Post new topic    
Page «  1, 2, 3, 4 ... 11, 12, 13  »
Red Slime
Send private message
 
 PostFri Jan 10, 2014 12:15 am
Send private message Reply with quote
TMC wrote:
Sounds interesting. I'd definitely like to see more Zelda-likes with tool usage.

Quote:
That "East ->" is a string which tells you what you have at your right.

I didn't understand this part though. What's to the right? Nothing? Are "East" and "->" redundant? None of the other screenshots seem to show this in use either.


It could say "North ->". Basically, imagine somebody tells you to go north in a map. Now, north isn't really where north always is, because the intended perspective is to have North at your right, not east. Maybe this idea could not be totally necessary, but I thought some maps should have different perspectives because of their layout and content (For example, predominant doors facing a certain direction)
Metal King Slime
Send private message
 
 PostFri Jan 10, 2014 10:32 am
Send private message Reply with quote
Ah. Interesting. It's confusing that it says what heading is to the right, rather than stating which direction is North as is traditional. (I would use icons for this)
Liquid Metal Slime
Send private message
 
 PostFri Jan 10, 2014 2:57 pm
Send private message Reply with quote
TMC wrote:
Sounds interesting. I'd definitely like to see more Zelda-likes with tool usage.


Thats a pretty good idea. I may consider leaving an equipment slot open as an active tool slot in which anything equipped there would enable a tag and allow the character to perform a specific ability. Or someone should, I'm not sure if it would be suitable for my game.

I'm already starting to develop a system in which my character will eat magic mushrooms in order to alter certain areas such that they can be crossed with ease. Should be good for puzzle solving, also might be good for making hidden secrets and optional NPC encounters (stuff like that.)

Guess it's the weekend. I'll post this here too:

⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Liquid Metal Slime
Send private message
 
 PostFri Jan 10, 2014 11:52 pm
Send private message Reply with quote
I know some of you will enjoy this and some may perhaps hate it too. I've worked out the identity of my third hero and have decided for him to be a cape wearing coyote kid! (Seen along the bottom row of this picture)



The rest of the sprites are mainly my progress as I worked out his final details. I'll probably use some of that progress to develop more beings of his race. Let me know what you think? Is it too overdone? I don't care much either way, I think a coyote will represent my games themes well.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Liquid Metal Slime
Send private message
 
 PostFri Jan 17, 2014 6:06 pm
Send private message Reply with quote
Here's what I've been working on today. It's a climbing script which uses zones to check whether you are mounting or dismounting a ladder. By knowing which zone each party member is in, the script changes their sprite to the proper climbing or walking sprite. The script also disallows 'running' which may not be that evident in the video.

http://www.youtube.com/watch?v=J6Tvmn_b6Jc&list=PL5FafLrq9rotB0E1nGNIUkehH6wejO_Rr
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Liquid Metal King Slime
Send private message
 
 PostFri Jan 17, 2014 6:16 pm
Send private message Reply with quote
Haha! That looks wonderful!

I broke out in a huge smile as soon as I saw then climbing sideways along that rope.

I love how the whole art style of the maptiles and the walkabouts work together. Great look!
Super Slime
Send private message
 
 PostFri Jan 17, 2014 7:26 pm
Send private message Reply with quote
I realize how much this would increase the script's complexity, but you might want to space the characters out on the ladder.

Climbing down while another party member is beneath you is still problematic, though... Maybe it's not worth worrying about.
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
Liquid Metal Slime
Send private message
 
 PostFri Jan 17, 2014 7:42 pm
Send private message Reply with quote
Mogri wrote:
I realize how much this would increase the script's complexity, but you might want to space the characters out on the ladder.

Climbing down while another party member is beneath you is still problematic, though... Maybe it's not worth worrying about.


I did consider it earlier but came to the conclusion that it's not worth it at this point. Instead I drew my climbing sprites such that they look decent when overlapping. When I originally drew them the overlap looked like a mess so I did what I could.

Bob the Hamster wrote:
Haha! That looks wonderful!

I broke out in a huge smile as soon as I saw then climbing sideways along that rope.

I love how the whole art style of the maptiles and the walkabouts work together. Great look!


Thanks. Glad to know I'm on the right track!
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Metal Slime
Send private message
 
 PostSat Jan 18, 2014 10:16 am
Send private message Reply with quote
Worked on coding for Meh 2.1 today.

