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What are you working on? (Game Making Thread)

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First draft of a furnace UI mockup for my RPG SDK/Gamekit.

I went for a bit of a hybrid between Minecraft and Terraria. Basically a craft-list like Terraria or Starbound does but with a small interactive GUI for visuals like Minecraft, mainly to show total fuel left and an animated furnace-fire that animates for each material smelted.
 
Wow. Storyboarding. I never storyboard. Maybe I should start.

So I added this guy to the game. (This is just a test level.) He has about 20 quotes that he'll say when attacking, being attacked, ordered to move, dying, and other situations, all from the same poem. It's creepy how versatile it is. He also has about 20-30 possible names chosen at random when he's created. I need to make some more scythes for leveled versions.

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I've also been working on magic weapons and crafting recipes. The magic weapons needed a little something extra, so I reworked the weapon class and related materials with glow masks.

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Well when you have an over-complicated plot like Fantasia does, a storyboard is a nice reprieve from all the math and extermination of logical fallacies. I have over 12 documents in relation to the games story writing and characters.

Speaking of dev, I did some HUGE amounts of it yesterday. Optional EVENTS are being worked on and implemented.
Day 2
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Day 3
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Oof! Day 7
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Some of these have been already implemented, this includes the 4 based around PURPLE MAN, the first hospital one. As well as one of the Obstacle courses.
http://www.youtube.com/watch?v=MAp3dZ96z6Mhttp://www.youtube.com/watch?v=ijC9LULSEwI
There's two I've recorded.

I've also added some optional maps you can visit in Day 7 if you like GRIM stuff.
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butnobodycame.mp3

Additionally, I've also been working on some changes to character individuality in regards to mechanics.

Stats:
Lumi's stats remain the same, 100 Health and Energy.
Koko now has 50 Health and 150 Energy.
Lilac now has 150 Health and 50 Energy.

Now with the DEFEND mechanic implemented, Health and Energy are close to being equally valuable. How it works is to defend you need energy, but you also need Energy to attack. Energy depletes every 7 frames its active, and since passive energy regeneration is cancelled during Defending, you can't just abuse it. A couple other things to note.

YELLOW attacks cannot be defended against. However Skedaddling works fine, the inverse is true for Orange attacks. The Pep fight illustrates these mechanics best. The Zodiac can't be defended against, but the Shotgun can, though if you try skedaddling through it it won't work. Some fights later in the game will depend on 'stance-dancing' to overcome an onslaught of projectiles in both colors.

Other changes have been planned for character mechanic individuality as well. Lumi will remain the same, however Koko's skedaddle is going to be altered drastically to feel less awkward. I'm also going to make the transition into and out much smoother, currently it seems to be unwilling to even change graphics for it.

Lilac's skeddadle is being altered to replicate her 'knight' gimmick. She's like the knight in chess, her weapons work like knights already. Koko's skedaddle will now be a jump forward, then a jump back. So as to represent the 'boomerang' gimmick of her weapons. These also tie into their personality, Lilac is always moving on, but with twists and turns along the way. Meanwhile Koko doublebacks a lot, and often returns to what is comfortable for her, Lumi meanwhile, is straight and simple, with only a hint of random.
 
I'm currently out west so what I can do gamewise is limited seeing as I have access not to vegas nor any decent recording programs.

But I can use rpgmaker, thankfully! I also ave gimp nd very surprisingly, Photoshop :0

So I've been patching up Disk 1 in accordance to work with the new way I'm handling quests, in addition, I am ALSO finalizing the database for the current regime.

First lets look at some of the pretty UI elements I've been patching up.
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In addition, the Bat-fanged Carson now has her own unique look.
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Her sprite isn't finalized, it's juat a placeholder franken of Lilac and Sacreblu.

While still in development, the iconset has finally become more than just a duplicate of the proposed iconset for Intelligence MultiVerse.
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The rubix cube of them down bottom can be ignored, those are simply backup backgrounds.

Row 1 contains two state icons, Exhaustion and Stagger, then the rest are menu icons, followed by the icon Pamphlets use, then some non-specific medal icon and then quest icons.
Row 2,3 and 4 are tutorial icons.

Everything beyond that is medal icons. If yu're a fan of this game or have bdeen following progress it's likely you'll recognize a good deal or even all of them. in the first two rows.

