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What are you working on? (Game Making Thread)

Jason

Awesome Bro

I reckon this could be the year that I actually start and finish making a game... not sure where it's come from, but over the last week or so I've had a massive urge to make something... let's see how long it lasts, lol.

Also yes, I'm still alive unfortunately.
 
So, like, possibly:

gH6kKQW.png
 
Being held back by this stupid chat system again.

It does absolutely everything I want it to. But I didn't make it, it's an extension. And at some point in the past few years I edited it to suit my needs. But now I have two different people's code all over the place. And because it's an extenson there are bits of css everywhere and I can't work out what does what. So simply theming it how I need it is taking forever and I'm lost in dodgy code.

Grrrrr.
 
Big oof. Main reason I haven't switched over to GMS is it's dialogue systems are a bitch if you aren't fluent in GML.

Pixel Game Maker MV is likely what we'll use for Crowfeast and other games with a platformy or actiony nature in the future.

Oh yeah Jake finished another piece for the Fantasia OST
http://www.youtube.com/watch?v=35Hy5ahgCCc

And a couple days ago I had this crazy idea that I'll reserve for a game in a month challenge or something.
I called it Junked.
I've gotta fix the intro to make more sense, but otherwise I'm happy with it.
 
ZenVirZan":19s39si4 said:
which one? you cant leave me hangin like this
A minor graphical error, I figured it would have made a good first fix as it was visual and very simple and I imagined it would have been a good first contact point with the code. It wasn't really a bug, rather it was shadows being floated off the ground somewhat (and thus cut into the feet of entities) - it was done like this many years ago as a quick way to solve Z fighting, but the proper solution is to make it a decal with polygon offset so that's what I did (and I also optimised them very, very slightly).

It annoyed me for a decade as it was very obvious when a mob was standing on the edge of a block and you look at the shadow, you'd see the illuminated top face of the block peaking out from under the shadow.
 
So while waiting for Pj as usual, I decided to begin basic PH work on Junked.
http://www.youtube.com/watch?v=uD9ObQHomfM
12 Hours later and I've got heaps done.

A couple notes:
-Sprites may very well be final.
-Facesets will be replaced with hand-drawn animated portraits made by me later in development.
-The skills and battle status is incredibly much a big testing ground. The abilities are all place holders ripped from Terra: New Moon, I've yet to more properly personalize and theme the abilities. Iconset will also be very different and more color-coded upon a proper make, it's simply using the default iconset as it stands.
-Battle sprites for the party are likely also finalized, mostly because it will be a big energy and time savor, granted, this does not include Junkheap, he's very much unlike how I imagined and he will be redrawn completely.
-Tilesets are already done for the first four stages, and the battle backs for those stages are also done. Most of the tilesets are FSM (First Seed material) sets with color edits to appear more sickly.
-Windowskin is complete, I'm very happy with it.
-Fonts are final unless something absurd happens.
-Music is all a PH, all of the PH OST is pulled from the Terraria calamity mod.
-Noticed after watching through the video that Mexigone is spelled Maxigone, which will be fixed.
-The writing is in it's early stages, and will become more brief and beautifully presented later in as I get more of a feel for the characters.

So, here in spoilers are the battle backs, most of which are forged from default or SF base_resource inclusion for rpgmaker MV. The exceptions being the view over Otherworld from the top of the Tower of Decadence (where you fight Junko for the first time) and the finale battle arena (where you fight junko and her three forms in the final battle.) which are slight edits / croppings of the sci-fi battlebacks DLC pack by Michael Galefire.
The Gulf of Mexigone
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Terminus Islands
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The Abolished Reef
iLxqyBK.png


Filth canals of Yesteryear
93ItSu4.png


Tower of Decadence
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Atop the Tower of Decadence
I6GuZyQ.png


Road to an Apotropaic Heaven
O3WD8zi.png


Finale
FwjnG2X.png

As for Fantasia, I've not done much, however Jake has gotten another music track done, the character theme of Akra Olna.
http://www.youtube.com/watch?v=qp2P0hDNQJ0

Also added a small vocal portion to kara's hero theme, not sure if this version of the song will ever be used for anything, but it was a fun experiment and teaching exercise, regardless.
http://www.youtube.com/watch?v=V3CLVelRAeA

Also I may start doing dev vlogs, starting this coming saturday, and do them either weekly, biweekly or monthly dependent on level of productivity and ability to incorporate their production during.
 
I've been having these very small, but very frequent and very annoying performance hiccups for the last couple of months. It's because the size of my damage popup indicators greatly increased when I started localization.

The way Flash works, all text has a font, and everything that can show dynamic text has to have the font embedded. That means that every menu, every separate piece of the UI that shows text, has to have its own copy of the font. That's OK for small Roman-letter fonts. But then I started localization, and Asian language fonts can be several megabytes each. And my svelte little damage popups swelled to a whopping 7 MB each, and you can have up to 10 of them at a time for an AoE attack, plus more if it applies status effects, or if the attacker has some bonuses or something. So on every attack, the game would hang for a couple milliseconds while 70+ MB of fonts got loaded into a bunch of little popups.

