Posts: 465
Threads: 15
Joined: Feb 2021
Making a push to get Flight ready for its Demo launch!
For starters, I've been working on an introduction to familirize players with the gameplay and controls.
So as seen, GarfieldGerald helps with setting up controls. Heavily recommending WAS movement purely because arrow keys + z and x is awkward.
Then we go meet Fatty, who instructs us on summoning our nimbus. (aka dashing)
And then we have the Story beats with the three of them.
Which basically amounts to them doing an intervention for Fyori and telling her she needs to make new friends as they can't really be there for her anymore.
This also is a great way of setting up the game's premise.
of course! No tutorial would be complete without a boss fight!
And who better than a conjuration of Esperia born from Fyori's inner turmoil?
The Esoteric Figuration
Enjoy~!
Posts: 1,038
Threads: 36
Joined: Oct 2011
Would anyone be interested in working on a strategy card game? i have a silly game that i want to make and have zero idea how to get started on making a digital version. it's like a mix between Yugioh Duelists of the Roses with Arena of the Planeswalkers I've made a physical version of it, and attempted to play through it. it mostly works, but needs some balancing to get the pacing to where it should be.
Posts: 11,266
Threads: 651
Joined: May 2009
I wouldn't know where to begin.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 465
Threads: 15
Joined: Feb 2021
No.
CCG/TCG's are the genre of game I have the least experience in and generally dislike them.
So I'm probably as under-qualified as DerVVulfman, if not more.
Posts: 1,038
Threads: 36
Joined: Oct 2011
I think this was a pretty damn ingenious way of doing things, let me explain.
For starters, I like big maps and I cannot lie. So in order to be able to keep my gigantic maps AND turn random battles on and off inside town AND divide the groups of monsters into different areas based on geography, I did this!
My large town maps and their adjacent wild areas are broken up into zones. Those zones have their own pools of monsters to put into battle. all of the selection is done by my 'subzone pool variable' which selects the monster party based on which boundaries the player crosses into the various zones of the map and the corresponding Zone Switch. If you're in Zone 1, you're up on a cliffside and near a cave, so you're fighting groups of Cave Barnacles and Zoobats. When you're in Zone 2, you're closer to a river, so you get Mudfish and Fungnificient in addition to the endemic Zoobat monster. This keeps the Fish in the water and the Barnacles on the cliffs!
Posts: 11,266
Threads: 651
Joined: May 2009
The widgets are getting some new options available...
Lousy MP3 file... attached
[attachment=1972]
First, the Close, Expand and scrollbar buttons can now be replaced with .png files, so they don't need to be rendered at the time the widgets are generated.
Second, I worked out some content so windows can be re-sized after they are created. That sounds like it should be easy, but it wasn't as there are multiple controls that need to be updated. If not handled properly, the widgets (list box, buttons, etc) could vanish.
And I did want to make sure that I could set up NumberBox widgets in windows that have attached scrollbars... to make sure that the Numberbox arrow buttons worked while scrolling the window up and down.
Yep, that's Ryoko...
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 494
Threads: 9
Joined: Sep 2013
(09-27-2023, 02:57 PM)KasperKalamity Wrote: I think this was a pretty damn ingenious way of doing things, let me explain.
For starters, I like big maps and I cannot lie. So in order to be able to keep my gigantic maps AND turn random battles on and off inside town AND divide the groups of monsters into different areas based on geography, I did this!
My large town maps and their adjacent wild areas are broken up into zones. Those zones have their own pools of monsters to put into battle. all of the selection is done by my 'subzone pool variable' which selects the monster party based on which boundaries the player crosses into the various zones of the map and the corresponding Zone Switch. If you're in Zone 1, you're up on a cliffside and near a cave, so you're fighting groups of Cave Barnacles and Zoobats. When you're in Zone 2, you're closer to a river, so you get Mudfish and Fungnificient in addition to the endemic Zoobat monster. This keeps the Fish in the water and the Barnacles on the cliffs!
It is indeed pretty ingenious. Of all the options from 2K/2K3 that didn't make it to XP, the ability to create monster encounter areas was one I missed the most.
Posts: 11,266
Threads: 651
Joined: May 2009
09-29-2023, 01:26 AM
(This post was last modified: 09-29-2023, 01:39 AM by DerVVulfman.)
Um... Short version?
RM2K Defined Encounters Areas
by RPG Advocate (like heckin 2005 era)
This script allows you to set up rectangular areas with different encounters like the map editor functionality of RPG Maker 2000 and 2003.
-or-
Expanded Encounter Areas
by DerVVulfman (07-19-2020)
his script allows the game developer to designate areas within one or more field maps to have designated areas where additional enemy troops may be encountered by way of random encounters. It allows for a change of the number of steps required to trigger any such random encounters and is compatible with Big Maps by DerVVulfman.
==BONUS: Includes Colored Encounter Areas so you can press Shift to see highlighted map areas for debugging.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 1,038
Threads: 36
Joined: Oct 2011
(09-29-2023, 01:26 AM)DerVVulfman Wrote: Um... Short version?
[helpful stuff]
Short version is I get really high before I work on my game and the instructions came to me from the ether as I was doing it lolololol. I have nothing against scripts other than that I don't know how to script or how to use them. It already took me 19 years to figure how to use variables
Posts: 11,266
Threads: 651
Joined: May 2009
09-29-2023, 04:41 PM
(This post was last modified: 09-29-2023, 04:43 PM by DerVVulfman.)
(09-29-2023, 02:04 PM)KasperKalamity Wrote: Short version is I get really high before I work on my game and the instructions came to me from the ether as I was doing it lolololol. I have nothing against scripts other than that I don't know how to script or how to use them. It already took me 19 years to figure how to use variables
The only member in the forum where we have a random quote:
"I bought some shoes from a drug dealer. I don't know what he laced them with, but I've been tripping all day." - KasperKalamity ( April 12, 2015 - The Weekly Gazette)
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
|