Chances are some of the icons in the rows beyond you will recognize too, those are all symbols of optional bosses, I'm not going to talk much of the final distinguished four, but I'll give a very vague idea in picture form...
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So the first 22/24/26 are yes, all based on main story characters. In order:
Row 1: Lunar Hare, Solar Monkey, Sanguine Bat, Coruscant Snake, Perseverance Icon, Shafted Heart, Lucky Pin, Sparking Truffle, Blueberries, Destiny Egg, Queen Spade, Wayward Turncoat, Fivepoint Star, Frozen Tear, Sparkling Dish, Bladed Star, Crow Skull, Dark Eclipse, Sylph Sun, Times Eye, Isosceles Ascent, and isosceles Descent, then Star Davids. Each of those are encounters you'll have in the main story line. Some will be possessed by an Archangel or DENUI of some variety, while others will simply want you to prove your worth or test you in battle. Mira for instance, wishes to test the strength of you, she admits to casting off her DENUI... her limitations long ago, this actually happens in her own game, Crowfeast, where she destroys what she initially believes to be here well-meaning intentions, her weakness and morals, but in reality, it was her DENUI she destroyed, which allowed her to break mortal limits and fell a god.

Some like Limbo, possess a DENUI who have become friends with the host, so Limbo's DENUI is not so much a restraint as a confidante. It explains why Limbo knows more than he lets on, a trait he's manifest since before the 314th Clash.

So those ones down the bottom are therefore, yes- all optional bosses. The first two you may recognize as the Reading Glasses and the Eight Leaves. And there's already been evidence to suggest these two will be fought in the game files.
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On the note of mechanics development, I've been working heavily on making Skedaddling less awkward and more smooth and punchy. It should be something you notice an feel happen. You feel and notice when you defend because of the obvious animation and audiocue. I'll likely be adding a very distinct audio cue for Skedaddle, much like the very regonizable 'SHUMF' that Shadowdashing had in PFC.

I have not yet had means to test these systems out as I'm on a laptop that I'm surprised can even run photoshop. Tomorrow I will be back in the city with my PC.

I've also made some needed changes to the iframes, mechanically it's still the same functionality-wise, it's now just a lot more clear on what it does, and instead of changing grapics via command route which works awfully, I now, alike with skedaddling of late reiteration, uses the 'change actor image' function in event page 3.

So yes, progress on Fantasia has been going well, the planned release for Demo 2 which will include all of Disk 0 and Disk 1 along with all of the exploration content is planned for release on 8/8/18, now granted not everything always goes as planned, and the first demo of Fantasia took 6 days more than I intended. And if you were observant you'll notice the first trailer hinted it being 'This Christmas' or the Christmas of 2017. The reason it got delayed so hard was because of no external or artist hurdles, but because I was not at all happy with the way the story was being delivered, and wanted to pay Vahnus more attention, this original release date also plannd to showcase both Disk 1 and Disk 0, it just wasn't to be.

Once I had the breakthroughs of new stakes that meant something and discovered Triangular Matrix Thoery, the story began becoming this damnably lovable but hard to approach monster, and throughout the development of the demo there was always this constant struggle to say just enough but not to say too much. And I did so much introversive thinking that there are over twelve documents on google docs I have just talking about the story and how much is too much, character dynamics, how to hook new players that don't have he background knowledge of how the Cosmos works, etc.

The good thing is, for Disk 0, the story is very self contained, and I'm glad I gave it more heed, because it let me really flesh out the characters and get them a solid gold tick of approval. Everyone who has played this game has told me th writing is top notch and the characters are not only relatable but, charming. Sme have evidenced this strongly through art and even cosplay. I mean, the characters were already a hit before the first demo release since they'd gotten quite a fount of fan art prior to the games release, on release bore me a flood of amazing high quality fan art and even a cosplay, and two let's plays before I'd even woken up the next day.

One of my largest fears was would I be able to deliver the characters as they'd been unspokenly promised, I'd say looking back through all the people who have played, enjoyed and lauhed, even cried at the game and it's first demo disk, that I've done that, now I just gotta keep doing so and make sure the older characters don't steal the spotlight- this will be one of the major design difficulties in Disk 1.

Anyway, that's been my line of thought and also what I've been doing the past week or so.
 
