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What are you working on? (Game Making Thread)

Been working on a couple of things recently.

I made the best available pixel-movement Plugin for MV: viewtopic.php?f=332&t=79394
And it's compatible with TileD maps, including polygon based map collision: https://forums.rpgmakerweb.com/index.ph ... sed.50752/

Also did some work on some of my Unity technology that's currently on the Asset store - makes a small amount of cash for me.

Today I've worked a bit on my Final Fantasy V hacking tools, I made a dialogue export tool that exports to the RPG Maker MV common-event format, so I can easily check and edit dialogue using MV as an editor. The idea is to tidy up the Super Famicom RPGe script in RPG Maker and then convert the common-events back and import to the Game Boy Advance version.

There's things like the Super Famicom version supporting 4-lines of text (sometimes) but the GBA only supports 3, however the GBA can fit more text on a single line due to a smaller English font. I'll probably make a tool that joins the RPGe lines together and then splits them back into 3 lines based on the character-per-line limit on the GBA (which is variable, so some maths will be required). Automatic conversion tools will do 90% of the work, the last 10% will be testing, editing and re-translating (where applicable).

Having a Final Fantasy game export to RPG Maker MV is pretty neat; I understand better the appeal of Dargor's FFVI SDK project.

EDIT: Also spent an hour fixing some bugs in snes9x
 
Major progress update, Day 1 complete, as are days 2, 3 and 4, I'm working on day 5 currently.

Then just two more days and act zero / the prologue for the game are done, then it's just act 1 and the demo will be ready!

Here's some of day 5 in action.
http://www.youtube.com/watch?v=WbwDEECSZQI

I've also begun on a couple of the shorter cutscenes, both of which so far are in day 5 (it's kind of a big day, as will be day six)

http://www.youtube.com/watch?v=PLhDZhK5AMIhttp://www.youtube.com/watch?v=_ZTJFtUlfoI
The first of those (left) was my trying out dynamic animation, which was then utilized for the second video, as well. The first was also defocused to avoid huge spoilers.

Had a lot of fun doing the assets such as the newspaper clippings and such.

Began on this overly flashy entrance animation for one of the Twins.
http://www.youtube.com/watch?v=K13ixSlMhqA

It was inspired by an onmap version I did prior.
http://www.youtube.com/watch?v=aGCZYrxod1w

I also had some good fun doing some other maps, and adding events and all.
URUDkAv.png

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Fayte

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Amy":32pz3rkj said:
I think I need to simplify my game again. I know it's already as simple as it can be, but I don't have the time or umph to get it out there.

a side scrolling platoformer mmo.. we as a community need this.
 
aphadeon":bjs8f188 said:
BizarreMonkey":bjs8f188 said:

I fxcking love your windowskin.
Lol, thanks! Had a lot of fun making it. The repeating triangle pattern is an indepth plot element and is a recurring theme throughout the game because of reasons.

On the game's progress, each of my chums has recently done something, to clarify there are four people working on the project so far.

Pjcr: Lead portrait artist.
Xiie: Lead Pixel Artist, Logo Artist and HUD artist.
Max M. Dominora: Lead Composer
Bizarre Monkey (me): Basically everything else.

Pjcr recently finished Yasondre's portrait, and she's beautiful.
S3PJW0O.png


Xiie recently rebranded and enhanced the games logo.
2SCAY8j.png


Max M Dominora also has done a bunch of music lately, his most recent work being the sad theme, also the theme of Yasondre.
http://www.youtube.com/watch?v=xRYF2owUVB0

Meanwhile, I have been getting work orders filled out for my employees, as well as drawing album art for the tracks my composer makes.
 
Hey Biz, how did you get multiple people to contribute to a project? And more importantly, how did you get them to keep contributing? I've paid thousands of dollars from both my own pocket and from Kickstarter funds to contributors, but when the money was finished, so were they. (And some couldn't even stay on even though I had more work and more money for them.) In my official announcements I always talk about "we" and "us" being involved in the project. It would be nice to actually have more people working on the game.

I haven't done much actual development the last couple of weeks. I've been working on a new trailer.

http://www.youtube.com/watch?v=rFO7fqMnqA8

I need to make the text more readable and some have suggested a stronger opening. But unless any of you have some advice on what really needs to change, then this is going to be my official trailer until I'm closer to release. I can change the Steam trailer at any time, and this particular YouTube video only has about 20 views, so if I replace it, it's not the end of the world.

