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What are you working on? (Game Making Thread)

Pixel movement, noice.

I've been working on Intelligence: MV mostly. But now I've got cutscene 8/22 done I'll probably switch over to PFC pretty soon. My hopes to have the stable release ready by 6/6 are probably silly, but I can darn well try!

Here's cutscene 8/22, by the way. I procrastinated on it for a while since I knew I was gonna havew to make quite a lot of new assets.
http://www.youtube.com/watch?v=6uM2w2ACqtc
It's one of the longest ones. It's possible it'll be outdone only be the 22nd final cutscene.

Here's all the cutscene planned, some are simply replacing picture cutscenes as movies, some are brand new.
78e737717d232f67a9cca797891abae0.png
 
coyotecraft":1in8w6y8 said:
Are you using MV's Play Video Feature?
Indeed. The alternative (what I used to do) is play the cutscene with picture events and the like, but this is laggy and bloats the game. That said, have 22 different cut-scenes will do that too.

Once the images are primed, Vegas is a lot easier to work with, anyway. You can see visibly where each picture is, and adjust it, and test it in real time. Picture cutscene eventing leaves a lot to be desired. There's also a lot more options when it comes to effects, and layering is both easier, and infinite.

That last cutscene removed the need for over 8 maps.

Now I'm working on just syncing these 8 up with frames, then I will likely start deep-dev on Perseverance.
 
So I'm taking a break from Mercenary Maiden, since making an RPG alone would be too much.

I'm thinking of creating something smaller and simple with mechanics. I can't think of any genres that would go well with a succubus leader and her friends (adventurers) that ISN'T an RPG. ;_;
 
So succubi are temptresses, right? What if a succubus decided that the whole sinful sex thing is just a stupid idea and instead she wants to use her powers for good. She takes on more of a Cupid role, finding lonely people and giving them confidence and ultimately putting them in touch with each other.

That could just be a story game, with walking, conversations, and maybe a puzzle or two. (Did you ever play To the Moon?) It could a Lucasarts-esque adventure game. Her adventurer friends could be supporting characters who flesh out the story.
 
Well any thing where you have friends as a strong connection does work well as an RPG, but Succubi have a lot of powerful mechanical advantages you can make use of.

Especially if your succubi are anything like the Soulcatchers in my games, commanding both a vast array of powerful Archonfire spells (demonic magic) and Sensual / Mind Control spells, they also have incredibly ability with their physical form, one example of one of the more notorious of these is Esperia Frostwhisper, and she's terrifying in battle.
http://www.youtube.com/watch?v=Jpf0HbuxreE
Why is she terrifying?

Multiple reasons, I'll list the most prominent ones.
Reactive abilities: She responds to the players usual methods of escaping harm by making doing such dangerous to even entertain, should the player try to sprint, they are immobilized for 3 seconds, should they try to shadow dash, she teleports behind the player and kicks them for 10 damage, this also sends them a few tiles in the direction facing, which can quickly mean trouble in an encounter of this sort.

Thirdly, any attempts to use anything but melee weapons on her are rewarded with a laugh and a kick in the back. Making it feel very much as though Esperia has more control than the player does.

Psychological Torment: Esperia is dripping with malicious intent, and she makes no effort to hide what a villain she is, at least not in this battle. The battle begins with her declaring "It's been too long...", and all of her battle mechanics have a pinch of VA to make her feel very real, lines like "Run, kitty-kat... RUN!" and "Realize... HOPELESSNESS!" are sad with such enthusiasm, Esperia is enjoying herself, while you are trying to just stay alive and hit her with a Cleaver which has a pitiful reach. It feels very much like Esperia is playing the game, and your the victim of it, rather than the inverse.

Range of Abilities: Esperia is just as deadly in hand to hand combat as she is with the Archonfire Powers at her command, she also mixed up the typical boss fight with a 'avoid falliong debris' minigame that is both hard and intense-- challenging. This versatility of her different powers makes the player feel very challenged.

She's not even trying to kill you: Esperia has no intent of killing Pep, nor defeating the player, as neither are any use to her dead, she seeks to break the Cat's spirits, and scare the player shitless. But you know she could be doing so much more if she wanted to just outright kill the character, but that's never been her goal, as a result, the player fears her because she's playing nice.

All in all, I'm very happy at just how powerfully she comes across. There's a succubus in a not-rpg for ya, lel.

As for me, I've begun deep dev on Perseverance: Full Clearance!

I expect, it's release is not as distant as was once feared.
 
Well, I ported 100% successfully a sample RPG Maker MV project over to the Universal Windows Platform (with the help of Visual Studio). Aside from a few issues (such as WebGL not supported on Windows Phone (Are you kidding me, Microsoft?! )) it's a pretty solid port.

https://www.youtube.com/watch?v=JJ66q2aBh3g
 
I've been working on the new weapons and alternate fire mechanics for different weapons in Perseverance Full Clearance. I foresee that continuing for a while, I've a lot to do.
145fefc61889d59fc8372fbdf7b1640e.png

First Event is main shotgun, the next is two bits of shrapnel that fire out the sides diagonally.

The next eight are the Lich Reaper events.

Then on the far right, those eight events are the Divine Spears.

Then the eight in a circle on the far left are the Orbs of Annihilation, enclosed in them is the thrown projectile for The Zodiac.

The next lot of 9 events are the impact radius for the Zodiac.

Then to the right of that are two red events, which are the hit detection areas for Warthog's Cleaver, the event below them is the Impetus.

Then to the right of those is three events used for The Black Death.