Since I helped Sabracc with Dargo's Party Changer script I thought I'd take a closer look at it.
And I ended up wasting Sunday trying to figure out this bug. But the more I looked at it, the more I found problems with it.

I was just planning some UI feedback changes. Like, it's hard to tell what window is active because the cursor index isn't set to -1 to hide the cursor box in deactivated menus. Sound effects weren't programmed in either.

I fixes some little things like the "selected" status wasn't refreshing properly when multiple teams where active.
The member status window wasn't updating as often as it should. It would show "is in party" or "is available" even though I just added/removed a character.

The biggest one being the dropped bitmaps in battle if you remove party member, then add them again, the battler bitmaps are disappear. I couldn't figure out where or why it's doing that.
I got distracted by a phone call and didn't fixed this syntax error right away. So an hour later, of course I couldn't remember what part of the script I was working on, and have to could up and down the whole thing looking for a "end" line that I must have accidentally deleted.
I dunno. At one point I started making new bugs appear.

There was suppose to be a 4.1 version of it somewhere. But all of Dargo's Hosts are down 'cause he stopped supporting it 10 years ago.
GOD. Why am I messing around with a decade old script?
 
Seriously I've come across some kind of heisenbug - lol that's a thing.
So I'm trying to figure out where the code is pushing the first party member into the first slot of the party changer. So I'm probing different areas with Print messages to check variables and see if any blocks of code are looping when they should.
But when I do this, the game stops doing it and the party changer is empty. So trying to observe the bug prevents it from happening.
 
God. Dargor's party script was the reason I made an account on this site, back in 2008, so... it actually was a decade ago.

In Biz news- Lots of groundbreaking enhancements made.

Character Identity
To better distinguish each character in battle- there is now a large difference in character playstyles, forced both by a new health and energy pool amounts, but also by their other mechanics.
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Lumi: The Adventurous Wanderer
Lumi retains her 100 Health and 100 Energy stats, her skeddaddle is also the same, except that it works like its supposed to now. Her attack like desired, goes forwards then wanders a little.
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Lumi is a balanced well-minded adventurous sort, so she's always progressing forward, if wandering a little. Her Skedaddle and Weapon as well as her stat pools work into this.

Koko: The Neurotic Intellectual
Koko's Health is 50, while her Energy is 150, her skedaddle is still a backward leap, the same in theory, it just feels far less awkward now. Koko's weapons remain the same, as they were different and potent enough to be included.
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Koko's Health and Energy was changed because the more Energy you have the more you can defend, and Koko is most recognizable for wanting to defend herself. She always seems to go a step backward when she could make a step forward. Her low Health is also in juxtaposition with her life, her sleeping habits and eating habits are atrocious, not only did she have a candy affixation so hard to caused her to ruin candy for herself forever- but she's also known to pull one if not more all nighters in a row, wrapped up in whatever conspiracy she is working on.

Lilac: The Carefree Knight
Lilac's Health is now 150, while her Energy is only 50, Lilac's skedaddle has been altered, now she jumps forward 3 then goes two squares in either direc tion, her weapons have retained their 'go a long distance then go off to the right or left.
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Lilac's skedaddle was changed to be in line with her weapon, and as it stands, she plays similar to a knight in chess, this decision was chosen because of her playing the knight for her two sisters, often the first to enter danger, and a protector of the two beings she dearly loves. Though the way Lilac seems to go forward but then seems to jeer off the course can also be attributed to how her mechanics work as to her nature.
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Lilac's Health was changed because unlike Koko who is obsessive about saving anything she can, Lilac is mostly conserved with saving herself and those close to her- she also being themed after blood as well as her tendency to protect her sisters fed into this stat change well.
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Lilac's Energy change was to exemplify her laziness and her seeming lack of care or want to defend herself, both physically and mentally, Lilac also seems to be the sort who exemplifies cutting her foe down in quick shocking bursts, she is like this in battle as she is in a psychological field.

