Game Making Drive Feb 2014

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Started by Archeia 790 posts Page 28 of 40 View original ↗
  1. Day 15

    *Edited the female base, ended up having a few bust size variations.

    *Planned on finishing the faces for Kacia's story, but ended up making a brother and sister instead, so I still have one more face to make for her side. I do now have enough faces made to complete an entire faceset.



    So from left to right, top to bottom we have Orion, Masked Kacia, Gesine, Kacia, Lynn, Masked Aaron, Gavin, and Aaron. I'll probably take a face break for tomorrow's GMD; took me forever to get a blonde color that would look right. Lynn and Gavin are siblings who become separated when the chaos strikes, while Kacia and Aaron are partners.

    What I learned today: Faces are fun, but hair is time consuming. Luckily the faces start 48x48.

  2. Day 11 (I think?)
    (at least for me since I only do workdays)
     
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    Go, Team Red!

    Today only a small update since it's the anniversary of me and my boyfriend :)

    I didn't wanted to work on the river again (boooring), so today I wrote in my excel sheet some of the quests and how they are all connected. Especially since it is important in my game how to react to the villagers. So I have to keep track of a lot of variables, mainly the mood of the people and how well the characters are liked. That gave me some ideas for the villagers and their little quirks and likes. Felt good to finally write that down. One step forward.
  3. Game Making Drive, Day 13, February 18th:

       Remember yesterday my sad, angry report about wasting my time? Well last night a friendly fellow by the name of Zalerinian came out of nowhere and volunteered to help me with it, so thanks to him/her I now have a game where you can save anywhere you want, but cannot save-scum easily... a feature that will be present in every game I make now because I like it so much. Also decided to stop wasting time thinking up new features, I mean there will always be something cool to add but it's just to time consuming so hopefully nothing already in there will stop working and I can actually start making more headway into a game that's only 30% done with just a little over two weeks to finish. Began work on a few scenes and more importantly edited some existing scenes to look better than they were before, mostly through sprite movements and stuff. I know that this is earlier than I usually post (and honestly most of this work was done between 12-3 last night after my saving problem was rectified) But I probably won't have time to do more today, so early update on things done really early in the day it is.

  4. GMD Day 15 - February 18, 2014

    Welp, I don't have a lot of time to post since I've got to get to class soon, but today I worked on events within the starting town (NPC dialogue, hidden treasures, etc.), as well as working on the sprites for said NPCs. The events are about half-way done, and I'm hoping to get this town completely done (minus cutscenes) by the end of the week.

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  5. Today I continued my work on my script. I made it so that events are copied as well. Only those placed on the proper regions mind you.

    To avoid conflicts I do change the Event ID. This would effect event commands relying on event ids such as their positions and such.

    Spoiler
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    Next time I will look into the horrors save games inflicts upon my changed maps. (I haven't actually looked, but I highly suspect problems)

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    *hugs*
  6. Day 14 (i think, I've lost count)

    Evented some more, not much. I woke up freakishly late and missed most of the day. OTL Now going to bed early (for me 1 am is ign EARLY) to try and abalnce my messed up schedule.

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  7. Another day....

    Today I contacted my commisisoners again, spoke with them, finalized a few pieces, worked more on the rock track I started the other day, and yeah that's about it really :x 

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  8. Feb. 19, 2014


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    - Planning about how I'd go with achievements for CG


    - Started scripting the windows/scenes for it
  9. Tuesday, 2/18/2014

    Technical update.  Been trying to get a stun to work in an ATB system forever now, and got a solution that I'm ok with.  The way the system works, Stun either lasts too short, or super SUPER long.  In the end though, just needed to change it around for a "Boss Immunity" status that displays so players know when certain abilities are useless.  Hopefully something more visual to show next update.

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  10. I'm SO close to getting the sidequest done in the game. One more day of work (hopefully)


    (That took 2 hours, fixing bugs)


    Otherwise, I spent another 2 hours looking through Yanfly scripts and getting some that sound awesome, (although running Into some Unsolved errors). If anyone has. Recommendation for one, shoot me a message, as I know I'm missing some great ones


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  11. Day 15

    Sadly, today wasn't terribly productive.

    *Worked on some concept art, didn't like it

    *Fixed errors, and edited maps I made yesterday

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  12. I didnt have a lot of time today but I was able to make 8 unique interior maps for one of the towns in my game, started working out enemy encounters that will be linked to the events in the houses, and made it so activating 4 specific house event chains unlocks a final event. no fgihts yets but all the event chains seems to now be in working order.
  13. GMD Day 15

    Was a bit busy today, but I worked a little after work on designing my combat system, just ideas written on paper.  I'll need to open up the maker and implement my script and play around later.

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  14. I managed to make some nice resources for my church, so it's at last has a more complete feeling.

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    I'm quite giddy about this.  I really needed to do a pew set.  Aeyene chan's and Panda Maru's resources were used and recolored to make it as well as the RTP recolor of a crate for the backing.  I painted on the accordion book holder.  I'll need to do a quick edit so I have Pelorian symbol books as well.  I made things so the characters can walk on the bench itself as normal pass ability and set up a parallel tile (for above character) with the backing so they can interact with the books and hymnals, while moving or sitting. ^^

    I also worked on the burning, burnt down house tile set some:

    Spoiler
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    Still heavily a WIP.  
    I've found a much nicer roof tile for the slums that will allow me to better patchwork the seems and such.  I'll be getting that together in the next few days and finish them off altogether.  Gate map will be next, it will be a quick scene so it shouldn't be too involved.

    I'm setting up the new first 10 mins of the game.  It's a big task.  I feel confident enough now to begin redoing some scenes, and reorienting sprites.  I'm also doing some custom behaviors, though it will take another week to get them all in order.  I'll post as I have them done.

    I've also got to get back to the introduction pictures.  I've neglected the intro for too long.
  15. Not a bad day today!


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    Day 15


    * Finished three sprites


    * Started putting together tilesets for the next dungeon


    * Mapped a little bit of said next dungeon's layout (still some missing resources I have to make/edit, but 3/4 of the maps have their groundwork at least)


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    * Resigned myself to the fact that I will be making a million new flower tiles


    * CLEANED SOME STUFF (and worked on the webstory <-- totally counts)
  16. Day Fifteen


    By contrast, I had a terrible day.

    • Instead of pressing forward, I returned to the land of bug fixing. The terrible land where I might spent half an hour on the same problem then walk away for a while in disgust. I think the scene would have been easier...
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    I guess
  17. I've been working quite a bit on the enemy and troops tabs as well as playing some RM games to get me into gear. I've decided to add more dialogue through this first part of the game. It's lacking a 'real' vibe to it.
  18. posting a lil early, so I can get back to packing (you guys, I'm moving on the weekend!! @_@):

    set up three more sidequests (aaaalmost done with them! so happy), and played around with the menu a little so that it no longer lists "armour" in the item menu. the characters wear the same clothes the whole game, so there was no need for an armour category, when there would never be anything there. I also edited an icon into a bunch of different colours, for a "slime" loot.

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  19. This post is super late due to being exhausted after a long day yesterday, but I did do some stuff!

    Many thanks to Makio-Kuta and Racheal, who identified and fixed a bug with Eric's Day Off! After spending several eternities uploading the new versions (my upload speed is incredibly slow TT) I did more database work and some brainstorming for another project. All in all a pretty slow day ;n;

    Go, Blue Team!

  20. Feb 19

    Short development day today.

    The Seven Tower

    - Still currently making the Preview version.

    - Currently in video production.

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