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Beyond the Veil

YAY!
I finally got something working that has been troubling me for several weeks.
I have finally got HP,SP,CT(ATB), whatever your heart desires to show on screen and be updated in real time.
Check the screenies section to see what I mean.
However... A slight problem has arisen. Having so many bars/meters on screen causes slowdown, like MAJOR chopiness, whenever there are lots of enemies on screen. It's VERY minor with 3 enemies and only when a big effect that hits multiple targets is used, but once you get past 4 enemies, the effects are present at all times. So unfortunate! Hopefully I can get this squared away as well.
Stay tuned!
 
Yo Yo!
First chapter is coming along great!
Made a GIANT breakthrough in regards to the battle display (gauges, HP, etc...). Found out about Fill Rect instead of making millions of sprites. Now it's much more manageable and WAY less laggy. So wonderful!
Updated first post with pic of Bear (check our ava for full face).
Video should be up within the next few days, probably get it done during my days off so around Sunday or Monday. Then expect the first portion of the game (hopefully the whole first chapter) by the end of October.
Got a website going so I'll start having updates there and a fancier layout with more in depth info. It's really shabby right now, but at least my portfolio is there.
MY WEBSITE!

This game is just heating up,
Stay Tuned!
 
Hey all! Sorry I'm late with the vids. It's just that the program I intended to use (Fraps) doesn't work with RMXP or I couldn't get it to at least.
So here's a quick vid showing off Lynn's Zantetsuken skill as well as a battler collapse script i'm working on. This one shows an effect very similar to the final fantasy games when an enemy is killed instantly like with Zantetsuken or Scimitar (FFVI).

http://youtube.com/watch?v=sEbQTevizRs

Expect more within the next few hours to days.

EDIT
Here's another! Check the video for description
http://www.youtube.com/watch?v=ryPwavzE5PY

And another!
http://www.youtube.com/watch?v=WX5wKOxi0ns

One more time!
http://youtube.com/watch?v=IGAykJXnbaU
 
Finally you're back! The videos are awesome :) Can't wait to try the demo XD

I don't see any Bounty Rating for Lynn's battle style. Where is it? It sure does require strategy though, and I love that XD
 
hima;291665 said:
Finally you're back! The videos are awesome :) Can't wait to try the demo XD

I don't see any Bounty Rating for Lynn's battle style. Where is it? It sure does require strategy though, and I love that XD

LOL! I recently upgraded my menu system and was in the middle of her stuff--forgot it was missing!. Basically, when you use a Coin or other skills it increases the Bounty rating. The chance of Zantetsuken working is Lynn's Bounty subtracted from the enemy's, then that is subtracted from 100. Attempting Zantetsuken decreases Bounty, unless its successful. Coins on an enemy increase the chance on that particular enemy (or you can use them for Renzoukuken). KOing an enemy with a Coin increases Lynn's Bounty slightly, unless she was the one who KOed them, then the increase is significant. Bounty on the enemy is a fixed number set before battle.
Glad you like the system! I'm proud of all my characters and its nice to hear others speak well of them.
Stay Tuned!
 
Kicks;291890 said:
Glad you like the system! I'm proud of all my characters and its nice to hear others speak well of them.
Stay Tuned!

Your game has the type of battle system I always wanted to have and never could due to my mediocre spriting abilities /jealous =x

Looks great! Now hurry up and release it ;)
 
Hey all! Sorta hit a wall recently... Because I TOTALLY suck at backgrounds... :(
And I've been working on other stuff because I sorta overworked myself with BtV. I'm really hoping I'll have the first chapter done and ready for download by the end of the year. Give or take a week because of Mario Galaxy and because I'm applying for a job where they want a pixel artist!!
There are lots of exciting things happening with my game and it keeps getting better and better. I wish I could show you though! Well... I'm off to work on this beast,
Stay Tuned,
-K

PS
I'll also work on the current demo--fix the font problem, test it on other computers, etc... and try to get that up in the next few days. That way you all can test out all the neat stuff you can see in the vids.

