Game Making Drive Feb 2014

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Started by Archeia 790 posts Page 35 of 40 View original ↗
  1. Monday - 2/24/2014

    Go..team...zzzzzzz

    I've been very exhausted, and after looking at my stat sheets, I realized a miscalculation I may have made in my battler database.  Quickly realizing that to go back and re-edit again would not prevent future, mistakes, I decided to go to a dynamic stat system.  So I'm implementing parts of Yanfly's leveling scripts.  Spend the night trying to figure out a balancing formula that raises stats efficiently, while still working with the default stat caps of RMVX Ace.  After crunching numbers all night, I figured out the numbers that should work for hp, stats, etc.  With that being said, here's hoping for the best tomorrow once field tests are implemented.

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  2. Feb 25 2014

    Very great development day today.

    The Seven Tower

    - Just working on the game's Preview Version only Maps.

    - Putting the Game's Icon to the game itself.

    - Install New Scripts.

    -Testing Script's compatibility.

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  3. Still moving, still team BLUE, still on bfs phone:

    * finished regional battlebacks!

    * filled a town with npcs

    * edited a town

    * wrote some gab window party dialogue
  4. Day 16 ?
    (at least for me since I only do workdays)
     
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    Go, Team Red!

    Today I continued working on my edits. I figured, I can share a really small preview of it. Yeah, cubboards  B)   I know, there are a lot of cubboards already out and about, but I tried to make mine slightely bigger, so they work better with Mack sprites. Still a work in progress.

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  5. Day 22

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    I prettified some old maps. I'm still doing it so it'll count towards' tomorrow too. Double yay!

    So, yes, just touching up old maps. I... don't really know what else I can say about it because I mean, I could do details but really they're not my maps and it's not really for me to comment on. I'm just making them a little prettier than they already were for the release of the game. They're functional maps as it stands, just lacking a little in 'shiny~<3' so... I'm addin' details. ^.^;

    Oh! Forgot to mention that I also did judging - as in hashing out with the other judges the winner of the contest and which games get which badges and the like. We're about half-way done but kids appeared to steal me away and one of our judges needed sleep so we adjourned until a bit later. ^.^
  6. No update from me today, possibly not for the rest of the week.  I'm pretty sure it's allergies but it feels like pneumonia.  Either way I'm not doing much until I get better.
  7. Day 22

    Didn't wake up until later and am now having to work earlier at least for today. I got some item ideas down and created a couple healing items + a med-kit that's rechargeable to be used outside of battle. Will be making an MP healing equivalent next time I have time, but otherwise I didn't get much done besides a couple icons (one for said med-kit, although it looks more like a med-bag so I might change the item name)

    I've began contemplating other character backgrounds. I usually like to come up with their graphic first, but I figure it might help with the face block I've been going through. I want them to be unique looking from each other.

    What I learned today: Making a base background/border for my menu icons was a good idea...I know I'm really reaching with the "what I learned today" today  :headshake:

  8. Go Go Green!

    As expected saving/loading caused trouble. The data saves and loads just fine. However, new versions of the game cause a reload of the current map when loading a save game.
    Normally this behavior is perfectly fine as it helps keep the map up to date. Once we have changed map data we lose the mirroring of the map data in the .rvdata2 files.
    My solution is simply not to destroy the game map data retrieved from the save file on version changes should we have copy any map data onto it.

    Spoiler
    Breaking up the text with a picture of copying the same map portion twice with different offsets
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    This is my fourth and final day of the Game Making drive so I will not continue work on it. For anyone interested here is the script: http://pastebin.com/8sTEmaJA
    License Terms (Based on the zlib/libpng License)

    Spoiler
    Copyright © 2014 Zeriab

    This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.
    Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:
        1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
        2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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    *hugs*

     
  9. Game Making Drive, Day 19, February 25th:

    Mainly just played around today, proofread/edited dialogue and started eventing the first of the three mini games. Continued to try and think of what the third one will be, still have no idea. Got the DS and DS+ resource packs and sifted through their contents for a while, like I said mainly just played around but progress was still made.