Charms, Ribbons and Gear Progression
Stats are now something!
I've recently made some exciting discoveries in regards to what i can do with conditional variables in my action battle system. I was searching for ways to make things less static. Now I've found it.
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Kingdom Hearts used a similar system, Power was the stat, and because it was a multiplier, getting even just ONE of it was a huge jump, because it multiplied damage by one of itself. The Ultima Weapon gave 12, which was as high as the amount got, and made you feel very powerful. Unlike in Kingdom hearts, because there are multiple stats to make use of, I've made a TRAIT for each character, Lumi with Justice, Koko with Fear, and Lilac with Pride... this trait system is nothing new in the Biztopian Cosmos, Trust for Tristy, laughter for Limbo, the gimmick has run long, starting as early as Menagerie, where each character was given a power level or ambition, for Spooky, it was Loyalty, for Fatty it was Derp, Fyori it was Truth, for Gerald it was Goodwill.
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The gimmick continued strongly in Intelligence.
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And so now it has become as literal a strengthening trait as it can.

Ribbons, how does that work??
The weapons are Bunnies, Books and Bats, equipping them all with one thing leads to ribbons being the most logical, as it's hardly unusual to clothe your pets, and books have ribbons, too.
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This also factors well into the sort of fashion many characters in my games have, where ribbons are fairly common. These magical ribbons will transform what you have into something more powerful. That's the gist of it.
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Whether I will modify projectile appearance based on what ribbon is equipped is still up for debate, but given how important colors are, it's unlikely. Though I may make Pamphlets for some of them.

Charms, you mean like those old eastern seals?
Yes, and they do vary a fair bit, but for the most part, they are just pieces of paper, papyrus or parchment with something meaningful to a trait on it. For example:
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For now they are solely stat-sticks for enhancing your main stat for a certain character. They may be expanded upon in the future. They alike Ribbons, are planned to be rewards for progressions as well as optional content.


Interface Overhauls
Wasn't that obvious already?
Once I decided to go with gear progression, I knew I'd need to find a way to keep the promising aspect of Medals and Tutorials instct, so- with YEP: Item Core and some minor modifications to get rid of unwanted fluff, we now have a Database that serves the purposes I desired. The TAB is now everything it was to be.
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New Status Page
Now rather than having it completely not in effect, it simply now has a more useful purpose, as a profile for playable characters, and this doesn't relate solely to the three or four main protagonists.
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Save System Overhaul
While I did like the old system for the fact it captured a screenshot, it didn't provide a whole lot of info and was rather laggy. It most of all though, had a taxing limit of save slots. There were also no file erase or load while in game options, things YEP Save Core corrects all of.
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Missions
Now the Missions are Key items rather than skills, this opens up possibilities for attaching comment events to help further, but i doubt that will be a necessity, for there's another HUGE and beneficial change regarding the main story.
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That's right folks! No more wandering around a map wondering where to go, and now with painted maps being used in favor of tile maps, it's becoming all the more important to give players the right idea.
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The Deployment Pad
Given the immense take on space travel in this game, on planet travel won't be much of an exodus, it just can't be!
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So, once it opens up walking on a world map will be retired, once you are orbiting a planet, like so...
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You can simply deploy from the 'Voice of the Goddess' to any locations you have unlocked, it's often in the main story that NPC's will unlock main story locations by "Putting them on your TAB". I'm currently working on a choice based deployment pad. You will see other locations, and you can teleport to them, but they'll be basically inert of much to do in the way of the Main Story Campaign.
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Very much a work in progress at the moment. It will be restructured to make use of the choice options box. Here's some examples of places you'll visit on Earth.
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That place where I currently live. I took that photo myself!

And a place I used to live...
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It happens to be Tristy's Hometown, and during my stay at the place, most people kept to themselves, and it seemed like they'd all come to face the fact they were gonna die out in this little village- so I built the lore onto that. As Tristy describes it in the Intelligence: MultiVerse scrip; The people here isolate themselves from the outside world like I do, and no one comes here unless they want to. It’s a weird town, between the Mawed souls, various extrastellar phenomenon and sometimes even weirder things, it’s become an ’avoid it like it’s a plague’ zone.

Back in Britain, some iconic areas from the Perseverance era.
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For those unaware, this is where Nola made her declaration to become a nightmare to the Naxonites, the place where Pep and Kara fought and became allies. Tiramisa also is a common visitor to these parts.

