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Author Topic: ~Screenshot Central!  (Read 1445053 times)

Offline drenrin2120

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Re: ~Screenshot Central!
« Reply #420 on: January 23, 2015, 04:20:49 PM »
I like it. Solid proof of concept.
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Offline Meiscool

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Re: ~Screenshot Central!
« Reply #421 on: January 26, 2015, 05:19:35 AM »
Finally making the tutorial for the game's commands. Kinda like how the stream turned out here.
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Offline drenrin2120

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Re: ~Screenshot Central!
« Reply #422 on: January 27, 2015, 03:20:29 AM »
God damn, Meis. Beautiful as always. Gimme demo now.
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Offline Momeka

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Re: ~Screenshot Central!
« Reply #423 on: January 27, 2015, 06:49:53 AM »
Looks sweet, Meis.
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Offline Moosetroop11

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Re: ~Screenshot Central!
« Reply #424 on: January 28, 2015, 12:07:42 AM »
So you have a forest area, a water area and a palace area. I deduce that you're working on a town now/next.
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Offline Meiscool

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Re: ~Screenshot Central!
« Reply #425 on: January 28, 2015, 01:24:20 AM »
Town's been done. Posted screens of that like a year ago.
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Offline drenrin2120

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Re: ~Screenshot Central!
« Reply #426 on: January 28, 2015, 08:41:55 AM »


...I've been tinkering lately.
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Offline A Forgotten Legend

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Re: ~Screenshot Central!
« Reply #427 on: January 28, 2015, 06:56:06 PM »
Ooooh!  Tinker away!
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Offline Meiscool

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Re: ~Screenshot Central!
« Reply #428 on: January 28, 2015, 09:35:58 PM »
Good looking. Simple changes are what really sets projects apart.
Is it possible to get the font in the lower right to match the system font?
Also, I would consider removing the black outline from the monster. See example pic and judge for yourself.
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Offline drenrin2120

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Re: ~Screenshot Central!
« Reply #429 on: February 03, 2015, 06:41:15 AM »
Not a bad idea. I changed it and it looked a lot better. Good idea with the monsters, too, though they are likely just placeholders. I'm considering trying my hand at animating them, but that won't be until the whole system is more stable.

I also have been doing more tinkering. Finished coding a second skill selection menu. This one was suppose to be easy but somehow ended up providing me hours of endless frustration. Nonetheless. Behold! It's simple, weapons, shields, and some accessories give you special skills you can use only when they are equipped. These skill require adrenaline to use, which you gain in battle for various actions. Being attacked raises your adrenaline, attacking raises it, using magic raises it, and it raises at different rates for different characters.

« Last Edit: February 03, 2015, 10:07:24 AM by drenrin2120 »
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Offline drenrin2120

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Re: ~Screenshot Central!
« Reply #430 on: February 24, 2015, 07:56:25 AM »


I'm really happy about this one. I know it doesn't look like much, I've been mostly working on code that goes on in the background, but recently I started animating the battle system. I'm working on all the basic stances for the playable characters and it's coming along quickly. Today, I finished Jake and Timber. Jake's model is clearly based off of the old sprite I used by InsaneJP, but Timber's model is completely redone from the old one I was using. Also, you may notice Martha, the second character in the party, is afflicted with a status effect. That's mainly what I've been working on, getting status effects to function properly. They are mostly done. Things like poison, confusion, berserk, stun, paralyze, weak, etc., have all been coded, including skills that can inflict them and protocols on how to apply them and what has priority over what. Lastly, the sprites are obviously different. They're the slime sprite from RMXP. It's a long story, but I was sort of forced to switch to using charasets as enemy sprites due to the way battle animations interact with pictures. I had to use a patch to swap the layers on which battle animations and pictures appear on, since battle animations were occuring over the HUDs. Unfortunately, that caused battle animations to occur behind monster sprites. That was obviously undesirable. So, I found ANOTHER patch that allowed me to use whatever size charasets I wanted, solving the priority issue while also now allowing me to animate monster sprites more easily, should I choose. I haven't decided on that, since it also means a lot more work. I'm considering the possibilities.

Whew, kind of a mouthful. It's been exciting and a lot of work, but very rewarding. I hope to maybe release a tech video or demo some time soon, I won't say when. It could even be another month or so.
« Last Edit: February 24, 2015, 08:00:44 AM by drenrin2120 »
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Offline Meiscool

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Re: ~Screenshot Central!
« Reply #431 on: February 25, 2015, 01:04:51 AM »
looking great
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Offline Fisherson

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Re: ~Screenshot Central!
« Reply #432 on: February 25, 2015, 01:27:17 AM »
Quote from: drenrin2120 on February 24, 2015, 07:56:25 AM


I'm really happy about this one. I know it doesn't look like much, I've been mostly working on code that goes on in the background, but recently I started animating the battle system. I'm working on all the basic stances for the playable characters and it's coming along quickly. Today, I finished Jake and Timber. Jake's model is clearly based off of the old sprite I used by InsaneJP, but Timber's model is completely redone from the old one I was using. Also, you may notice Martha, the second character in the party, is afflicted with a status effect. That's mainly what I've been working on, getting status effects to function properly. They are mostly done. Things like poison, confusion, berserk, stun, paralyze, weak, etc., have all been coded, including skills that can inflict them and protocols on how to apply them and what has priority over what. Lastly, the sprites are obviously different. They're the slime sprite from RMXP. It's a long story, but I was sort of forced to switch to using charasets as enemy sprites due to the way battle animations interact with pictures. I had to use a patch to swap the layers on which battle animations and pictures appear on, since battle animations were occuring over the HUDs. Unfortunately, that caused battle animations to occur behind monster sprites. That was obviously undesirable. So, I found ANOTHER patch that allowed me to use whatever size charasets I wanted, solving the priority issue while also now allowing me to animate monster sprites more easily, should I choose. I haven't decided on that, since it also means a lot more work. I'm considering the possibilities.

Whew, kind of a mouthful. It's been exciting and a lot of work, but very rewarding. I hope to maybe release a tech video or demo some time soon, I won't say when. It could even be another month or so.

Multiple statuses, fully animated and characters I know and love? Awesome!! How'd you know I was thinking of Apathy allot over these last few days? Really want to play that game again. I do have to say though Timber was cooler as a Dire Wolf-like character XD Now he looks so small and scruffy it's hard to be intimidated by him! ^_^ Though I do like the edits you added to my Sensei's version of Cloak The pockets, the lighter gloves and even the hair is almost the same but somehow better! =O It's neat how you've modified RM XP, yesterday's news to most, to do this! I may have to see about getting a XP with size augmentation mod like you did. o.O Since it seems I'm doomed to never be able to use RPG Maker VX or VX ACE. - -; Still keep up the good work!
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Offline A Forgotten Legend

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Re: ~Screenshot Central!
« Reply #433 on: February 25, 2015, 03:01:05 AM »
Fish, he only modified the XP sprite, I'm pretty sure its still in rm2k3 based on Dren's dynrpg adovcating.
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Offline drenrin2120

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Re: ~Screenshot Central!
« Reply #434 on: February 25, 2015, 03:14:04 AM »
Thanks, Fish! but AFL is right, this is an event based CBS in rm2k3 using dyn plugins.

As for Timber, I get that. I've just fallen hopelessly in love with this newer, cuter version of her. Also, realistically, she's a more appropriate size compared to the other sprites. Both Jake and Timber are suppose to look scrappier.
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