Posts: 465
Threads: 15
Joined: Feb 2021
I uh... I might have been quite productive this week!
But I don't feel like explaining everything so here's a video that will show and/or tell you everything instead. Enjoy!
White Apple
Posts: 465
Threads: 15
Joined: Feb 2021
Pjcr got me the remaining of the Faithful.
There are males too but they don't yet exist in the game anywhere, ha ha~!
And slowly but surely updating the dialogue and main story in Disk 0
Posts: 4,642
Threads: 554
Joined: Dec 2009
Didn't I come up with a script that would let you apply states to enemies from the very beginning of a battle?
I mean, without going through a given enemy's Troop page.
Because I really thought I had based on the convenience of applying them on an enemy, like a common mobsters but only on event-based battles. This way people wouldn't have to configure a large common event to achieve the same goal...
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
My Original Stories (available in English and Spanish)
List of Compiled Binary Executables I have published...
HiddenChest & Roole
Give me a free copy of your completed game if you include at least 3 of my scripts!
Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Posts: 465
Threads: 15
Joined: Feb 2021
11-04-2024, 12:21 AM
(This post was last modified: 11-04-2024, 12:23 AM by Remi-chan.)
More progress on the main story of Disk 0. Up to Day 3 now.
And some updates to flavor dialogue around Lumi's room to build her character and relationship with her ENNUI Naamah.
Now that I've cleared up my checklist for shit i have to do in World of Warcraft dev should get back to a much more constant affair. next up is remapping Picnic City.
Xiie
Cid Gungho's sprite is almost finished.
But for now- here's just a cheeky preview~!
Posts: 465
Threads: 15
Joined: Feb 2021
11-17-2024, 01:41 PM
(This post was last modified: 11-17-2024, 01:42 PM by Remi-chan.)
Xiie
Cid Gungho is complete, and Kikiyo Kasanavi's Sprite is underway.
And now...
Just because it's fun seeing him and Kyu together, here's some in-game screenshots.
Now I admit I have done not much at all on the game since my last posting. So I will keep it to this short one, today!
Posts: 1,128
Threads: 43
Joined: May 2009
11-23-2024, 02:43 PM
(This post was last modified: 11-25-2024, 02:43 AM by DerVVulfman.)
I have released a video of me playtesting a basic mission of my XCOM-like project. The video is available here on YouTube:
Budget Brigade
* Video link fixed by DerVVulfman. The imagefile link supplied by Charlie Fleed does not work
The game is meant to be a mix between XCOM and Poly Bridge, where you have to manage resources to beat the missions with minimal number of units, turns and equipment to be at the top of the leaderboards.
Development has definitely slowed down in the past few months, because of... life... but I am still happy about what I achieved so far and what I have learned.
Reception has been very positive but visibility is almost non-existent.
Posts: 465
Threads: 15
Joined: Feb 2021
12-01-2024, 01:50 PM
(This post was last modified: 12-01-2024, 01:51 PM by Remi-chan.)
Good news, I've gotten some dev done!
I have been incredibly unproductive lately, so I'm really glad to finally have something of my own to show, as the last time i had much to show was White Apple!
So, here's most of Day 3! it has been revamped- both in writing and in maps. Veyr little is fulyl the same. The fight with the Bat-fanged Carson also now has some neat new mechanics.
Day 3 Overhaul
I have some good news to add, that... isn't all!
I have actually gotten a lot of Day four done, but we'll get to that in another post! But what is important is my artists have slowly and surely been getting me files.
Xiie
The pixel artist, she is almost done with Kikiyo Kasanavi, and here is a little preview she displayed to assure me of that!
Pjcr
While he is getting behind again, he has recently managed to get me one file, the first of the Nekomata!
Her name is Nankaina, she's the funyn arcane-elemented Nekomata who can often be found hanging out with her good friend Grace.
Posts: 4,642
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Joined: Dec 2009
12-02-2024, 03:18 AM
(This post was last modified: 12-02-2024, 03:20 AM by kyonides.)
