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Master of the Wind

Master of the Wind (Complete!)

Volrath, this should be obvious. You aren't here to please us, you are here to make your game as well as you can. So fuck the rush and wait until Enkur is done with the Art. If he can't do it, have some else help. It can get done some how. If you release a product YOU wouldn't be satisfied with, I'm pretty sure you betrayed your project and inevitably your entire intention of indie game design.

So for the love of god, quit worrying about making the deadline and focus on kicking ass. Start Arc IV, maybe do some comics if you want to tide us over. But don't bend to the will of pressure and ultimately be disappointed.

I look forward to when the FULL arc gets released.
 
You could try both.

A quiet "beta" release in a non-first page post for fans of your game, if you have the bugs worked out. With a large message at the start of the game saying it's not the final artwork/release to cut down on some rude comments. No posting it over at gaming world of course, I remember what you guys got with the first version :d

I'm sure most of the people who've been waiting patiently for this game won't be too put off with a few misplaced battlers (myself included), and those who will could wait for when you're happy with new artwork, whatever the source.
 
In my opinion, I want to see this game succeed. After playing both Arc 1 and 2, I saw the potential you had. Don't get tied up in deadlines. When I heard the game wouldn't be out by Thanksgiving, I knew that you were hard at work and simply underestimated the time you needed.

Please, continue work on Arc IV, and let Arc III sit out for a while longer. Enkur's art and a spectacular game-idea to go with it, are worth waiting for. Take all the time you need to make this game amazing.
 
Would like to report a bug, when in this cave
http://i32.photobucket.com/albums/d4/Le ... enybob.gif[/IMG]
(trying to save the kidnapped children)
the message shown at the bottom displays indefinitely, although i have inspected the guard several times,only getting the message 'his neck reads 21' (apologies if not exact quote, but memory poor)

just pointing out a possible bug, if not a bug, please can you help

thanks
 
Yeah I think I already know what the problem is. Thanks for the report Leigen. I will fix that bug and re-upload the game tonight.

And thanks everyone for your comments in regards to how to handle the release of Arc III. It is good to know where you guys stand on the matter.
 
Volrath and ArtBane, this is a very good game that you created. So much creativity and thought put into it. You are the best man!

I was wondering, how do you guys collaborate in making the game together? I mean do you divide the tasks according to categories from the start? For example do you just focus on the graphics and storytelling while the other member does other things without crossing paths? Or do you discuss and share your ideas before working on something? I am curious. How is it done? Who is the main storyteller? And how do you split the work on both maps and events? Do you split them or combine them?

Anyway, I really liked the zooming in part of the battle system. It uses the default battle system but the zooming in when attacking makes it seems more lively as opposed to the still battlers. Your battlers are not moving but the zooming effect kind of creates an illusion. Very nice. Did you write the script yourself? Is there any chance that you might release it? It's very nice.

And how do you make the cutscenes from the special features section? The music doesn't stops but yet the characters seemed to teleport from one place to another. Please enlighten me on this. It has really bugged me on creating cutscenes for quite sometime now.

One minor bug I seemed to have encountered is when I ran through the special features cutscenes. I played all of them but it got stuck with the Arc II trailer. It did not crash, the music was playing but Shroud did not teleport to the next map. I closed and reopened MotW and played the trailer first and it worked.

Great game! Keep up the good work!
 
I'm gonna have to go against the norm and say, release it. Release Arc 3 as soon as its gameplay-wise done. The art can come later. The story in the third arc is great, don't make these fans that have waited so long to play it wait longer just because of superifical stuff like facesets/battlers not being done. To be honest with you it barely even bothered me at all.

Release Arc 3 and then release all three arcs merged once the art is complete, that's my vote =P
 
chessplayer said:
I was wondering, how do you guys collaborate in making the game together? I mean do you divide the tasks according to categories from the start? For example do you just focus on the graphics and storytelling while the other member does other things without crossing paths? Or do you discuss and share your ideas before working on something? I am curious. How is it done? Who is the main storyteller? And how do you split the work on both maps and events? Do you split them or combine them?
'

Whew, where do I start? Well, ArtBane and I have known each other for a long time and we knew what our strengths were when we began this collaboration. I'm responsible for the story (though he has contributed many an idea) and write all of the dialogue. He does the dungeons as well as battle mechanics and other programming issues.(Which is why he will have to answer your question about the zooming during battle.) We basically split the mapping down the middle.

We talk regularly enough to keep a good idea of where progress is on both sides, and then when it's all done, he has the unenviable task of fusing it together. Then we test it (and in this case, wait for the art) and presto! Instant Arc.

chessplayer said:
And how do you make the cutscenes from the special features section? The music doesn't stops but yet the characters seemed to teleport from one place to another. Please enlighten me on this. It has really bugged me on creating cutscenes for quite sometime now.

I can answer this one. It's actually pretty simple. The way RMXP works, a song that is currently playing on one map will continue to play after a telportation unless the next map is set to a different song. So as long as all the maps in the sequence are not set to any music, play a song once and that's all you need.
 
The bug in the mines has been fixed and both versions of the Super Pack have been re-uploaded. Hopefully that is the last time I will be needing to do that.

As for the camera script, chessplayer, it is a Japanese script and I cannot remember where I got it. It still serves its purpose quite well though.
 