There's a technique where one Flash movie can serve as a shared font library, and all other Flash UI elements can just grab the font from there. And because I'm working in not just one, but two dead languages, I haven't had anyone to help me when I couldn't get it to work. So for months I've just put up with my obese UI elements.

A couple days ago I finally made a breakthrough, discovering a few problems with UE3 and Flash that will never, ever be fixed, plus an important step that can completely break the procedure that no one had ever bothered to document. But now I finally have shared fonts working. And my 7 MB damage popups are now down to 30 kB and the combat proceeds as smooth as butter. I'm going to switch all of my other menus and UI elements to use shared fonts and that should make them all open a lot faster too.
 
Oh man, hearing Flash sends me back, haha. As someone who's mediocre at graphics and programming, Flash was like a dream to me! Vector graphics, programming, timelines, etc. Loved it!

I've decided time flies too quick -- and how have I never finished a project? I'm only a couple years off 30 and all I've released is a free, crappy game on Newgrounds for a Ludum Dare Game Jam. So I've reeled in my ambitions, my scope; I'll just try to make mobile game in Construct. I've taken inspiration from classic Resident Evil, so I guess we'll see how it goes. You can tap doors to go to different rooms (which is camera movement and zooms). Had to redo the code once as I took the lazier route and used a plugin I downloaded to handle the movement.

But then I remembered lerp exists, so I've gone with that and it's fixed some timing issues to boot... yay! No images worth posting yet, just some boring placeholder art, haha.
 
Alrighty! So some good news, i did the devlog as I predestined, took longer than I expected but because of the wait i was able to make a truly excellent vid.
http://www.youtube.com/watch?v=aG7SLlqpVYE

In dev news, my two artists are currently fighting for their lives in the land of ash and calamities so while I wait and pray they stay alive I have been working on Junked, the characters have been drawn, and now have all their faces and animations.

First things first, the title screen.
http://www.youtube.com/watch?v=HzxDDB4KqS4
Then yeah, I'ma let you preview the faces!
5llKKUZ.png
RVzCpXs.png

PrxLYrU.png
Q8XZ1VE.png

And here's some examples of the busts in action.
67aaXSO.png
bMHJDpv.png
RD7YJmn.png
rFyPFIh.png
Once I make the dialogue less clunky, refactor the battle system, make an iconset for the game, regenerate the sprites and refactor skills I'll have another preview video.

But for now that's yer lot.
 
I took a mental vacation for a week. And then spent another week trying to pull myself together after letting myself go. Haven't done anything tangible except write notes to myself for context.
Currently I'm working on my "denouement". It's a little anticlimactic. hrm, more like there wasn't any raising action. I'm trying to fix that, but it's kind of the nature of a short story "gaiden" piece to be inconsequential. I think there should be some emotional satisfaction at the end. But I'm not sure what it is I'm affirming.

I'm going back to my typical sources of inspiration. Ar Tonelico's cosmospheres and Kingdom Hearts. The thing that I really love about them is how the smaller episodic narratives echo the larger story. For example, in the Wonderland Level of KH:CoM, The Queen loses her memory and Alice tricks her into remembering something that didn't happen, which is exactly what The Organization is doing to Sora. That parallel structure is so delicious.

I was about to say that my story is too convoluted and "out there" to compress into any recognizable form. But I just thought of an angle that might work. So I have something to chew on again.

Ever since I saw this video, I've been entertaining the idea of using the Blood Maidens in some capacity.
http://www.youtube.com/watch?v=11S5tcT2Tm0
 
Cool cool. Yeah I hate shadows. Will probably do my own overlays instead, not quite dynamic lighting but not far off. Not yet though. For now might just erase most shadows (and fix that wall).
 
coyotecraft":22qx0pmf said:
I was about to say that my story is too convoluted and "out there" to compress into any recognizable form. But I just thought of an angle that might work. So I have something to chew on again.

Ever since I saw this video, I've been entertaining the idea of using the Blood Maidens in some capacity.
http://www.youtube.com/watch?v=11S5tcT2Tm0
I'd take no issue with that, also speaking of, a certain someone got me Kyon's portraits yesterday
sPdrQcD.png


Also I have a decent amount of lore on all three blood maidens. I'll drop it in spoilers.
CQAVcwM.png

------------------------------------------------------------------------------------------------
## Kloe Misgarati
------------------------------------------------------------------------------------------------
Name Before Death: Klea Mara Mist
Species: Demoness
Class: Level 50 Spellweaver / Level 300 Soulcatcher
Relations: Tula Lora Mist (Sister), Ruma Naki Mist (Mother), Carlin Savoy Derosa (Murderer)
Origin: Manila, Philippines
Life Professions: Pathologist, Anesthetician, Nurse.
Weapon: Blood Magic
Symbol: Blood Star
D.O.B: October 18th, 1988
D.O.D: November 1st 2009 (At 21 Years Old)
Origin Story
Klea Mara lived a peaceful if poor life with her sister and mother, as Klea grew she found herself interested in pathology, blood types and other things. She became a pathologist at 18 with majors and by the age of 20 was a registered anesthetician, her ability to learn quickly and overcome challenges with relative ease earned her the envy and ire of a schoolmate Carlin Savoy, who saw her as his rival.

