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SQL and PHP together are like the icon of awfulness

EDIT: The other thing that annoys me is SQLite being used in Android apps for data storage
 
replace the first couple of digits with +44 I think

Yandere Simulator seems to be in desperate need of a producer to bring it under control...
 
Jason":1enw91r8 said:
Nah just the first digit, which is ALWAYS a 0 for UK mobiles, is replaced with +44
I can never remember if it's the first digit or the first two digits. I only ever need to know when setting up SMS two factor auth.
 
ZenVirZan":1nkrydks said:
Good luck telling Yandere Dev what to do.
He needs someone to tell him what not to do at this point, but he's desperate to remain solo so it's always going to be a mountain of tasks with piles of new features sitting unfinished at the top - and now the massive task of cutscenes has been thrown into the soup because apparently we asked for in depth character development in Yandere Sim?
 
I had my Pathology test today. It was long and hard. There were many more applicants than I had previously expected. Still, I'm hoping for the best, although I won't know how I did until next month.
 
Xilef":3bwlpw7e said:
ZenVirZan":3bwlpw7e said:
Good luck telling Yandere Dev what to do.
He needs someone to tell him what not to do at this point, but he's desperate to remain solo so it's always going to be a mountain of tasks with piles of new features sitting unfinished at the top - and now the massive task of cutscenes has been thrown into the soup because apparently we asked for in depth character development in Yandere Sim?
I appreciate the cutscenes and I feel like the game would feel kinda hollow and empty without them. The only problem is now he has to make enough of them or it'll feel unfinished.
 
ZenVirZan":ydf1pw88 said:
I appreciate the cutscenes and I feel like the game would feel kinda hollow and empty without them. The only problem is now he has to make enough of them or it'll feel unfinished.
I disagree with you because I believe game actions are louder than sitting down and talking at each other whilst the player hit the A button.

Why did Kokona need to go to Yandere Chan's house for the conversation? Why not a location on school grounds where the player can set up a complex trap or let her turn up and have a much shorter conversation (with the added extra of letting the player walk around during this and at any moment step in and change the flow - ie; kill her mid conversation)?

At the moment, it's like hitting the play button on a video and then hitting F when you want to branch into auto-kill target or just let it be. The cutscene does not play off the game environment in the slightest and is a completely out of place entity, as a result the developer is forced so make more just to they don't feel out of place.

Juan J. Sánchez":ydf1pw88 said:
How would you go around making a Chrono Trigger battle system in RMMV?
Make a Javascript plugin is the best option. MV is probably the most flexible RPG Maker when it comes to the plugin system. I can imagine someone tying meta data to events on the map that trigger ATB battles there.

The original Chrono Trigger did a fair amount of hard-coding with setting up the battles and getting the actors located properly and animating enemies joining in. I'd probably go the route of auto-animating the entry of additional enemies onto the screen to save time and maybe even see about auto-calculating the player party actor locations.

In terms of graphics and all that, I'd personally hide the event layer on the map and disable map event processing. I don't think it's a good idea to try cobbling such a battle system together purely with MV events (should be a single event to trigger the battle, all the complexity of setting up the fights done elsewhere).
 
Xilef":2cia4xh5 said:
I disagree with you because I believe game actions are louder than sitting down and talking at each other whilst the player hit the A button.

Why did Kokona need to go to Yandere Chan's house for the conversation? Why not a location on school grounds where the player can set up a complex trap or let her turn up and have a much shorter conversation (with the added extra of letting the player walk around during this and at any moment step in and change the flow - ie; kill her mid conversation)?

At the moment, it's like hitting the play button on a video and then hitting F when you want to branch into auto-kill target or just let it be. The cutscene does not play off the game environment in the slightest and is a completely out of place entity, as a result the developer is forced so make more just to they don't feel out of place.
I respect that, and I see what you mean about having it go on parallel. I just really like cutscenes, and I think the camerawork adds something to what's going on. I do agree that the "Press F to pay respects kill" is pretty crappy though, and the cutscene itself wasn't great; it felt super out of place, and unless the game is full of extended scenarios like that one, I feel like the entire storyline there was pretty forced. I think one of the issues is that it takes place in an area the player has never been in before - if it was in one of the classrooms, I think it'd be far less alienating and out of place.

If he could just let a writer try their hand at some of this stuff, I think it'd work out for the better.
 
I livestreamed a little development for my Zelda Gamekit just earlier today...then stopped because of the fucking weather.

It's hot as balls here. Being able to use your head-meat effectively is important for problem solving/debugging...then the heat makes my head fuzzy. Not fun. I'll probably discontinue streaming until the weather cools down.
 
I had my Pathology interview today. I think it went well. It was a little bit intimidating, since the board was made up of 10 doctors, all of whom looked very serious. Now I'm playing the waiting game (a few months until I hear back from them).

I also went to see A Midsummer's Night Dream. Awesome.
 

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