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What are you working on? (Game Making Thread)

I'm going to try to do something souless and uninhibited. Starting with rpg mechanics and write a narrative to fit it. Drawing character archetypes out of a hat. Roll dice to decide on a master plot.

Let see: A Rivalry
Between an Ordinary man & Thrill seeker.
Set in Lost lands

Ok. I'll try working with that.
 
Working on new lighting:
87QVR6l.gif
 
Amy for any real-time action game I'd probably use Node with TCP packets, SQL and even Firebase aren't fast enough to keep up with real-time movement and combat, but TCP packets these days are acceptable (Minecraft, World of Warcraft) so that would save having to write a full packet system.

If you didn't go for an ABS, then Firebase database alone would be sufficient for tracking player movement - but it's not suitable for combat that relies on real-time movement.


I would love to build an online system for MV with Firebase. Wish I had more time than just weekends to work on cool experimental MV projects. I wonder how much people would pay for an MV online development kit.


Weekend RPG Maker MV plugin writing;
AYLjaupl.jpg

It's a 3D battle system.

Because software rendering is something MV supports, I'm writing a software and hardware renderer for the 3D backgrounds. I'll have to write an auto-tessellation algorithm to balance performance against visuals dynamically.

Sucks because I'm pretty sure only 0.01% of MV users depend on the software renderer, but MV supports it so Plugin writers need to as well.
 
coyotecraft":3pws4cu4 said:
I'm going to try to do something souless and uninhibited. Starting with rpg mechanics and write a narrative to fit it. Drawing character archetypes out of a hat. Roll dice to decide on a master plot.

Let see: A Rivalry
Between an Ordinary man & Thrill seeker.
Set in Lost lands

Ok. I'll try working with that.

Do you have an actual chart for deciding on a random plot? Have you ever read TV Tropes? It's well worth your time.

And there's a game I'm thinking of, but I can't remember the name of it. Basically each of the players are given random goals and random relationships and then they have this silly adventure. The game is based on the movies of some director, but I don't remember who he is either. Any ideas?
 
Nathaniel3W":35e7qyyt said:
Do you have an actual chart for deciding on a random plot? Have you ever read TV Tropes? It's well worth your time.

And there's a game I'm thinking of, but I can't remember the name of it. Basically each of the players are given random goals and random relationships and then they have this silly adventure. The game is based on the movies of some director, but I don't remember who he is either. Any ideas?

I just looked at lists of things and went with whatever number I rolled with dice. But I should have known this method would be too loveless. I just didn't care to continue it the next day. and I have 100 other things I could be doing, so...
 
I just spent all morning fixing a problem that hadn't happened yet. I'm working on adding enemy armies to the world map, and I knew that my random placer wasn't going to work as intended... I give the random placer some info that includes type of army, type of terrain, likelihood of spawning, and maximum number of armies to spawn. It was going to be really slow iterating through each terrain hex, seeing if it matched the terrain type, and if so then rolling the dice to see if the enemy army spawned, and doing that until you either ran out of terrain hexes or reached the maximum number of spawns. And if you had a high likelihood of spawn and low maximum number to spawn, then the armies would always appear in the same location.

So I just spent the last few hours changing the randomizer to work like this: Categorize all the hexes by terrain type, then select a percentage of those to have an enemy army appear on it, then pick that many terrain hexes at random from that pile (removing them from the eligible list as you go), and then put enemy armies on them.

Now my randomizer is working much better. But I still haven't actually put any enemy armies on the map. :specs:
 
I've made the game window resize based on your resolution, and I've made the overlay windows resize based on that new game resolution. But what I need to work out now is whether I can implement scaling. Larger text in the forums and guide windows, for example, and larger images here and there. Potentially, even the map could be scalable and with an options window this should all be controllable by the player.
 
Aww yeah. Gonna take a lot of tweaking, but technically speaking the following all implemented:

o Replaced graphics-based windows with CSS rules
o Dynamic changeable opacity and colour of windows (hope to implement a colour wheel)
o Dynamic size of game (choose a size, fill the browser, or choose the suggested size)
o Dynamic size and position of windows
o Scaling of images within these windows, and skill buttons, HP bar, etc
o Dynamic text size based on size of game
o Map zoom, choosable by the player (or scales based on client size if not chosen) - choose if you want to play zoomed in or with a wide view

Like I said it's implemented but not finished... Lots of tweaking to do.
 
Let's go with Nunchucks.

It's kinda of a big decision. I'm sure most people would want a sword but MV already as a lot of Sword users. I can't do all of them. Well, I can. But if the stars stay in alignment, I'd move on to Actor1_2. Maybe a Boomerang?
 
Huh. And it has kind of a fun parallax effect too. I think everything should be pretty easy to do except for the texture that gets drawn on the raindrops. The rain drops aren't actually sampling, distorting, and shrinking the background, are they?
 
Princess Amy":2z0r1fm4 said:
Wondering if this would work in RMMV.

https://tympanus.net/Development/RainEffect/

Trying to resist the urge to distract myself by implementing it. I need to work on my actual game instead.
Yes that would 100% work in MV

Nathaniel3W":2z0r1fm4 said:
Huh. And it has kind of a fun parallax effect too. I think everything should be pretty easy to do except for the texture that gets drawn on the raindrops. The rain drops aren't actually sampling, distorting, and shrinking the background, are they?
The raindrops are definitely sampling, distorting and shrinking the background, but it's mostly pre-computed.

The background itself is pre-shrunk, with a vignette applied, the rain-drops are a fixed oval shape (of varying scale) - the droplet "tear" shape is based on more oval shapes being added towards the top of a slow-droplet. The distortion is pre-calculated with a distortion map, where the RG components decide where on the shrunken background the data is sampled from.


What am I working on? I have a business deal with a football club through one of my frequent clients, involving an Android app +2 small mobile games. If that goes through, then my company would make a crap load of money very quickly. I'm working on building tools, ready for production of this project if the deal on my end gets agreed.

One of those games could even be an RPG Maker MV project lol.
 
I've started on the crafting system for Himeko Sutori. It all started with the feeding-your-army mechanic, where I had to make a new class of items that you put in your inventory but can't equip. Then I started working on random loot drops. And then I thought, why not just do a check to see if the player has the appropriate "harvesting" item before rolling to see if the loot drops? So now you have to bring a skinning knife if you want wolf pelts after defeating the wolves...

Crafting_SkinningKnife.png
Crafting_WolfPelt.png


And you have to have to bring your embalming tools if you want to carry away the bodies and other stuff...

Crafting_Embalming.png
Crafting_Body.png
Crafting_Ichor.png


Why do you want the dead bodies? Necromancy of course! You can make armies of skeletons to replace the soldiers you lost in battle. Also, I haven't ruled out...

Crafting_Body.png
+
Crafting_Spices.png
=
Ham.png
 

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