And last one for now...
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For anyone who played even a bit of Perseverance, it was a place of many mysteries. A Jukebox that lead to a closet with skeletons in it, and possible suggestive ties of Splode to M.F. Lazarus' work, as this video reveals.
http://www.youtube.com/watch?v=tgJpaWnQkdg


Story Updates
I've also been getting the facts straight for the beginnings and heritage knowledge, like how fucking old Kyoshi is really, a bunch of stuff, a lot of which I summarized in a document where I speak of the general structure and setup that lead to the events of Fantasia- suffice it to say, the Man of a Thousand names, has been behind almost everything, the 314th Clash, the ability for mortals to travel between dimensions, the casting of invisibility and more. Even during Menagerie the effects of Lazarus were being witnessed... that static that you got during the Corporation XVI fights, who- I may add, were created by Lazarus. That static was a result of the first tests of dimensional tearing. After the art was perfected, the Pyr4mids were created, and PORT4LS were slowly but surely faded out due to their clunky and highly visible nature.
https://docs.google.com/document/d/1LxH8SAJXoRBKAJpszjaX6pALjK09ENrUENQA056sZCs/edit?usp=sharing
It's clear Lazarus was also behind the first of the GΔTEWΔY's- as witnessed in the video above, it's likely... and now due to that document confirmed, that Lazarus gave Kyoshi the instructions on how to build such a device, a device capable of returning the souls of the destroyed without the need for Sacreblu's intervention. Which Kyoshi used to bring Yasondre back after the Insidious Architect used the Spellcard Hakai to entrap her in the Afterworld, which was called 'the Erasure Bin' by a recently realized Sacreblu.

There's two different overpowered spellcards that only Yi and Wi have access to in full. Sacreblu has acces to Spell Card Hakai (Destruction). She has never used this once. But the Twins use it on anyone they dont get along with who has no relevance to their endgame, they even did it to Lilac's Bat-fang carson getup.
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The use of the Ultimate Spellcard: Shōkyo- is rare even for the Twins. Unless they had completely lost their chance at a Perfect Future, they would never use such a card on say, Yasondre, Bubbles, or any of the Demigods, for reasons additional excerpts of dialogue in that document cover. Erasing Yasondre would entirely erase life. Like erasing Bubbles would erase Death and Undeath, it would also mean forfeiting that pretty useful code.
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Yi uses this spell first, and she describes that he would lose all senses, and he'd only hear the scream as he was made into nothing. After the deed is done, she reveals to Lilac that his soul, mind and body are all gone, he is completely no more.
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Even Lilac is scared of this power. Because while Destruction like Yasondre means that their mind and soul still live on, just in a strange place called the Afterworld, Erasure means that those parts are also rid, meaning that Nelson, who had no real relevance at this point, is a perfect peon of which to demonstrate erasure.
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He exhibits no special code a mortal hasn't exhibited before, so in otherwords, she didn't just delete him and press yes when asking if he was to be sent to the recycle bin (afterworld), she did a shift+delete. All that remains of him are third party experiences, and memories of those experiences.
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And that's the best comparison to make, the Hakai is to send something to the recycle bin, Shōkyo (which yes, is Japanese for Erase like Hakai is Destroy.) is to shift + delete an item. i.e, just purge it from your PC entirely.

As an extra tidbit, I also released a video recently, at long last another Lore Spore video, one about the Twins. if nothing else, it'll be a rejuvenating maths lesson.
http://www.youtube.com/watch?v=PwmLyh6Ow_A
If you're having trouble hearing, closed captions are available that I've updated to be accurate.
 
You seem to have a lot of content Biz. How close are you to done?

I played a night battle in my own game a couple weeks ago and decided that it just looked boring. It was dark and everything was the same color. I didn't want to play or create an ugly, boring-looking game. So I added rim lighting to all of the outdoor materials.

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The blue highlights on the tufts of grass and around the sides of the tree aren't from any real light sources. They're built into the materials. The rim lighting was more difficult than average rim lighting because the light changes with time of day, and the normals are really complicated on some of the materials that have constant-scale triplanar projection. But after I fixed everything, I think it looks pretty good. It really breaks up the monotony that my old nighttime battles suffered from.
 
That looks very atmospheric!

