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Master of the Wind

Master of the Wind (Complete!)

I do have Photoshop. That is where I do all my editing. I usually have to copy a tileset into a new file before I can edit it properly. Not sure why exactly. That messes up the opacities I believe. Anyway I'll go back and fix all the tilesets with hard shadows during my big patch up post Arc IV.
 
ArtBane;251099 said:
I do have Photoshop. That is where I do all my editing. I usually have to copy a tileset into a new file before I can edit it properly. Not sure why exactly. That messes up the opacities I believe. Anyway I'll go back and fix all the tilesets with hard shadows during my big patch up post Arc IV.

Cool. Looking forward to it. :D

*twitches in excitement*
 
I basically was sitting around trying to come up with a name for those creatures ("Sahagin" doesn't do it for me). I fooled around with "Troglodyte" (which is like this prehistoric shellfish creature) and I think you can put it together from there....
 

Bean

Member

I was playing through all of Arc III's bosses today out of boredom and I noticed something Merk could add to his walkthrough. For fun, I used Red Blaze against Goma and it did almost as much damage as Wheel Kick. However, it also gave Goma the burned status. Every turn, he was taking 60-80 damage from it. Fight fire with fire, eh? Not sure if this works on Chard, though. I'd test it, but I don't have a save file for fighting him.
 
Plaid;251661 said:
Just wondering guys how did you make it so the save files from the previous Arcs are compatible with the next Arc?

It's really as simple as teleporting the player to the next map. Each arc is basically the same game and maps. So when an arc is finished I make a new map for the next arc. Even though there is nothing there that will be the map that the player is first teleported to when they start the new arc. Then when that arc is done I update that map to initialize the party with the proper additions to that arc and teleport them to the first scene.
 
ArtBane;251676 said:
It's really as simple as teleporting the player to the next map. Each arc is basically the same game and maps. So when an arc is finished I make a new map for the next arc. Even though there is nothing there that will be the map that the player is first teleported to when they start the new arc. Then when that arc is done I update that map to initialize the party with the proper additions to that arc and teleport them to the first scene.

So it doesn't really involve scripting?
 
Nah, I made a game with a chapter system just like that. Just by the way RMXP works, you don't need to script anything in order to do it. It rather handy.
 
Play the final scene -> Teleport to a black map -> Save the game

In the other game :
Keep the same black map (you must use the same map id) -> Teleport the player to the beginning.
 
A little late this time around...but hopefully still welcome.

Trailer on next page, lolz

Unlike last time, there won't be much of a wait between this trailer and the arc itself. Still, I came up with the idea for this one a while back and definitely wanted to see it in action. Quite different from Arc III's....but hopefully just as cool. Enjoy.
 
I applaud you two. I admit I am stuck in one of your arcs for the first time. Usually after a good half an hour max the first time around I can figure out your puzzles, no problem. Stuck with the golem in the pathways room, no idea how to "If these bars weren't here, we'd probably be able to crawl through". We'll see though...Only a matter of hours left to crack this one.

EDIT: Yup, I'm a moron, didn't even see that path to the right ftl.
 
I'm kind of stuck on Artagel. I already did the sidequest there, but what do I do to continue? >.<

Also, for all you non-beta testers...Arc 4 is a major quantum leap from 3. If you thought 3 was good, this one takes the cake, and you wouldn't be halfway through it yet to see that! So then, be patient, we'll prune out those bugs and errors as soon as possible!
 

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