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Exorsus

The Wandering Souls are visible on the map. Avoiding battle basically means to avoid touching them. But your question gave me an idea to improve that feature XD.
 
Yeah.. I'm interested in seeing how this topic will turn out... But evidently i'm here typing a post when i should be working on the ideaology for Samurai Ragnarok... we got a media release at the end of the month... 'fraid' i'm slippin...
 
I'm always glad to hear that my presentation pleases the audience ^_^.

I've added 2 new designs to the 1st post. You can find em at the bottom (below character development sketches). Check em out~!

Game-Maker's Log:
- Got back to making some of the battlers (2 of which are posted as mentioned above)
- Revamped the Map-Introduction animation/event. Although, I am still unsatisfied with the end-result. Will be working on that a bit more.
- Redesigning a few maps (putting together new tilesets and mapping).
 
By a miracle, I seem to have finished all my lab reports with some excess time in my hands. So, I decided to get that to do list done with.

I've posted 2 new screenshots of the maps i'm workin on. The screenshots section is near the bottom of the first post. Ya can't miss it ^_^.

Check em out and tell me what u guys think ef em~! Thanx~
 
They're not really custom, just a bunch of edits I did. Basically, mixing up the default rtp and making things look new ^_^.

Added a picture to Gilbert's profile. About time I updated the Heroes section. The image's a bit blurry though... I'll probably make another update for that section sometime this week...tabun...

Game-maker's log:
- Trying to figure out a puzzle for the Sacred Chambers. Can't seem to get the "energy transfer" concept to work yet...
- Finally updated the enemy battlers. Added the model to the "Battler Designs" section. Bottom of the first post. ^_^ Check it y'all~.
 
Unfortunately, due to my being a perfectionist, I'm still unsatisfied with what my project has to offer. I can't make any promises as to when the demo will be out. I'd hate to dissapoint u guys by posting a half-assed demo.
 
Yosh! I've finally put the "Myriad Key" system to use. Added a few features to it too. Now, it's used to differentiate wether you are in "Play time", "Cutscene" or "Puzzle Mode". I've posted the screens for "playtime" and "cutscene" modes. Check em out at the "Screenshots" section.

Progress is good. The Myriad Key is now a bit more interactive than before. I'm kinda happy that I made it work without resulting to any scripts. Hehe.

Game-Maker's Log;
- Giving myself a huge pat on the back~. Kekeke.
- Implimenting the Myriad Key system in the events.
- Changing the dialogues and storyline slightly to fit the Myriad Key's introductions and tutorials.
 
Oh, I remember this project...o_o I was the guy who helped you with that one field spell that pushed back enemies. That was back when this was on .net, I believe.
 
Ah, I recall discussing about that field skill thing with someone, but couldn't remember who ^_^. Whoops. Me n my leaking brain...

Anywayz~ it was chinese new year a few days back, so I ended up with some excess time in my hands. So, I decided to work a bit more on the animations and facesets.

New additions to the first post:
- 2 new screenies showing off the cool fire animation that I got from Mea. I did some minor edits (ever so slightly) and mixed it with a few of my other animations. Nice~ Thanx Mea!

- 2 new screenies showing off 2 of the colored facesets.

- 3 new screenies on the "Rune Synthesis" system I'm workin on.

Ah, I wish I could've done the animation screens in GIF format. But, I dunno how :p. The "Rune Synthesis" system is still in development. I'm still trying to get the interface to work properly. Setting up the events and synchronizing the animations is a real pain...

Oh, I even made a new poster for the first post. It lacks something...I can't put my finger on it. I'll have to check on that again later.

Anyways, check em out~! Tell me what you guys think of em. Thanx!
 
Thanx for the support.

The Rune Synthesis system basically involves selecting Rune Gems to merge together:

- Primary "Rune Trap" allows only one element to be merged (simple).
- Secondary "Rune Traps" allow multiple elements to be merged (still figuring this out).
- Tertiary traps allow you to cause mutations by adding non-elemental rune gems (Ouch...my head...).
- Fourth-level trap enable "Demonology". Mixing Chaos and Soul energy to the merged runes, giving birth to hybrid creatures (popping pills...).

The concept is simple, but setting it up using only events uses a huge amount of conditional branches. I keep getting confused whenever I want to continue where I left off. It'll probably be a while until I can get this done....if my brain doesn't give in first. Haha.
 
Sounds complex... well i'll be waiting on the system's completion... glad to see people puttin all of this effort into their games... the new screens look great... loving the color schemes... niceness...
 
Its VERY VERY VERY WONDERFUL!!!
Thats what i can tell...
I cant take my eyes off the Systems you have there...
And also the HUD you have is kinda cool too!!
I wished i have something like that too in my game
LoL xD
Goodluck with this man!!
You have my Support
I really Love IT!!!
:twothumbsup:
 
Glad you guys like em. And thanx for the support, Sieg ^_^.

Well, I've been bombarded with a series of tests, quizzes, lab reports and the like for the past week or two (and it ain't stoppin netime soon...). So, I haven't been able to spend to much time on the project and updating this thread. At any rate, I've managed to improve a few more of the project's features.

Game-maker's log;
- Improved the animation for Field-Castings.
- Improving the animation for Boss-Battle initiation.

I'll "probably" post some screenies of them new animations. Rite now, I've got microbio lab report to work on and various chem-related studies to conduct. (Honestly, why the hell do I have so many chemistry subjects!??!!?)
 

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