Thanks for enlightening me on this. I really needed it. During the cutscenes, how do the characters jump here and there above non-passable objects such as tables? And are the speed of the characters increased? So... Volrath writes the main story first, then discusses it with ArtBane to come up with the final story. Then ArtBane maps and fuses it with your part? What about the NPCs and the events? Who does them? Don't they have to come together with the map or something? The reason I am asking is because I am interested in collaborating with a close friend of mine but I lack the knowledge on effective teamwork. I want to write the story but then what will my friend do? If he maps, how will he send me the maps or events and ect. So I am just curious on how the creators of such an awesome game work together. Thanks. And I am really curious on the battle zooming in part. Real nice touch to a front-view battle. Makes it alive.
 
To have a character move through solid objects, all you need to go is click the "Through" box on the event. As for NPCs and events, it basically comes down to who is doing the map. I map most of the towns, so I make the NPCs there, but ArtBane maps the dungeons, so he makes any NPCs who might be in there.
 
Thanks for the link Shiro. It will be handy having a readable version of the script.

As for teamwork process, chessplayer, it really comes down to splitting up the work that we both can do and then separating the work that we specialize in. When it comes to story, we usually discuss it together several times beforehand. Whenever I have an idea or Volrath has an idea we tell the other and decide if it would work in the story. Then when it nears time to make another arc Volrath writes up a huge summary of the story in that arc. As for fusing the parts we did separately, Volrath has a separate version of the game than mine that he sends me when he is completed. Then I fuse it into the main version of the game (which is a royal pain in the butt) and go through the debugging process.

There is a lot more to it than that but that should answer the parts you were asking about.
 
I see. Thanks ArtBane, Volrath and Shiro. I learned a lot. Now that I got the zooming, I want to know which window to tweak to fit it according to the amount of players you have. Do you write up most of the scripts yourself or you use other people's scripts? Do you plan to have any repeated NPC sprites in future arcs? I mean, after hundreds of NPC, are you sure they won't repeat themselves?
 
Some NPC sprites have already...and probably will again...be repeated. There's not much we can do about that if we want to have a lot of different towns. I think people are pretty understanding about that.
 

Merk

Member

Volrath;137652 said:
Some NPC sprites have already...and probably will again...be repeated. There's not much we can do about that if we want to have a lot of different towns. I think people are pretty understanding about that.

It's probably worth it to tweak repeated sprites by half of a color shade or so, giving some distinction without having blue skin or something equally ridiculous.

It's been a long time since I've played, so I can't remember if you had already tried that.
 

Shiro

Member

You're welcome ArtBane & Chessplayer :)
I want to know which window to tweak to fit it according to the amount of players you have.
http://www.gamebaker.com/rmxp/scripts/center-player.htm

I'm assuming what you're referring to is to center players on the screen? This script is from the link above and be sure to credit Sandgolem/SG/Goomba/whatever he's going by this time =p

Code:
#==========================================================================
# ** SG Center Player Group
#==========================================================================
# sandgolem
# Version 1
# 2.07.06
#==========================================================================

SG_CenterPlayer_StatusHT = 160
SG_CenterPlayer_StatusBg = 255

#==========================================================================
#
# To check for updates or find more scripts, visit:
# http://www.gamebaker.com/rmxp/scripts/
#
# To use this script, copy it and insert it in a new section above "Main",
# under the default scripts, and the SDK if you're using it.
#
# Have problems? Official topic:
#   http://forums.gamebaker.com/showthread.php?t=144
#
#==========================================================================

begin
  SDK.log('SG Center Player Group', 'sandgolem', 1, '2.07.06')
  if SDK.state('SG Center Player Group') != true
    @sg_centerpgroup_disabled = true
  end
  rescue
end

if !@sg_centerpgroup_disabled
#--------------------------------------------------------------------------

class Window_BattleStatus < Window_Base
  def initialize
    case $game_party.actors.size
    when 1
      super(240, 480 - SG_CenterPlayer_StatusHT, 160, SG_CenterPlayer_StatusHT)
    when 2
      super(160, 480 - SG_CenterPlayer_StatusHT, 320, SG_CenterPlayer_StatusHT)
    when 3
      super(80, 480 - SG_CenterPlayer_StatusHT, 480, SG_CenterPlayer_StatusHT)
    when 4
      super(0, 480 - SG_CenterPlayer_StatusHT, 640, SG_CenterPlayer_StatusHT)
    end
    self.opacity = SG_CenterPlayer_StatusBg
    self.contents = Bitmap.new(width - 32, height - 32)
    @level_up_flags = [false, false, false, false]
    refresh
  end
end

class Game_Actor
  alias sandgolem_centerpgroup_actor_scrnx screen_x
  def screen_x
    sg_temp = sandgolem_centerpgroup_actor_scrnx
    case $game_party.actors.size
    when 1
      sg_temp += 240
    when 2
      sg_temp += 160
    when 3
      sg_temp += 80
    end
    return sg_temp
  end
end

class Scene_Battle
  attr_accessor :status_window
  
  alias sandgolem_centerpgroup_battle_ph3scw phase3_setup_command_window
  def phase3_setup_command_window
    sandgolem_centerpgroup_battle_ph3scw
    case $game_party.actors.size
    when 1
      @actor_command_window.x += 240
    when 2
      @actor_command_window.x += 160
    when 3
      @actor_command_window.x += 80
    end
  end
end

#--------------------------------------------------------------------------
end
 

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