Nathaniel3W":3hudbdy7 said:
You seem to have a lot of content Biz. How close are you to done?
Depends on what you actually mean. Demo 2 is the next release stretch goal, and while I've said 8/8/18 roughly, I HIGHLY doubt it'll be done by then. My artists have had struggle after struggle and are just now starting to climb back onto their feet, and even i am fairly largely behind- and there is a lot to implement in this Demo. This includes but probably isn't limited too:

-The Main Story Quest Content for Disk 0 and Disk 1.
-Two Large well-animated cinematics, one of these is done. The other- being the End of Act 2 Cinematic, will take a while, and I am not game to start until i really truly know what is going to happen.
-Universal Travel and Exploration, which includes three layers of content.
----The Universe Itself
----The Galaxies in that Universe
----The Systems in those Galaxies
----Then in each system there will be planets and locations you can visit.
-Optional Events, including crazy difficult optional boss fights and obstacle courses.
-Fixing all those issues with dialogue clipping into the next box.
-Ennui Empowerment, which so far has not been TOUCHED.

My artists have a lot of work to do, as you may expect in a game that is so intensive on custom resources.
I also need to find a Voice Actor for Wi Hellrider at some point.

So far I've only done a small portion on Disk 1, the second phase of the Pep fight where you fight his duality of selves is giving me a little trouble. Chances are he'll use a mix of yellow, purple, red and white attacks.
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To Give you an idea, Pep is the first boss of six, after him is Svoli, then Kara, then Rolly, then Tristy, and then Lyza as the end of act boss.

On the upside, I've made some good milestones:
-Interfacing Done (Except Ennui Empowerment Stuff)
-Vahnus Island mapping done, more or less!
-I've got a good framework for optional events, and made several of them.
-Iconset, windowskin and default message box are finalized.
-Battle mechanics are finalized.
-Gear progression up until Disk 1 is pretty much done.
-Deployment Pads done.
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But yeah, at this point Christmas is a more valid estimate.

As for the game in it's entirety?
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Nathaniel3W":2k37fy5n said:
But these stones are often depicted as two crystalline triangles, and when one is placed over the other they resemble the Star of David. I don't know whether the triangular Urim and Thummim are a strictly Mormon tradition, but it definitely seems most prevalent there. (It seems most Jewish scholars considered them something more like stones or dice that the priest would cast and then interpret.)

So anyway, at this point of the Mormon rabbit hole, we have two triangular crystals, and a seer can look into them and see all things, past, present, and future. And if someone who is not a seer attempts to look into them, he may look for something he shouldn't, and perish.
Taking what you said here, I largely adjusted YHWH's eyes to resemble stars of david, which also just happened to be easily done by flipping a triangle horizontally and lining the circles betwixt up.
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Cool. It's always good to know when one's input has had an influence somewhere. Her design is looking crazier than ever.

I have not been working anything quite so fun to see. I spent all day working on a change to my inventory system. Now you can equip stuff with drag and drop in addition to the right-click.

You may think that drag-and-drop should be pretty easy to implement if the rest of the inventory system is already working. But it involves making all new mouse-up and mouse-down events, a semitransparent icon that appears when you're dragging the equipment, and you have to make sure the semitransparent icon doesn't interfere with what gets detected under the mouse, and now you also have to make equipment able to be unequipped by dragging it off the inventory slot. Seriously. All day to implement that one little feature.
 
Right now the only thing I'm working on is a A-RPG kit for Game Maker Studio 2, I have thought about doing one for MV but an entire plugin rewrite (yes everything) kinda pushes me away, but props to anyone that completes a abs for mv without quitting.
 
Nathaniel3W":3fh8i1bp said:
Cool. It's always good to know when one's input has had an influence somewhere. Her design is looking crazier than ever.
The members of this site have been incredible in regards to giving me good ideas and feedback and ways to enahnce characters and gameplay. Coyote completely revised Mira without meaning to.

Nathaniel3W":3fh8i1bp said:
I spent all day working on a change to my inventory system. Now you can equip stuff with drag and drop in addition to the right-click.

You may think that drag-and-drop should be pretty easy to implement if the rest of the inventory system is already working. But it involves making all new mouse-up and mouse-down events, a semitransparent icon that appears when you're dragging the equipment, and you have to make sure the semitransparent icon doesn't interfere with what gets detected under the mouse, and now you also have to make equipment able to be unequipped by dragging it off the inventory slot. Seriously. All day to implement that one little feature.
Yeah that stuff is such a pain in the butt, which is why I primarily just do keyboard for my games.