  10. Feb 26,2014


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    - modifying the lightings on the maps plus making a new script
  11. Recovering from that embarrassing chain break :/


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    Day 22


    * Drew two alternate Menu images that are super spoilers so I can't share anything visual


    * Wrote a little bit more of the scene I'm in the middle of writing


    * Did not redo the image I lost progress on yesterday :/


    * Discovered that cookies and cream poptarts are the flipping bomb
  12. Day Twenty-Two
    • Tweaked the way TP is gained to include a bonus on victory and enemy death. Technically I did this yesterday, but it was not enough to count.
    • Evented the next scene. A short and easy one.
    • Did some required tweaks to the above menu images.
    • Also setup some placeholder battle graphics.
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  13. Today I did some importing of sprites, started making some custom skills in victors animated battlers, and did some events.  Ive been working on a pathing/cutscene evet system for a town in the game where the players are sort of trying to distance themselves from the enemy but more keep comming, -> insert friendly character and... More to come, sometime, no screenshots this time.
  14. Finally have a working demo out. Should be bug free. It's around 30 minutes if you walk around and talk with everyone. Enemies are fairly balanced as well. You can find it here. You'll need ACE RTP installed to play it.

    It's nothing like what I have posted up on my project page. I should go ahead and go back there and change that some time tomorrow if I have the time.
  15. There will be a lot of remapping for me.  Several more maps hit.

    Spoiler
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    I will be continuing to tweak maps for the next week as I get more drawing done.  More database edits and skills adjustments.  For a 3 hour game, one character has 20+ skills.  That's bad.  I'll be trimming the fat soon enough tonight.

    A lot of the skills are redundant or progression based, so I need to see what they can live without.

    Edit: I am also working on a custom animation for Emmet.

    Spoiler
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    I am still learning how to create one, and right now it's low priority.  I'd like to make those armor/mace power ups that much more special for the player.
  16. Work ran pretty late today (got home around 8PM ;n;) so I opted to get some scripting done rather than review more games (it was a difficult choice D:). Congratulations Indrah~ and anyone else who participated in RM Venture!

    Go, Blue Team!

  17. Day 23

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    Early update tonight. Anyway, I did a bit today. Firstly we finished judging the games and handed out the awards. If your game was one of the ones for the RM Venture event over on RMN go check to see if you won a badge. (There's also still a chance to win badges if you leave feedback for the games, so if you're looking forward to playing some new games, I can recommend at least 22... ;p )

    Also did some map editing for a friend. This was carried on from last night. Basically adding more details and trying to make places feel a bit more alive. It was a crunch since it was working on a deadline but I managed to get them done and handed them over. Apparently they looked great so that makes me all smiles and sunshine.

    Lastly, did some testing for the game, too. Basically just playing through and picking at the English/any bugs found. It was pretty solid already so there wasn't much to pick on. The new scenes that were added are pretty ace though~ ^.^
  18. Yesterday's Catchup

    My dog was ill last night so had to call out the vets for him, so wasn't able to update!

    Yesterday was a day of finishing a number of different commissions, Here are two of them that I uploaded to Soundcloud: 

    Life Fades

    Survivors Smile

    Also uploaded the following video onto youtube to celebrate the release of Steam Workshop for RPG Maker: 
  19. Moving sucks, never do it. Today I remapped a town, because it was starting to feel ultra dull. I have another boringly generic town to remap, then I'll bully myself into doing something actually productive, like dialogue or databasing.

    Go team blue!
  20. Day 23

    I ended up hiring a Cartographer to make a map of a location called The Forge. It's basically where souls end up once they die to be either reborn or fixed. (fixed if they are over reliant on one of the seven deadly sins.) Took me a while to find the perfect person, but I'm excited to see how it turns out.

    Note: This has to do with a secret project so I can learn how to finish a story based game without feeling overwhelmed. I feel like I'll need it so while I make graphics for my main project; I can take breaks to work on my second shorter game.

    As for my main game:

    Worked on more icons; I want to keep it as a pleasant surprise for those who are tired of seeing the default icons all the time.

    Wrote out half of my character backgrounds. I figure since I have 15 playable characters (between two stories) that I'd better keep track lest I forget an important detail. About the only ones I know for sure I won't forget are Orion and Kacia since they've been stewing in my head since Project Oscine.

    What I learned today: I'm very lucky that I decided to add personality to my sprites, because one of my characters is a mute and otherwise it'd be weird having a walking sprite flailing about. Imagine a spastic walking sprite and the other characters just KNOW what's being said through the odd dance. *shiver*