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What are you working on? (Game Making Thread)

Looks good! How did you make that animation? Did you borrow any parts from previous animations? I haven't had much luck with my own effects sprite sheets and if you have any tips I'd love to hear them.
 
It appears to be two of the default animation sheet animations duplicated 3 times, I think. I haven't used anything newer than the original VX though.
 
Creating a dynamic shop system where the goods sold have their own prices, names and descriptions based on what the merchant thinks they're selling. (Pointy hitting stick anyone? Some Shiny Gem Thing?)

The items available depend on what's going on in the world. Their prices depend on various factors. Limited numbers avaiable; even who runs the shops can change depending on what is happening around them.
 
Man. I spent five years working predominantly with RPG Maker. I then spent five years working with solely PHP, HTML and JavaScript.

Now to use both of them together, doing things in PHP that generate JS to control the RPG Maker Game and vice versa, even if this is an awfully programmed game, it just feels amazing.

Remaking the functions I made for Old Afar so that they work in RPG Maker. It just feels good, man.
 
@Nathaniel3W and @ZenVirZan , yes, I am using the stock animation sheets. I was also referencing the stock animations (VX Ace, mind you) as well.

lty1oAQ.png


Polished the battle system UI a bit. The stamina bar was converted to a gem and moved around a few things...
 
Looks great. The third battler looks like Jason...

I like the window skin - it's detailed but it works as an actual windowskin (which they often don't). Tiles in the right places etc.



Not sure I'm going anywhere useful with this:

rENuzDq.png
 
TLzmtvt.gif


Secret(ish) minigame. Well, not secret, just unsignposted. Boats happen to sail past and if you notice them and launch the catapult in time you can destroy them, affecting a world event.
 
Nice. Who doesn't enjoy sinking a ship now and then?

As for what I'm working on...

LandscapeDayCycle_optimized.gif


I have my day cycle shader on terrain from World Machine. Before I'm completely satisfied with it, I'll want to carve actual rivers into it, then make a water mesh, and add foliage. And of course I'll have to add a navigable grid, decide which tiles are actually navigable, and then figure out how to actually navigate the world map.

Why did I do this? I must be crazy. It feels like I'm making a whole other game that you have to play in order to play my game in it.
 
Thanks! I've been doing practically nothing but practicing with World Machine for the last week or two. I can't say I know everything, but I think I've come a long way. After learning World Machine, all I had to do was cover it in materials I had already made.
 
I'm not working on it anymore. But I was researching module design theories and generated maps a while back for tileset application. I didn't really learn anything useful. Except I think if rpg maker rearranged it's Tile Tabs it might lead to better looking maps.

I mean, a computer can generate some decent maps based on some rules. But not everyone has that kind of design sense and they're just trying to fill a space and end up with some unusual rooms. Like bedrooms that are better suited as basketball courts.
 
I'm in such a game development rut right now.
I keep just crashing on it.
The latest is a game inspired by Othello.
Where you place warriors on a grid, each warrior with a different effect. Some would 'flip' those nearby it over to the other colour. Other would do that in a straight line at a specific direction. Or some would 'kill' warriors in tiles around it, while others would 'resurrect' warriors in an area, etc. And the player with the most warriors of their colour at the end would win.

What ultimately crashed it, is that I don't think it can scale up to a full-game very well. I was planning to have you do battles across a map, collecting these different warriors etc. Also the AI would be literal hell for me to implement.

Back to the drawing board again.
 

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