I also made a new branding image:
capsule_main.jpg


I'm hoping that's interesting and attractive enough to generate clicks on Steam. I hope it can compete with the other logos on the front page, if I ever have the chance to get featured there. And I hope it stands out, has some personality. And maybe it gives a little hint about what's in the game.
 
Nathaniel3W":1bul3pb3 said:
Hey Biz, how did you get multiple people to contribute to a project? And more importantly, how did you get them to keep contributing? I've paid thousands of dollars from both my own pocket and from Kickstarter funds to contributors, but when the money was finished, so were they. (And some couldn't even stay on even though I had more work and more money for them.) In my official announcements I always talk about "we" and "us" being involved in the project. It would be nice to actually have more people working on the game.
Well jeez, this is an amazing question, and it's to large of a topic to cover in one post, but I will recall what tips and tricks I can from my own personal experience,

I imagine my team came to me atypically to most. I released my first game in 2008, and another in 2010, and then the first game that really got noticed in 2011, I was alone in developing all of these projects, I also made a short and sweet action game called Hellcat, I had visions, and I was making them visible to the world.

How I ended up with a team was more or less on lucky fortuitous accident. Basically there was once upon a time a forum called Omega-dev, it had various iterations, I met them in 2011 and released my game on their site, and some of them had some influence on RMVX.net and saw my work there, too.

It was in late 2012 after VX.net had been practically destroyed by iEntry's debauchery and I'd moved to rpgmakervxace.net (which is rpgmakercentral now) that I got kicked out of ace.net under honestly, pretty reasonable grounds. I went back to Omega-dev and decided to hang out with them, and because they were the only group of people who were still loyal to me, we all became pretty close friends, and then even closer by an old public enemy who wanted to destroy us.

But after a while, I began talking about the 'Menagerie' project, and showed them a bunch of the work I'd done, and for whatever reason, they felt like making me stuff, payment or not, was gonna be a fun time. And so at first I could pay them, but as my financial situation got more dicey that had to cease, but they all stuck by me, money was never the motivator, seeing their art in my coolio projects, or their music, whatever, that's what they wanted.

One thing I do tend to have a lot of is Charisma, I mean I've spearheaded 2 contests that were blatantly 'hey draw me fan art, best submission wins a trophy'. Wherever it is I go I always seem to be able to assert myself into a comfortable position of power where while not actually being anything more than a member, people respect me like I'm an admin. I'm in 3 differing discord chats with members who have said they'd leave if I left because I make it really entertaining.

But back to the question, there's a long list of tips I could give, the first is always be ready to fault your own management first, your employees aren't likely to stay around if you blame them for not doing their jobs properly.

Another is make sure you KNOW what you want, and be as descriptive in regards to work orders as you can. Also if you like an addition your artists have made with their artistic freedom, don't be afraid to incorporate it, I mean heck-- I've taken ideas from Fan artists who have shown me a character in an outfit that differs from my usual, and I've made that canon. Esperia also became developed heavily over different artist renditions.

You also have to know when to say 'no' or 'do it again', and yes, especially when you aren't paying them, it is TOUGH. But in the end being firm and getting what you want will result in a better end product that you are pleased with.

Having an employee who shares your love for the game or project also helps a lot, my four elites are all very dug in to my universe, my composers have both taken very precise steps when establishing leitmotifs for varying characters, as well as main game themes. My artist Xiie is always super happy about what he gets to draw, and he's been particularly enthusiastic about Fantasia.

My artist Pjcr is also notable for how he gets attached to the idea of drawing characters, recently I linked him an art of Insidious Architect, better knwon as Yi Hellrider, and his response was 'man, I cannot WAIT to draw her.`

I think one of the largest factors I had and still have going for me is that even without my team, I could and still have made projects without anyone's help. See Boned or Terra New Moon if you need examples.

Another thing that helps is promoting your artists and composers work, for instance whenever my composers finish a piece, I put it up on youtube with an album art as soon as I can, and then show off what they did on Twitter and places like here. I'm proud of them, so proud. I want to show their work off as much as I do my own. And whenever someone asks assuming theirs an absence in credit, who did this art? I'll proudly state who, in most cases, it won't even be me, but that's what's so great!