Then to the right of that are a mix of Recusant Glaive events (4 of them) and the Etheral Blade Events (5, in the same formation as the dots on a five sided die)

The Alt attacks are simply different pages within some of the events, and the same goes for attacks empowered by the Red Tempest. It's all inclusive now.

I've gotta add a few more event pages for some weapons that don't yet have their alternate fires, then I've gotta refactor a lot of the weaponManager event, as well as the weapon switching and item use inventory.
 
AceOfAces":3fnxiwpc said:
Well, I ported 100% successfully a sample RPG Maker MV project over to the Universal Windows Platform (with the help of Visual Studio). Aside from a few issues (such as WebGL not supported on Windows Phone (Are you kidding me, Microsoft?! )) it's a pretty solid port.

https://www.youtube.com/watch?v=JJ66q2aBh3g

Windows Phone doesn't support WebGL?!
Lackluster Microsoft is lackluster.
 

Fayte

Sponsor

yesterday I buckled down and created 30 cards and one of my partners created 20 and another created 9 so now we have only 35 more cards to create before we move on to the tedious task of getting the mocks all printed out and then spend probably a month or two testing. I think it's probably a good time to start figuring out design aspects too, but I'm not sure.
 
Well! I spent all day adding the new weapons, the alternate fires for each, as well as the empowered appearances, not everything cosmetic is done yet, but I've updated the quick select and the weapons and quick select work smoothly, had a few minor hitches, but just some easy conditional mixups to fix.

It's likely I'll disable the use of shadow-dash when performing an attack, especially in the case of things like the Zodiac charge, the shotgun recoil or anything that effects player speed or movement.

But it would be majorly easier just to make a switch that tens on whenever a is pressed, but then turns off when each and any weapon fire is finished.

I made no progress on the story or actua game, but getting the systems updated and up to snuff is what's really important right now. Divine spears work beautifully, still got a few alt fires to implement, such as the Recusant's Glaive move attack and theirs some minor bugs concering the graphics, too, I'll fix them though. It's likely I simply forgot to turn a swithc condition on for a few projectiles which shouldn't typically spawn unless you have the Bible of the Anarchist power up going.

Gonna sleep after being away over 24 hours, like I said, deep dev is great for getting work done, not so great for my sleep schedule, but I'm on break now anyway so it hardly matters.
 
Healers in my game are much more intelligent now. If everyone is already healed up when their turn comes around, they wait, then act after someone gets wounded. If the enemy squad gets destroyed, and allies are still wounded, they take their action instead of just ending combat. And when holding position, healers and buffers take their actions instead of sitting around with the damage-dealers.

I think it's all working OK, but there's probably an edge case somewhere that I hadn't thought about.
 
I've made a lot of progress on Perseverance, i'll likely update the thread sometime before the week is over.

But for now, here's a very goofy announcement video.
http://www.youtube.com/watch?v=5_Er23SvVTU
rockin my new corporation XVI duds, as the sage of spoop
 
Flexing my animation muscles for this /rpgmg/ Collab project. I have 2 weeks to add my own chapter to it, and then I have to pass it on to someone else. I spent the last couple days optimizing what the previous 3 people had made. They added a ton of flavor text events on these huge maps, but they're all set as "walking" and the FPS suffered because of it.

I remade this scene that someone else made. Originally it used 7 parallax sized images to turn IT around. 3mb in total. So last night I made this 37 battle animation that's only 444kb.
Here's the Scene: https://www.dropbox.com/s/a33rcvam7l56a ... .webm?dl=0

IT%20knows%20Shaded_zpsmgksya79.png
 
It's funny that I can animate that in a little over an hour. But I can stay up all night writing dialogue and barely produce anything. Tightening all the nuts and bolts just keeps my hands busy while my brain tries to make sense of the story so far and what direction I should move the characters.
 
After some heavier duty tests it's become obvious Ace is not an ideal platform for a game like PFC.

I've spent most of today converting it to MV, which has been surprisingly smooht sailing so far. There's a smal error drawing the selection of divine spear but otherwise the transition post-setup has been quite refreshing in its simplicity.

Optimizing the battler events was something I also did, they behave a lot more acutely now, and require a lot less work to make standalone duplicates of.

All the new power ups have been implemented, and work as advertised! Systems are done, all I have to do is re-assign conditional code and update some parameters with their new counterparts, but otherwise something I imagined my take a while has taken very little time.

The Power-up select is done, the weapons and their two versions of fire are done. Red Tempest mode has been implemented (and it's awesome!) albeit with a couple cosmetic bugs i'll iron out in due course.

If this baby works like I hope, 6/6 may be possible after all!
 
BizarreMonkey":3tqw6r8y said:
After some heavier duty tests it's become obvious Ace is not an ideal platform for a game like PFC.

I've spent most of today converting it to MV, which has been surprisingly smooht sailing so far. There's a smal error drawing the selection of divine spear but otherwise the transition post-setup has been quite refreshing in its simplicity.

Optimizing the battler events was something I also did, they behave a lot more acutely now, and require a lot less work to make standalone duplicates of.

All the new power ups have been implemented, and work as advertised! Systems are done, all I have to do is re-assign conditional code and update some parameters with their new counterparts, but otherwise something I imagined my take a while has taken very little time.

The Power-up select is done, the weapons and their two versions of fire are done. Red Tempest mode has been implemented (and it's awesome!) albeit with a couple cosmetic bugs i'll iron out in due course.

If this baby works like I hope, 6/6 may be possible after all!
I've said for a while that it's probably not worth converting commercial projects to MV until they are released on the market, is your project going to be free? In which case, convert to MV is a good move. I don't see any reason to use the older RPG Maker versions, MV's shortcomings are made up massively by its benefits.
 

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