@karraymalek Very impressive mapping. The atmosphere just makes me feel comfortable
Game & Map Screenshots 10
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"Puzzle solved" animation. -

Multi Fogs might make the map a little laggy but it's really cool! -
Great pixel art!
Where can I see more of your game? -
@callmedan It's pretty unlikely that you have two different wind directions at the same altitude...
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Writing a bunch of Plugins for a personal project, just a handful of screenshots from some of the UI things I've been working on lately. The Scene_Menu stuff is still very much a WIP.

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I have ever so slowly started to replace the default assets of my game with a custom one (made by @Nirwanda).

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@callmedan It's pretty unlikely that you have two different wind directions at the same altitude...
This would look good (and make more sense) if the different clouds were moving in the same direction, just at slightly different speeds.
Writing a bunch of Plugins for a personal project, just a handful of screenshots from some of the UI things I've been working on lately. The Scene_Menu stuff is still very much a WIP.
That plugin looks pretty cool. I'm just wondering why that long description (or any description) is necessary for what, I assume, is the Analyze spell (or something similar)? That sort of thing is more suited for a monster book. As long as there's nothing in that description that the player needs to know during a battle, there's no real good reason to have it. The menu page looks really nice tho, and I like the icons for your ATB (I'm guessing you'll be using an ATB if you have a visible indication of turn order). -
I'm just wondering why that long description (or any description) is necessary for what, I assume, is the Analyze spell (or something similar)? That sort of thing is more suited for a monster book. As long as there's nothing in that description that the player needs to know during a battle, there's no real good reason to have it.
It's actually not a spell, it's a command in the command menu. You select it and you can just scroll through the enemies. The description will give hints about the enemy and what they do. In my last game, I found myself feeling very restricted by the two description lines, especially when fighting bosses, so I wanted to open up a lot more space for myself.
The menu page looks really nice tho, and I like the icons for your ATB (I'm guessing you'll be using an ATB if you have a visible indication of turn order).
Thanks! And it's a Predictive CTB system that shows the current battler and the next 7 to act. When you choose a skill and are selecting a target, it will update the CTB with what the new turn order will be - so, if you select a slowing ability, the CTB will update to show you what the new turn order will be if that slow is applied. If you choose to use an action that doesn't use up any CTB charge, then it will update to show that you'll be able to act again immediately after. It also lets you see if someone's going to act multiple times before someone else in the next 7 turns. -
But what I mean is, that enemy description shows up during battle, right? I personally think the description itself is unnecessary. In battle, you need to know certain things about the enemies: strengths, weaknesses, element if that plays a part in your game... what you DON'T need, in battle at least, is "flavor text." A description of an enemy that will not turn the tides of war in your favor. I would personally relegate that to a monster book instead.
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It won't be flavor text. In my last game, I would give information about how the enemy behaves, or strategy hints that weren't obvious or easily communicated (like "this ability can be interrupted if you do x thing"), but I almost always had to keep rewording it to more and more concise statements that eventually became awkward, or leave information out because I didn't have enough room. The longer description area is born out of a need I always wanted fulfilled during the last go-around.
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I can't tell if tiles, or uniquely painted. You've done a very good job obfuscating the tile gridSome screen from my village map
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@karraymalek Nice atmosphere you created, I loved the harmony of the map, well done mate!
This is a Menu and a Skill Tree system that I am developing for a project, for the Menu will be done some small ajustments and for the tree is being done by events and still in development, so only the first skills learned will be shown in the video, and only for one party member, but all members will have their own tree, I appreciate the feedbacks guys, thanks!
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@karraymalek
This is a Menu and a Skill Tree system that I am developing for a project, for the Menu will be done some small ajustments and for the tree is being done by events and still in development, so only the first skills learned will be shown in the video, and only for one party member, but all members will have their own tree, I appreciate the feedbacks guys, thanks!
Looks fairly straightforward and definitely obfuscates the fact it's a RPGmaker game. If you have a 'drop' function, I am assuming that it will be balanced so the player has to drop inventory items to manage space? -
@Pix3M Thanks for the comment mate, not only for manage space but the items will have weight, so the player will need manage to not suffer penalties.
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I definitely get a survivalist vibe from what I see. Is that also intended?@Pix3M Thanks for the comment mate, not only for manage space but the items will have weight, so the player will need manage to not suffer penalties.
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@Pix3M Not completely intentional, I would say more at the beginning of the game, but I would not like to give many spoilers haha
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Does this count as 'physical humor'?