What's up, RMers?
I've been working more on optional events, and decided one that already exists could use some touch-ups!

Here's the unhinged cloud nymph Fyori being a psycho for 9 minutes.

I also finally got around to making my eighth devlog, please enjoy it~!

But! that's not all, I also have some dope screenies from a work in progress optional event!
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Beyond this, I've also been at work reformatting how character Pamphlets appear!

Old Style
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New Style
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I can imagine the advantages to the new style are all plainly evident, but I will elaborate anyway! There's no background picture causing text to be hard to rad, the amount of potential information voids (areal where zero information is displayed) is much smaller and many more handy details like elemental masteries and preferred schools of magic, power class and what their rank in the general strcuture is has been added, while more frivolous mundane details have been removed.

Here's another example of the new style!
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When I switched over from one requester's job to another, the second job request was one that was straight forward as I expected.  However, some things needed to be fixed here and there.

The request was for a tactical battle system that could be used, one that had a configuration section that was easy to read and manipulate, and could be added with little fuss. 

The latter was of great importance as the request's own project already employs an extensive sideview battle system, and the tactical system must not interfere or break it.  I know how detailed the sideview system is; I collaborated in its development. Winking  For this, the tactical system had to be borderline compatible with ... everything.  Which means, no rewriting of any methods or scripts allowed,   All would need ot be unique code or methods aliased and attached.

A tactical system you say?  What is that????  Pray, you never heard of Final Fantasy Tactics?  Hartacon by our own Charlie Fleed?  Maybe even a Japanese game called Tenchi RPG.  Yes, they made a freakin' Tenchi Muyo game...

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... basically, it's chess.  Move the pieces around, try to surround and attack, remove them from the field.

As I never wrote my own Tactical System.... um... I had to investigate what system would be best to fill this request. It took a while to find one that was generic enough to not interfere, but detailed enough so I didn't have to go insane trying to include what was missing.

Well, I found one.  And I basically have it working fine. But I only recently noticed that it did not support certain status ailment effects.  'Venom', 'Blink', 'Knockout', all the generic ones work.  However, two forms of effects did not, those being confuse and berserk.  In the states database around the top-left, you can set certain 'restrictions' to a state like being unable to cast spells, perfect for 'Silence'.  However, the tactical system did not account for states where the subject was AI controlled to attack fellow party members, or be enraged to attack the enemy bare handed.  That needed much work.

I was afraid I was going to have to scrap a large section and rewrite major plots of code.  Surprisingly, I was able to include two methods and perform a few rewrites to the existing system in order to enable 'Confuse'.  Oh, yeah.  When Aluxes is confused, he starts bashing on Basil or anyone in his party.  And the enemy mage starts looking for the nearest dark knight to clobber.

I haven't worked out the Berserk state as yet.  I mean, enemies are already AI controlled.  And making an enemy just fight melee alone when in the Berserk state just seems... plain.  So something extra may need to be added as a bonus for being so enraged.

There's that, reworking the horrendous 'treasure/reward' windows... and one major touch that the requester wants for this tactical system.  At least, I think that would be it, unless I find something else missing.  And I think I got it pretty much covered.
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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A lot has been accomplished lately, so i will have much to share!

Let's start with one of the crazy new optional events!

Eldritch Sinstorm

At the time of recording, it was only half way done- it is finished now.

Pride Enshroud, Enma Lost // Serazai's Love

This is actually a part from the main story, but a path worth the recording, the Enma is enough reason- but so many interesting or cool things happen in these scenes, 20 minutes all up so you might have to set some time aside for that one!

Tiramisa's Final Lesson

This one is very recent, in it are updated Xaramitsi portraits (though four of them and their animations are still placeholders) and did all three Tiramisa Optional events!

Come wednesday, I may reach out to some more of the voice actors i had on my auditions list, so that they may play their parts. I've also gotta really start writing up the lines of Wi Hellrider for Siletrea.

That's all from me for now.
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Localization is fun!

I've changed the localization protocol for the application I'm writing but apparently it doesn't like my changes.

At first, localization was being handled within each widget piece for the application, but then I moved it to a general localization folder with sub-folders for English, Japanese, Spanish and Arabic. This is an ongoing process. Arabic is not as high of a priority as Spanish and Japanese, but it does help me decide the balancing size and weight of each widget. So far, it seems Arabic takes up the least amount of text, Spanish takes up the most, and English/Japanese are in the middle somewhere.

