. The problem are the sprites that need to be rendered afterwards.

After many a headaches, I came up with a few ideas and custom calls, all the while not wishing to disturb the original system by MGC... and then... EUREKA!!! I got the guys to follow me, run around, run away and attack... all in the 3D HMode! Missiles are prolly gonna be next.

WOOT! Fast Paced Chase View Kick Butt ABS with Companions in 3D is mah goal!
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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Kain is back on the mission and has been as busy as ever! ;D

New Character Portraits/Bios
New Music
New Concept Notes

I've leaked too much info, I must leave now before they find me...
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Well,a s may be or may not be known, I too am working on a game using MCG's glorious H-mode 7 engine, and had a few snags, and fixed them, to have my weapons HUD working right. Now, I'm texture blocking one of what will eventually be 16 larger buildings, and dozens of trailers from the old 50s stainless steel pill mobiles, all the way up to Redneck Paradises, like double wide trailers, and such. I wanted to put the big buildings down so that I don't overclog each connecting map with too MUCH non-essential buildings and trailers. that way if the game starts to lagm, I can trim down things without losing the main focus on the game...
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I'm preparing to get started on the next major demo of Deceit x Justice. I'm thinking of kind of "upgrading" the demo in bits (if that makes any sense). So, since the first release was the Prologue chapter and the first part of the story, the next demo is going to include the second part of the main plot. Expect about four new dungeons (including an optional one), all the noted bugs from the last one fixed, two new party members and a good solid dollop of bonus boss fights.
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(Add me for teh pokeymanz and barvely deefalt!)

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character attributes, thats mostly what im working on

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To take a leap forward, you sometimes need to take a step back.

Using an early ABS system by Near Fantastica, I am endeavoring to craft an Action Battle System that works with MGC's reknown HMode7 system. The mechanics are primitive and there's not so many features, but its the graphics manipulations... fired missiles, visible party members in the screen, and the like that need to be worked on.

My current status? Happy

I achieved full party control. Using the SBABS systems as a basis, you can tell party members to follow closely, move aside and stay put. Those weren't hard to achieve, and getting HMode7 to work when your party members were already established before the map was drawn was easy. Yeah, if you start with 3 guys in the party, showing all 3 at the start in full HMode-ness was easy.

But bringing up new instances when you add a party member, cycle through (and thus change who the leader is), and removing a party member without screwing up where eacy actor is supposed to be on the screen... That's hard. But... it wasn't impossible. Yeppers, I got it done. If I have Aluxes as the team leader, Hilda by a forest and Gloria by some desert terrain and I erase 'Gloria', Hilda isn't going to just 'POOF!' show up in Gloria's old spot. Each actor has their own saved and secure map position system.

And before you ask, SURE you can save the game and reload with the actors still in their place. And traveling between maps, even if one is HMode and the other isn't.... I made it work in both systems.
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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After posting last night's What's Up post, I had already spent nearly 25 hours working on various things, but I spent another 8 hours on a couple other things.

I'm already planning on animated actors (for whatever side-view animated battle script I use), and some are half-done, but not so much on animated enemies. Regardless, last night I started what is supposed to eventually be a two-headed dragon. I'm not really sure it belongs in my game because of the modern setting, but hey, I needed practice, so I went with it and the first head's attack is done!

The second thing I worked on after last night's post was switch, variable and database planning. I'm hoping to have all of these things mapped out and set up before I actually start putting things together, but I haven't entered the entries yet, just wrote notes on everything and how it's all supposed to function together.

Many of the switches in the first ten slots are tied to key scripts, such as map-ability scripts; run, jump, swim, push/pull, etc. Many of the first ten or so variables track map ID, player x, y, terrain, etc. Aside from map IDs, families of maps all belonging to one location (ie, a family of town maps) are assigned a single location ID which will probably further feed into a climate and weather system. Yadda yadda, I could go on about details but...

...I'm off to download the latest Animated Battlers demo to import some WIP graphics into it, see ya!

Edit:

I haven't done anything groundbreaking yet, such as importing my cheesy WIP template, but I did update Trickster's custom battle status window! I changed the window so that it highlights the active battler because it was confusing to know who you were selecting for. I'm going to keep working on this and making changes as needed, but hopefully I don't get too distracted from graphics work lol.

There is some mirroring issues that I'll need to fix between default style and animated style battlers, along with a couple other small bugs I'll have to fix. Once I make a few successful updates, I'll have to forward DerVVulfman a link to the updated AB ATB demo. ;D
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taking a break from texture blocking for a day or two, and decided to work on rendering my actors, as well as the first of my menu screens... Doing a massive re-skin/re-tool of MogHunter's old Custom Menu system
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