As of late, I've been trying to demake a strategy game. To be honest with you, it's neither as famous as the AOE series nor as old as Lords of the Realm and thus, I don't expect old school gamers to have heard about it. What makes it interesting IMHO is that it combines features from both games.
For instance, you do get the seasons as in LOR2 including the changes in harvesting, and there's one specific faction that can implements the herding aspect of it by building sheepfolds in your territory. You're also able to expand your territory by fighting either wild animals or monsters or even another faction. You just can take 1 zone at a time... unless you split your army, of course! Then you can invade more zones simultaneously.
But here's where it takes stuff from AOE2 like sporting strong or unusual special units like Joan of Arc or Barbarossa or Genghis Khan. Again, depending on the faction you are also able to hire exclusive warriors like those you could get from your own castle.
There are differences as well. There's only a single town belonging to your faction and you must protect it at all costs. Every zone, including those once occupied by wild animals or monsters, has an occupation cooldown. If anybody except for your allies enters the zone, they're given a chance to fight for it. The thing is that those monsters and animals might also try to claim your zones! Or they simply spawn from some dark place as a special event!
Now you might be able to better understand why it's a heck of a job to implement a simplified version of it on any RM engine.
In my case, I'm using RMXP but I might consider using some RMVX ACE features if I ever delve deep into developing the random map generator feature.
I'll be using the default XP actors as faction leaders, and here comes another problem. How am I supposed to come up with some decent faction tech trees?
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
My Original Stories (available in English and Spanish)
List of Compiled Binary Executables I have published...
HiddenChest & Roole
Give me a free copy of your completed game if you include at least 3 of my scripts!
Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Posts: 465
Threads: 15
Joined: Feb 2021
Good news everyone, more progress!
Xiie
She finished Kikiyo's sprite!
And as instructed, Kikiyo has a shades and no shades version!
She is now working on the nine-tailed kitsune: L'soiv D'pes-- Regent Lady of Morzan.
As for me, outside of the battle with Captain Nelson, I'm finished with Day 4. Here's some screenshots!
The final screenshot is a dream sequence, very different to the old- but still with some of the same events.
For now, that's it from me~!
Posts: 11,272
Threads: 651
Joined: May 2009
12-21-2024, 06:40 PM
(This post was last modified: 12-21-2024, 06:43 PM by DerVVulfman.)
For scripters of RUBY, I did a little bit of discovery.
Within RUBY... even available when using RPGMaker XP's RGSS... you have access to the OBJECT class. Not that you see it in the Scripts database. And the OBJECT class has a few methods. One of these methods is 'instance_variables' which would return an array listing all the variables specific for the class within.
Ergo, you would get instance variables representing the command window, the created sprite background, and a few others if used within "Scene_Title"
However, different versions of Ruby return this array differently.
With Ruby v 1.8.1 (used by both RPGMaker XP and VX at the very least), the names stored within the returned array are listed as strings:
EX: ["@sprite", "@continue_enabled", "@previous_scene", "@command_window"]
But at some point, RUBY had changed, and the current versions (such as version 2.7 used by HiddenChest) now return the instance variables as their 'symbols', and not by their names as strings.
EX: [:@sprite, :@continue_enabled, :@previous_scene, :@command_window]
Now, this is important as older scripts that utilize this method (such as the RMXP SDK) to retrieve the names in string format. And yep, that can cause problems.
BUT, I found that there's no issue just converting the 'symbol' name into a string.
Code: object_name = (object_name).to_s unless object_name.is_a?(String)
This STOOPID thing works. And lets what I'm doing work between both new and old RUBY versions.
I know, its not 'proper' to change a variable itself from one type to another (like changing a float to an integer), and if a variable needs to be 'defined' as a particular fixed type this wouldn't exactly work... requiring a second variable defined soley for 'string names'. But for the current RUBY version, it works.
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
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