Due to the fact that not everything is translated, it just wants to crash without giving me an error report as soon as I set it to Japanese. I do not want to translate and maintain the entire suite for Japanese but apparently that's what I'll be doing this week, along with Spanish. Hey, I have google to translate for me, so it's not that hard although I'd probably bug a native speaker/writer to do a final approval in the end. I've also been going through and proofing it all because, as I figured, I have incorrect terms for minor things. Using Spanish as an example (because I can type that out :) ), I've found a couple instances where RIGHT is translated as CORRECTO instead of DERECHA.

Personally I only know English and Spanish (some Portuguese as well, thanks to the previous years of translating and refactoring Moghunter scripts for fun. Portuguese is very close to Spanish but it has its nuances.)
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Yeah I'd definitely get a machine translation checked and edited by someone who speaks both languages fluently or a polyglot of some variety.

Got Siletrea the lines for Wi Hellrider and Pjcr might be finally getting my a venerable hoard of portraits so please look forward to that~!

DerrVVulfman has been busily and meticulously spellchecking the game and I intend to resolve the errors he has found and more today! i have my energy drink, my candy and my flavored milk- all that remains is to put these dope remixes of bad apple to good use as bangin music to dev to!

The concept artist of the CCC: RiseDemos has been hard at work with concepts for the various Fantasy races in the game while Coyotecraft, the pixel artist taking over for Xiie until Xiie returns has been going utterly ham on sprites.
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Fantasia Demo 3: Cinematic Trailer

In celebration of remastering all of the cinematics and finishing all the new cinematics for Disk 2, I compiled this! Enjoy~
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Oh man, nothing short of awesome! What planet did you come from? This is quality content, no doubt about it! Better be careful or your 21 views will turn into 21 thousand million trillion and counting :)
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(03-08-2022, 09:32 AM)Kain Nobel Wrote: Oh man, nothing short of awesome! What planet did you come from? This is quality content, no doubt about it! Better be careful or your 21 views will turn into 21 thousand million trillion and counting :)

Lmao I hail from a place beyond human perception if that's what you're asking!

Would be nice to get more views- but that many might be too much ahaha~

This game is the cornerstone of my creative ideas, where all events of my cosmos, past and present, are wrapped up and brought to their foregone conclusions. Likewise, it will awake many new events which will lead into new stories, and so on.

It will go more into the meta-narrative with the "observer" and their effects on the cosmos. It will unmask the duet of true administrators and show both their ruthless and more humane sides.

It will deal with themes like fatalism, existential damnation, the flawed ideals of good and evil- and of course leave on the note of an upcoming final calamity that will be weaved into the next couple games on the progression.

Is it any wonder this game is likely going to take me five years or so to complete? Although four of those years have passed by now.

Some good news! Pjcr has started getting me files. Only a couple currently. but here they are~
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There's still another pose and 2 faces remaining for this character.

I've also been doing some more optional events, this time for the party skeleton Limbo Bingo~

A fair few placeholders here, Pjcr has already made these portraits, he's just not yet been able to send them.

I also finished a map I started very recently, the town now known only as Inferno.

But wait!!! I'm not done just yet~

Our lovely local forum member Siletrea has been cast as not only the voice of Koko, this you already know- but as the voice of Wi Hellrider, the embodiment of power!

Which means this video is now also (almost) complete!

All that remains is for some cinematic assets courtesy of Pjcr to arrive. They as like always, are made already- just yet to be sent my way.
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If you ever have time, you'll have to tell me of the different ways you use RPG Maker and how you would do things differently if you were to design a similar program, or of any auxiliary programs you use to do your madness which could be implemented into an RM-like application. Not that RPG Maker is bad, it's awesome, but you could probably give me great insights on something you'd probably need to make your work even easier, better, faster, cooler. In what ways do you use RM? What would you improve? What kind of features or functions would best suit you? Are there any scripts that you consider essential to improve your experience? Do you have a wishlist already that you've compiled over time of things you'd like to be able to do with any of your projects? Y'know what I mean? I like cool ideas and am going to try and do some cool shit, so I figured you'd be one of the best people to ask.