Deadlines also help, Pjcr seems to do noticably well under pressure, Xiie too. But rather than saying 'all your work needs to be done before x' I prefer to do it on a piece by piece basis.

Recently I gave Pjcr the deadline of Thursday Night for the Kyoshi Base portrait, much like I gave him the deadline of the 12th for Yasondre, which he delivered on.

From my experience, Composers are workaholics, and will usually have things done ahead of schedule. Both Jake "Moneymenace" Gamelin and Max M. Dominora are heavyweights when it comes to getting work done.

That said I'm also giving them all the info they'll need to get the work done to my standard, here's some examples.
Exhibit A
Exhibit B
Exhibit C

As for what I've been working on, today I got virtually all of Day 6 done, and sans an FMV, have Day 5 done, as well.

Here's a good idea of how Day 6 plays out, only minor spoilers.
http://www.youtube.com/watch?v=zd-TFWDTxkI
The busts for Insidious Architect are placeholders.
 
s5eoCQD.png

none of the enemies or characters animate due to how i cant be assed making copies of the visual equipment to sync with them

not sure what battle system to implement. im thinking turn-based to go with the grid system, and having the battle screen the same as the overworld

perhaps the old P.E.T battlesystem would work, where attacks have different squares and you gotta hit em before they move out the square

EDIT: yeah so like hmm
your character has abilities and those abilities are completely separate from the actual weapon you're using. the weapon instead affects damage given and your speed.

the stats could be
  • Resist
  • Defense
  • MaxHP
  • MaxArmor
  • MaxEnergy
  • ----
  • Strength
  • Speed
  • Focus
  • Crit Chance

Then the in-battle stats are Armor and HP.
Taking damage reduces Armor or HP depending on your resistance to the attack. If the incoming attack has a high piercing stat (say, an ability named "Fireball") with a piercing stat of 35%, it means the incoming damage (150?) then deals 52.5 damage to HP and 97.5 damage to Armor.
Physical attacks by default have a lower piercing stat than magic attacks, but magic attacks are limited by energy (and aren't commonly used by AI due to their powerful nature)
Perhaps Defense could only apply to Armor damage, where Resist applies to Health damage?

Speed would be used to shorten the enemy's turn. The enemy attacks when you're not, which means you don't need to dodge for as long if you have a higher speed value. Perhaps it also influences the cooldown between squares that you can jump, where having a lower speed makes it more likely for an AI to catch you in their casting zone?

Focus is just the magic multiplier and would scale fast, but make using physical weapons almost impossible due to the stat investment required. A very glass-cannon approach to gameplay.
 
thanks aimz,
i recently tried drawing and wasnt as bad as i thought i was
turns out all i have to do is actually concentrate, rather than resign myself to 'lol i cant draw why am i spending time on this'
 
ZenVirZan":3pdywfsf said:

Love the visibility system; just a heads up, if it works like ours, you're in for a lot of hair pulling in the fine tuning stage, haha. No lie, we went through at least 5 total rewrites of it trying to keep it behaving in a very specific way. And I /still/ have a slight nitpick, but I've just accepted it, it really is finally 'good enough'. Looks like you're combining it with a fog of war? I was actually considering something like that, but decided to go a different direction with it. I expect it could turn out really neat.

Edit: Just realized those are probably alternate colored grass tiles, rather than a fog of war overlay. I haven't had my coffee yet. lol
Oh, and awesome character sprites. Love 'em.
 
aphadeon":2yjjba5f said:
Love the visibility system; just a heads up, if it works like ours, you're in for a lot of hair pulling in the fine tuning stage, haha. No lie, we went through at least 5 total rewrites of it trying to keep it behaving in a very specific way. And I /still/ have a slight nitpick, but I've just accepted it, it really is finally 'good enough'. Looks like you're combining it with a fog of war? I was actually considering something like that, but decided to go a different direction with it. I expect it could turn out really neat.

Edit: Just realized those are probably alternate colored grass tiles, rather than a fog of war overlay. I haven't had my coffee yet. lol
Oh, and awesome character sprites. Love 'em.
they are different grass tiles, but you have a good point. ive done visibility before actually, and yeah it can be a pain depending on the resolution (per pixel vs per tile) etc. your comment about the fog of war and visibility actually makes me want to go that route, i think itd definitely make for more interesting gameplay.
 