I have not been working anything quite so fun to see.
Oh that's nothing comparatively! Behold what I've been doing the past couple of days.
http://www.youtube.com/watch?v=c9enQm_1QB4
"We are wont to lose our freedom, or dismiss our peculiarities... they are not disease, they are us. We should never strive to be normal, we should strive to forget that normality exists- it is as anything but a concept. It should not be used for gauging ones worth. We fight so we may be free to be peculiar. Our individuality is the greatest gift of all, to forsake it in favor of normality is playing right into the devilish hand of God, who has sought since our sentient birth to remove our free will. To support the ideology of normalization is to support tyranny and oppression. 'Tis it desire to see the stars and dance with the outside, then 'tis a desire one must fulfill." -Akra Olna, Headmistress of the Witch Hunters and Regent Lady of Zen Aneia.

Throughout the games I've made a good few have had space exploration, but Fantasia ramps it up to 11.
 
Moving my Game Maker Studio project (maybe) to defold as I'm trying to leave Game Maker for most things, it's not a bad engine I'm just not a fan of GML.... Always been a fan of Lua tho which I heavily need to brush up on.
 
Not near finished in regards to number tuning and such, but Ennui Empowerments (or Lumi's, anyway) are now in, they basically function as overdrives / Limit breaks.
http://www.youtube.com/watch?v=osk5OhgnFHU
Yes a little movie does play when you first activate it, what I don't like is that the gameplay isn't paused.
 
While my friend LTN works to resolve that, I've been doing some more of the optional events.

Here's the Immoral Messenger fighting you at her 10%.
http://www.youtube.com/watch?v=Sc8D8_NbmB8
I don't get to phase 4, where another arena wide laser comes in, this time it's red.

To give you context, all the orange attacks can only be avoided with defend, skedaddles won't help.

Yellow attacks can''t be defended against, you have to skedaddle through.

All orange and yellow color attacks in this fight do 33 damage.

The Red FATAL attacks, do 66.

Also if you skedaddle or get knocks off the edge, that an instant exhaust.
ADuMsBu.png
 
This isn't exactly "game" making, it's more along the lines of homebrew utilities, but I've been working on some Gameboy Advance projects recently. It's still a very nice device to develop for and there's a bit of a resurgence of hobbyist programmers for the device (likely it is people like myself who had the device as a child and now have programming skills and resources to build for such a device). The flash cart scene has improved a bit, especially with EZ Flash Omega being so awesome (and open-source).

I've been working on getting AGBPrint (GBA debug) working in emulators again (it keeps breaking). After that, I've worked on getting SD card filesystem access on EZ Flash Omega working (the kernel going open-source helped 100% with this one), my test for that was a GBA BIOS dumper (so I've managed to dump the BIOS of my childhood console, it's binary identical to the BIOS's you can pirate online, but still cool that it is "mine") and right now I've just got MultiBoot working (Gameboy Advance games can send games over link cable to "slave" GBAs - usually used for multiplayer).


What I'm working on now is a GBA tool that uses two GBAs and a link cable to dump save files (and maybe ROMs, we'll see). The host GBA needs a flash-cart with SD storage access (EZ Flash Omega for me) and the "saver" utility it sends the "reader" utility to the slave GBA over MultiBoot (up to 3 slaves, so can dump 3 games at the same time I guess!). The slave GBA reads off the save data (or game ROM maybe) and sends the binary back to the host over link cable, which writes the binary to a file on the SD card.

The step I'm at in this task is getting the reader slave to send data back to the saver host that gets written to a text file on SD. Should be simple enough with link communication.


I keep taking detours though to improve the documentation and write libraries/tools for the rest of the GBA community to use. The old development scene for the console died somewhat and it took a lot of resources to the grave, so because I'm reviving things like SD file access and MultiBoot I'm in a good position to contribute these things back to the community as libraries and tutorials. I'll be writing a MultiBoot library right now, I think.

I'm also tempted to do some kind of UDP & TCP style link cable transmission protocol library - so high speed link cable transmission can be used without worrying about crappy timing problems. There's a few projects related to this old-ass hardware that no-one cares about that I'd like to do.
 
Hey Biz, would you be interested in using these textures? I had some lava I had been working on and thought it might work well with that boss fight where you get knocked off the edge. There's a regular texture and a version that I kind of manually bump-mapped to make it look more 3D.

Lava256.png
.
LavaBump256.png


And these guys are the latest characters I've added to Himeko Sutori.

Mummy.gif
MechanicalKnight.gif
 

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