EDIT
Updated first post with a new screenshot showing an enemy animation (i'm getting in too deep!). Also expect to see some character art within a few days along with the demo update.

W-EDIT
BOOYA!!! Tried messing with my new Parry/Block system tonight and it's near perfect!! I only say NEAR perfect because I haven't tested it much and I need to implement some code that prevents mashing the button. It's extra fun because the the enemies come at you pretty fast and it feels great when you're successful. This will be great once it's fully implemented.
 
Atemu;322906 said:
Congratulations, Kicks. This still looks awesome.

How long you think before another demo is released with this completed system?
I'm REALLY REALLY REALLY trying to get the first chapter done by the end of the year. But first, I will try and just get a better demo out. Mostly I'm cleaning up some rough edges and I'd like there to be a decent location to mess around in as well as at least one good battle background. I think I can have one done by next week. Even if it isn't what I want, I'll make sure and get the font working (lotsa peeps had problems with that) and test it on a few computers.
Thanks for the interest and support!
Stay Tuned!
 
As I stated on the screenshots thread, the new demo should be out by tomorrow night or the next. Redoing the maps I've done so far. I thought I was in love with the 'side-view' thing (like Valkyrie Profile), but it must have worn out. I sorta hate it now. I want the player to be able to explore and experience the locations I have planned.

Updated the battle display as well as controls. Cursor is always active and skills are executed with the press of the corresponding button. Hold 'R' during a turn, to display the rest of the player's skills. Press corresponding button while holding 'R' to execute them.
Fancied up the menu a bit to show the skills and who's turn it is. Relocated the Boost meter--though I plan on relocating it again as well as scrunching down the status windows to have more battle area room. See new screenshot in the first post. I also fixed some errors I was having and found something out at the last minute (i'm on my way to bed) that might solve a bunch of other problems. BUT! For some crazy reason, a new problem has arisen and I have no idea why. When attacking the enemy with an index of 0 (the first enemy), battlers won't attack in tandem like they should. Instead, the first attacker will disappear as soon as the second starts, then the first will reappear after the 2nd person is done. Looks really ugly.

To sum up...
New screenie in first post
New Demo soon
First Chapter not by the end of the year. New date = ???
Looking for an environment artist or tiler.
Looking for composer

Stay tuned!
 
Whew...! It's been awhile. Unfortunately, nothing too new to mention.
It's gonna be a while still before the first chapter.
I'm uploading a working demo you can mess with for fun. I'm on a different computer so there are some obvious things i can't really fix right now. One is during the demo, there's a strange tile, talking to it will open up a menu that lets you equip skills. This is still in testing and has no actual direct effect on what skills you will have. Another thing is that the regular menu itself is really ugly, so don't worry about or use it too much.
Just talk to the other guy to initiate the fight and have fun!
Controls to remember...

Moving the cursor happens at all times, pressing a button during a character's turn will activate that skill on the cursor's target.
Skills are assigned in 8 slots (for now probably less in the future--It's better this way i promise!)
The slots are listed below with their RGSS assignement and their keyboard equivalent... (hold R/W to execute double button inputs)
A                  ZKey
B                  XKey
C                  CKey
X                  AKey
R+A              WKey + ZKey
R+B              WKey + XKey
R+C              WKey + CKey
R+X              WKey + AKey

During battle hold L/QKey to ready boost. After 10 attacks you can do a boost. Press...
A/Zkey for first character
B/XKey for second character
C/CKey for third character
while holding L/QKey and while another character is attacking. This will have the corresponding  character attack in tandem with a special skill.
Read first post for more info and current demo.

!DEMO!
 
