MV - Port Phobos

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Started by Mrs_Allykat 29 posts Page 2 of 2 View original ↗
  1. You were exactly right. Last time I run into this problem it was a plugin that didn't reserve the image, and I had to put in an unencrypted version of the file, but you nailed it. MVStripper missed some files. Thanks again:kaoblush:

    Fixed, and uploading the new file! Thanks again!
    (edit: upload complete, sorry for anyone having to re-download!)
  2. Some great mapping. Are the SteamPunk tilesets custom made?
  3. @Guld Thank you! In the "boss" demo you're going to mostly see the "train" from the Season Pass DLC and some decorations from Bokou's tilesets. The game itself uses quite a list of steampunk tiles that I've listed below. The trick is to mix those various tiles with other things that fit the theme, for example I used Wild West Tiles (vxa, sherman3d) to build the moon settlement. In the dungeon where the boss lives, I used Elemental Dungeons, again Sherman3d... You know... It just dawned on me that I use a lot of Sherman3D tiles. Does this make me a fan?!

    (edit: just noting that there is some tile editing, changing the direction of tiles, colors, sizes, etc.)
    • SteamPunk Town Interior by Sherman3D
    • SteamPunk Town Exterior by Sherman3D
    • "Season Pass DLC" (which I think has been renamed, and separated into individual packs)
    • Bokou's tiles (RMW Forums)
    Oh, this is as good of a time as any to state what one of my hold ups are with this game... Ship to ship combat. Once I figure out how to make the player run around to load cannons, put out fires, fire a cannon, and track it all with "ship health" - it's ON!
  4. Ship to Ship combat sounds very cool. Looking forward to the updates.

    EDIT: Ship to Ship combat shouldn't be TOO tough.

    I would set up a Parallel Event for each incoming source of Damage (Enemy fire, cannons, etc.) The Events could help mitigate a Variable (Ship Health) with a certain "Wait" in-between to control the pacing.

    Then, as you complete a certain task (like put out a Fire) then that parallel Event would come to an end, and your Ship Health Variable would no longer be depleted by that amount.

    The only part I'm not sure how to do would be to constantly display your Ship Health, but I think that could easily be done with a simple Message pop-up. You could also have another Message pop up for the Enemy Ship health as well.

    Typing all of this out makes me realize that there is no good reason "I" shouldn't have ship to ship combat in my game haha.
  5. One of the core aspects of Phobos will be traveling between "worlds" via a ship. The mechanic of that is done, but I put in a button common event to "skip" the travel scene (on board ship with a wait timer, but the player can interact with the crew). Such a shortcut needs a repercussion, so a chance of ship to ship combat should be a good risk vs. reward scenario.

    Hmm... I am already using SRD's HUD, so I bet I could add another one that displays off of a ship-health variable. Great idea @Guld I think I'll run with your parallel ideas, and just move the player party to a special map for the encounter. Thanks :)
  6. Mrs_Allykat said:
    One of the core aspects of Phobos will be traveling between "worlds" via a ship. The mechanic of that is done, but I put in a button common event to "skip" the travel scene (on board ship with a wait timer, but the player can interact with the crew). Such a shortcut needs a repercussion, so a chance of ship to ship combat should be a good risk vs. reward scenario.

    Hmm... I am already using SRD's HUD, so I bet I could add another one that displays off of a ship-health variable. Great idea @Guld I think I'll run with your parallel ideas, and just move the player party to a special map for the encounter. Thanks :)
    Looking forward to seeing how it works out. Good luck!
  7. Was doing a little house cleaning on the game before adding more content, and decided to see what I could just do with a map using Yanfly's Doodads. A little cut here, a little paste there, and I was able to adjust some connection points. (Image in the spoiler) It's no Mona Lisa, but I think it really can improve the overall quality of a map.

    Images
    2019-04-01T19-17-21-381Z.jpeg
  8. Did you notice any performance changes when you implemented that?(I had no idea the Doodads plugin existed. Looks very interesting)
  9. I never really used much in the way of parallax, but when I did try it there was some load time. Looks like with spot-images using Yanfly's doodads that the performance hit is greatly reduced. I still have galv's layers, but I'm using it more for some extra parallax effects (trees on the lower half of the screen, an extra moving parallax background etc). Seems to be a really effective middle ground.