-> Found a (unconfirmed?) bug that prevented player stats from being increased when they're hidden too. Since the endings are called based in part on the player's stats, I've changed the coding to instead record player responses as global variables.

-> Did some preliminary work in creating a workaround for having the same scene show up back-to-back.

-> Also reduced the frequency of having the "Batteries Guy" show up in the rotation by cutting his scene from being called after completing story chains. Story chains NOW will just repeat "episode 5" of their respective sequences, so I'll have to assign new "default" scenes to be called whenever THOSE are completed.

-> Begun revamping the endings and prettying up the character portraits. I suspect this'll take a while.

The plan from here is to double the random encounter scenes currently in-game, including all story sequences. You've got to bring your girlfriend to meet the folks, right?
To friends long gone, and those I've yet to meet - thank you.
Blubber Bloat
Send private message
 
 PostSat Jan 18, 2014 4:43 pm
Send private message Reply with quote
Fenrir-Lunaris wrote:

-> Also reduced the frequency of having the "Batteries Guy" show up in the rotation by cutting his scene from being called after completing story chains. Story chains NOW will just repeat "episode 5" of their respective sequences, so I'll have to assign new "default" scenes to be called whenever THOSE are completed.

Thank corn, that was annoying. It showed up for most of the time.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Metal King Slime
Send private message
 
 PostSat Jan 18, 2014 5:35 pm
Send private message Reply with quote
Meowskivich wrote:
Fenrir-Lunaris wrote:

-> Also reduced the frequency of having the "Batteries Guy" show up in the rotation by cutting his scene from being called after completing story chains. Story chains NOW will just repeat "episode 5" of their respective sequences, so I'll have to assign new "default" scenes to be called whenever THOSE are completed.

Thank corn, that was annoying. It showed up for most of the time.


Actually for me I think it might have been the envelopes dude. But it's been a while, so I might be mistaken.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Liquid Metal King Slime
Send private message
 
 PostSun Jan 19, 2014 3:36 am
Send private message Reply with quote
Fenrir-Lunaris wrote:

-> Found a (unconfirmed?) bug that prevented player stats from being increased when they're hidden too. Since the endings are called based in part on the player's stats, I've changed the coding to instead record player responses as global variables.


If you can confirm this, then it sounds like a bug. Hiding a stat should not prevent it from appearing in the Status and Equip menus, it is not supposed to prevent the stat from being increased, decreased, or used in any way.
Metal Slime
Send private message
 
 PostMon Jan 20, 2014 9:01 am
Send private message Reply with quote
I don't have an good testcase for it, but that SEEMS to be what was going on. Scripts that increased the "hidden" stats seem to work fine, but don't actually alter them in any observable way.

More work on Meh 2.1

-> Grouped the Villains scene in with Cthulhu's Dungeon Keeper scenes, so that it's no no longer possible to encounter Cthulhu before his ACTUAL introduction from No More Villains. Also streamlined the way these scenes are selected.

-> Replaced the shock picture of the giant isopod with Gutsman's Arse (Dun Nunnnn)

-> Ending revamps
Old version

New version

-> Acquired financial backing for my efforts in exchange for giving the top five contributing customers the option to write out their own scenes. I have NO idea what I'm getting into with THIS development Confused If it ends up being a nice amount, I'll try and secure a musician to compose an original soundtrack for the game. LIES I'M GONNA BUY ENOUGH CHOCO TACOS TO TOTALLY FILL UP MY FREEZER.
To friends long gone, and those I've yet to meet - thank you.
Liquid Metal King Slime
Send private message
 
 PostMon Jan 20, 2014 3:18 pm
Send private message Reply with quote
Oh my! He should have just left that soap on the floor :(

Fenrir-Lunaris wrote:
I don't have an good testcase for it, but that SEEMS to be what was going on. Scripts that increased the "hidden" stats seem to work fine, but don't actually alter them in any observable way.


Try this: at some point after the hidden stat should have been changed, run:

Code:

plotscript, hidden stat checker, begin
  $0="Foostat is "
  append number(0, get hero stat(0, stat:foostat, maximum stat))
  show string(0)
end
Blubber Bloat
Send private message
 
 PostMon Jan 20, 2014 4:51 pm
Send private message Reply with quote
Fenrir-Lunaris wrote:
LIES I'M GONNA BUY ENOUGH CHOCO TACOS TO TOTALLY FILL UP MY FREEZER.

Sure, rub it in.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Display posts from previous:
Page «  1, 2, 3, 4 ... 11, 12, 13  »