I think the battle system right now is kinda confusing for me, as there are too many factors I have to remember all at once :S It'd be nice if you set up a tutorial in the game and introduce the battle system step-by-step. Because right now I have no clue of what's going on and die from the battle. orz

The key is pretty confusing too....but that's probably due to RMXP key is already confusing by itself lol. I believe this game is much more entertaining with Joypad, eh? So that you feel like you're playing a fighting game of some sort XD
 
hima":287um97e said:
I think the battle system right now is kinda confusing for me, as there are too many factors I have to remember all at once :S It'd be nice if you set up a tutorial in the game and introduce the battle system step-by-step. Because right now I have no clue of what's going on and die from the battle. orz

The key is pretty confusing too....but that's probably due to RMXP key is already confusing by itself lol. I believe this game is much more entertaining with Joypad, eh? So that you feel like you're playing a fighting game of some sort XD
OH YEA! It's way tough with the keyboard right now. I just threw out what the keyboard controls are--I haven't actually set them up how I want them. It's basically just what I have right now, not an actual demo. In my next demo I plan to have a nice tutorial. Starting with battle basics with a single character. Then universal battle actions with one character. Then character specific actions. In game, I'll likely have character systems introduced much like FF6 (Sabin/Vargas, Celes/Tunnel Armor).

However...!
WRRYYYYYYYY!!!
I'm going crazy! I've decided on something that I've thought about for awhile. Pixel art is cool and all, but the process, for me at least, is just way to time consuming. One sprite can take 1~3 hours. That's just one frame! So last night I went for it... and the results are in...
This new method is like literally 10 times faster and they look better-IMO.

http://img155.imageshack.us/img155/1499 ... iewwh0.png[/img]
There's the first sample. In addition to the other benefits. I can add details that actually look good--this has also allowed me to refit some of the characters' design/attire. Metaphorically, I have to drive back into town, but when I get there I'm getting a way nicer, way faster car. Probably the best benefit is that making pixel sprites wasn't really anything I looked forward to. It took forever, it hurt my hands way bad clicking over and over, etc... But I have way more fun with these new sprites--I can use a tablet so my hand doesn't hurt--this will actually make me stay on task in that department.

Don't fret! The rest of the game is running along smoothly and surely. It will just look 10x better and updates will have more pizazz. You can also check out my ava for a sneak peak at what the promotion art will look like.

I'm excited!
Stay tuned!
 
Wow this is great. I love the progress you're making with this! It reminds me a lot of Samurai Spirits RPG (a truly AWESOME game, btw). Your battle system is top-notch! I look forward to playing the demo!
 
Dude, there is no doubt you are going pro in the future.
Those new sprites look TOO GOOD man.
Congrat...
Keep the good work.
 
Not much to say today. Just crankin' out sprites! :box:
Mostly redoing old ones that I've decided to keep. You can check out some new ones in my sig. Doesn't Pine look hot with that shirt!?    :kiss:
One day I was just working along and I realized that Pine is just going around without a shirt. Kinda silly. He looks lots better now.
Tomorrow I'll have a battle screenshot with all new sprites.
It's more than likely that I'll shrink down all the sprites. These new ones can be shrunken with very little ill side-effects, so that's good. The reason for it is that the battles have been a little crowded since the beginning-especially with the life bars and such. Shrinking them will alleviate that. I may also mess around with some perspective stuff... IE characters in background are smaller LOL.
I'll post up both within a few days/weeks to see what looks good and what you guys think.

Thanks for the replies everyone. You flatter me too much! :blush:
Also these new smilies iz dope.  :shades:

Behind the scenes I've really started to refine the battle systems of the first 5~6 characters. They had HUGE move lists, but now they've become lots more trim and fit. Don't worry though, there's plenty of cool abilities to start with and discover.
I've also started working on the main side-games/systems. I'm still really not sure how some of them will pan out.
The main three are:
Fishing
Vehicles
Cooking
Pretty basic stuff, but they provide very nice gameplay mechanics. Additionally, these "Crafts" play an important role in the development of the characters. Those 3 are the main ones, but I've thought of having a Craft for each character. This way, you'd have some new stuff to consider and get pumped about whenever a new character is introduced.  :rock:

That's all for now... expect good things and
STAY TUNED!
-Ty
 

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