Eventually Carlin Savoy learned he would never be able to surpass her, and this filled him with horrific rage and violent tendencies, one day on the way home near a refeuling station, he tuggered her aside and doused her in petrol from a pump, and set her alight, knowing her fate was sealed, she punced on him and bit his throat in retaliation, her teeth rupturing an artery and taking her murderer with her. She arrived like all who die do, to a tribunal hosted by three aspects, Seradath, the lord of Heldath, Galdath, the lord of Galvana and Bubbles, the lord of the Necropolis. Galdath noted that she had optimistic and nice qualities, and may fit in best with his lot, but urged Seradath to take a look at what she did when cornered, Seradath most intrigued, especially in her affinity for blood, asked her if she would be okay with killing more immoral pieces of shit? Klea was scared that Seradath was Satan, Seradath assured her that whatever gods they've been told about were hecka lies that he and his bro "god" made up as he points to Galdath. Knowing her potential and that she had always had this morbid desire to see blood, she pledged herself with Seradath's cause.

Five years later she would meet Esperia, a woman she had beforehand heard only tales of, the Frostqueen did not disappoint. Esperia took one look at her and said "How would you like to serve under me directly?"

A bit lost as to where she would go in the realms after, Kloe accepted Esperia's offer, and became very fond of her mistress as she served her dutifully over the years.

Personality: Kloe is playful, incredibly perceptive and can be cruel when she can't be kind. Unlike Esperia who hunts her victims down and gives them no choice in their fate, Kloe prefers to lull her targets in using an array of charms and suggestive movements to command her prey. Once the victim realizes what she is, it is already too late. Kloe discordantly snaps in and out of speaking in third person. She's the least covered of her brood, wearing only one semi-transparent piece of cloth like tinsel that wraps around her body, only just obscuring her lewder parts.


Kira's art isn't done by Pjcr yet.
hIlrwjb.png

------------------------------------------------------------------------------------------------
## Kira Hellfire
------------------------------------------------------------------------------------------------
Name Before Death: Kianaki Motoya
Species: Demoness
Class: Level 50 Worldbreaker / Level 300 Soulcatcher
Relations: None Known
Origin: Kagoshima, Japan
Life Professions: Unknown
Weapon: Fire Magic
Symbol: Seven-sinned Star
D.O.B: July 7th, 1977
D.O.D: March 22nd 2011 (At 34 Years Old)
Origin Story
Kianaki doesn't talk much about her past, and given that she jumped into the Sakurajima volcano, it's probably best she keeps it to herself. She notes merely that a lot of ugly things happened that she'd rather forget.

At the tribunal, after discovering she should choose an afterlife that fit with her desires, she chose Heldath- she wanted to burn things, be it people, animals, whatever.

She would meet Esperia not long after her arrival, and they had a conversation that lasted a while due to having quite a lot of common ground. The two planned to meet each other more after Esperia and Anathema had ascended.

In 2014 they'd done it, and Esperia sort Kira out in hopes of forming a small but strong council of Soulcatchers, Esperia noticed Kira's adept skill with fire and enlisted her along with Kloe and kyon, now with the elements of Fire, Frost Blood and Poison, they had a versatile and deadly council.

Personality: Kira is easy to irritate and she has very little patience. Though to those she finds endearing she can be incredibly playful and suggestive. She's the most likely of her council to just kill her target outright rather than torment and toy with them over a long span of time.


wnnD9n4.png

------------------------------------------------------------------------------------------------
## Kyon Elbonara
------------------------------------------------------------------------------------------------
Name Before Death: Kya Moneldo
Species: Demoness
Class: Level 50 Final Cross / Level 300 Soulcatcher
Relations: None Known
Origin: Kyiv, Ukraine
Life Professions: Biologist
Weapon: Poison Magic
Symbol: Uneven Scales
D.O.B: March 7th, 1990
D.O.D: April 20th 2012 (At 22 Years Old)
Origin Story
Kya's past life is largely unknown, though it could be guessed it was full of hardship, heartbreak and possibly even worse. Kya injected herself with radioactive waste and died in mere seconds.

She was adamant that she wanted to find bliss in bringing pain upon wrongdoers, and Seradath took her aboard. It would only be a year before she met Esperia, whom she had begun taking an interest in- such a titular figure of Heldath's esteem surely must have some tips. Esperia was all too happy to divulge whatever she could to kyon, and even said she may need such a passionate and learned understudy in the future, Kyon almost faints.

Two years later, Esperia calls upon kyon, and initiates her into the Maidens of Blood, here Kyon flourishes, and she gets on well with both of her co-students. She decides to devote herself to Esperia's cause so long as she may be needed.

Personality: Kyon is incredibly calm and patient, but she has an insane temper bubbling below her skin- one she seldom shows. She is very open to the idea of experimentation and enjoys testing out biological formulas on her victims.


hope that helps
In other news, I did some much needed anatomical fixes and touchups to Flannel and Solistace of Junked.
seX413M.png

Their faces have remained the same, this was simply a bunch of anatomy fixes.
 

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