Now I'm not going to go jumping right into whatever you suggest, but I will definitely be mindful of what's good and how to accomplish some kind of goal, whatever that goal might be. Plant some good ideas in my head and plant them early because I might start working on such a thing in a later development cycle, even if its a year or so out. Or I might not. The reason I ask you personally is because you seem to do a lot of cool things already, so you'd probably come out of left field with something I probably would've never thought of on my own.

"It would be really cool if the [game making program] came with feature/tool/toolkit X which would help me to accomplish the ultimate goal of Y. The biggest challenge is limitation Z but we could accomplish it by implementing A and maybe even B too, and optionally C if we felt like it. And it would probably work like..."

If you don't come up with anything it's cool. If you do, I'll take into consideration whatever you suggest and be mindful of what kind of feature I might program for this thing.

That goes for anybody who wants to do something cool and has a neat idea, I'll pick my battles and see what is interesting and what can be done and if its within the scope of the project I'm doing. It's best to come up with these things early because I won't be cramming new things in later in the 4th quarter with 2 minutes on the clock.
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(03-13-2022, 03:30 PM)Kain Nobel Wrote: If you ever have time, you'll have to tell me of the different ways you use RPG Maker and how you would do things differently if you were to design a similar program, or of any auxiliary programs you use to do your madness which could be implemented into an RM-like application. Not that RPG Maker is bad, it's awesome, but you could probably give me great insights on something you'd probably need to make your work even easier, better, faster, cooler. In what ways do you use RM? What would you improve? What kind of features or functions would best suit you? Are there any scripts that you consider essential to improve your experience? Do you have a wishlist already that you've compiled over time of things you'd like to be able to do with any of your projects? Y'know what I mean? I like cool ideas and am going to try and do some cool shit, so I figured you'd be one of the best people to ask.
There's a lot of things that just comes under like... "missed opportunities."

One incredible example is the lacking mouse support in rpgmaker MV. Keymapping in general in rpgmaker has always been bad. The fact is i still dont know if there is a way to do conditional inputs based on mouse clicks.

I'm also still using RPGmakerMV Vers. 1.5.2 because 1.6.0 and beyond has a chance of doing a hard crash when play movie is used. Given how many movies exist in my game, this is a complete no-no.

(03-13-2022, 03:30 PM)Kain Nobel Wrote: Now I'm not going to go jumping right into whatever you suggest, but I will definitely be mindful of what's good and how to accomplish some kind of goal, whatever that goal might be. Plant some good ideas in my head and plant them early because I might start working on such a thing in a later development cycle, even if its a year or so out. Or I might not. The reason I ask you personally is because you seem to do a lot of cool things already, so you'd probably come out of left field with something I probably would've never thought of on my own.
Well mostly I am just looking for a plugin dev for MV, I've asked around but most of the ones I've contacted no longer make them or have just vanished. My ideas would be making inpits with mouse more easy going, WASD movement, and some interface/ui design toolkits where in you could use mostly pictures to create menus.

Speaking of pictures, a way to make images animated by adding a tripcode to the end with multiple-frames support and junk would be dope.

I had some crazy menu design ideas, so far I've only gotten the profiles pages done.
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(03-13-2022, 03:30 PM)Kain Nobel Wrote: "It would be really cool if the [game making program] came with feature/tool/toolkit X which would help me to accomplish the ultimate goal of Y. The biggest challenge is limitation Z but we could accomplish it by implementing A and maybe even B too, and optionally C if we felt like it. And it would probably work like..."

If you don't come up with anything it's cool. If you do, I'll take into consideration whatever you suggest and be mindful of what kind of feature I might program for this thing.
No probs. as for different ways I use RPGmaker, sometimes I make RPG's too, but with very story-focused battles, with actual mechanics and junk: See this video for just one example.


(03-13-2022, 03:30 PM)Kain Nobel Wrote: That goes for anybody who wants to do something cool and has a neat idea, I'll pick my battles and see what is interesting and what can be done and if its within the scope of the project I'm doing. It's best to come up with these things early because I won't be cramming new things in later in the 4th quarter with 2 minutes on the clock.
No worries, glad you've been so thoroughly entertained by my antics... oh~ speaking of which!

A tad belated, but happy 3/14! The Crazy Chimp Collective was founded 9 years ago today -or back on the 14th :0

Please enjoy!
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