Working on an awesome trailer for Fantasia's demo, did a cool WIP concept, I'm now gathering voice actors for it.

Otherwise, I'm polishing up Act 0, the progression is all done, so it's mostly just LOTS of flavor text additions, and a few cutscenes, I'm sorta waiting on my artists for those, though.
Them flavor text what came from all such plot.
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Lilac being shy about her book "Mahlat's Superego", the cover for which was drawn here.
 
Trying to get back into game making but my fecking mouse has stopped working. Only registers every third or so click and if I drag something it keeps rapid firing clicks inbetween.
 
Bought a new mouse :bunny:

Rethinking Amy's Kingdom. Yes I know. I KNOW. There's more chance of me following through to my knickers than following through with a project.

But still. It's a Thing.

As exciting as it was to be creating a platformer MMO, I think taking on a system like that was eating up all of my time, when I know I can get things working in a more rational project.

So at the moment it's looking like Amy's Kingdom will be a small scale 2D RPG MMO.

bMYcsxp.png


If I go ahead with this, the plan is to create a "small but perfect" project. That is, very small scale stuff but done to fine detail and all working and tested before moving on to anything else to add to it. So it should have a perfect base to work up from.

That base will have:

- Chat, including player chat bubbles
- Centrally stored items with shops
- A small village to explore
- Visible other players
- Basic ABS battle system


Buuuuut. This is me we're talking about, so I dunno.
 
Glad to hear about the new mouse. Trying to work with broken tools is infuriating. As for Amy's Kingdom, it's your time and you can do what you want with it. I wish you the best of luck with whatever direction you decide to take Amy's Kingdom. What you have so far looks good. And it's not like you're completely starting from scratch each time, right? You're reusing pieces from previous games, I assume. That's fine. It's good to iterate and change and rescope as you learn.

Of course, if you're looking to work on a project that you know for sure will get finished, you can always do some work on Himeko Sutori. :biggrin:

If I ever did take on some partners, I'm thinking I would do revenue share like this: I own 1000 shares of Himeko Sutori. For every $100 of work someone else contributes, I create one new share of Himeko Sutori and give it to the contributor. When the game is finished, we split revenue by shares until I've paid contributors $200 per share. Do you guys think that would be a fair deal?
 
I'm never a fan of revenue shares, always seems to be in favour of the contractor. That's the unfortunate truth.

I've been thinking about this issue myself, recently. I may need contract help, but it may be cheaper to hire a temp outright.

Been looking for ways to merge my ideas with other people's too, for a mutual collaboration, but I think my business philosophy is too much in contention with most people's ideas for projects.

What have I been working on? Story re-write. Wasn't happy with the tone of the original story, too much pretentiousness and not enough justification. What I have in mind now is more akin to a fairy tale, Legend of Mana ignited the imagination for that. Fairy Tales are more fantastical so justification of an element can always be ignored in favour of the charm the element delivers. Studio Ghibli tends to be this way too.
 
Blimey all this polish is taking a while. The reason it is taking so long is because -- at least in the sisters house, there are MANY objects to interact with, that alone is a lot, but then there's also several different temporal states in which flavor text would no longer make sense so it ends up being a different flavor text entirely, and some of these objects / interactables are a whole conversation. So what I end up with is doing a shit ton of flavor events TIMES the amount of different states, which is anywhere from 2-5.

Then I've also gotta do flavor text for the backyard, the city, the woods, the treehouse and other areas, but they should only be one or two states each, thankfully- and for a lot of them I can do dupe events.

Just to give an example.
594b43c5c33b4b2ab54884abf9b888e5.png

I haven't even begun on the Kitchen yet, lel.

The Sisters House is one of the most important and centralized locations on Disk 0 or the Prologue. During it's conception, I not only drew out on paper a floor plan, but the three girls bedrooms in high detail, and even a Minecraft Map to emulate and set it up in 3D Space.
http://www.youtube.com/watch?v=jD4nauqpX04
 
ok so for my lighting system im just doing a simple line test to the edges of the map, its pretty fast due to the tiny sizes of the map
uses bresenham line algo for the tiles, and it goes until it hits a tile that blocks light and still allows light to go there, it just stops going after that so that even at max opacity you can still see walls n shit
at the moment its only used for vision but i can easily program for proper lighting for lamps at night time etc, which i might do in a sec
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