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What are you working on? (Game Making Thread)

Wishing my laptop was fixed so I can continue to work on equipment for Ghost Shards.

Instead... Oh right, I also need to sprite some NPCs. But I need my laptop for tat too. D=
 
A little something something:
Miralius%20Village%20South.JPG

Not great at mapping. But I like that. :)
 
Finished off the play/stop/loop functions of my sound engine, now I'm adding in the special game-play feature where music affects battle actions.

I don't think any other RPG game (I can't think of any game) that has this special feature in it so I can't go into details about it just yet!
 
From what you've told of us, albeit vague. I think similar things have been done in games, though not RPGs.
IIRC, there was an indie game where a world was generated based upon the music played, it effected the shapes, colours, enemies, etc.

A more recent game that has used sound is that new Giana Sisters game. Where there is two main characters that the player controls, and he switches two and from them. When the player does so, the entire world changes. As does the music; it is actually the same song, just changed in some ways so that it would sound dakr and sinister etc.
 
*sigh*

I guess I'll keep trying to keep this thread on topic. D=

I'm debating on revamping some of my interior maps for Ghost Shards. I have a lot of addons and edits I could be using to make them even better.

I wish the game was on this computer...

Wait, I can transfer it... ^__^
 
Xhukari":3t9x278v said:
From what you've told of us, albeit vague. I think similar things have been done in games, though not RPGs.
IIRC, there was an indie game where a world was generated based upon the music played, it effected the shapes, colours, enemies, etc.

A more recent game that has used sound is that new Giana Sisters game. Where there is two main characters that the player controls, and he switches two and from them. When the player does so, the entire world changes. As does the music; it is actually the same song, just changed in some ways so that it would sound dakr and sinister etc.
My system isn't to do with world generation, it's to do with the enemy behaviour, I have to leave it at that though.
It's nothing to do with the player's music library either or generating music, I was inspired by a little-used feature of RPG Maker VX's sound engine so I took that concept and ran with it!

I'm currently re-implementing my graphics code to take advantage of the scene manager it had in the background, there's a 10x performance boost so far (Guessing it will drop when I finish it though).

To accommodate for the massive performance change I absolutely threw out every last line of frame-rate calculation code and made a new one that's accurate to 1000000000th of a second. A bit overkill, but I was pissed off at the inaccuracies of above 1000 frames per second, the slow updating of the graphics frame-rate and the huge CPU drain it caused. I have now added a 2 stage frame limiter, first stage sleeps the CPU for the remaining time to meet the frame-rate, the second stage repeats a CPU intensive loop to bring the frame-rate bang onto the target with around extra 2% CPU drain, making it super smooth and accurate.

When I finish this I'll probably limit the FPS to 300, although it is configurable in the Lua scripting which is now working super well. Awesome.
 
Need to finish this battler for Dies Irae Phantatiom Elements. I started it months ago and haven't gotten around to finishing it. I feel bad about it too.
Allen_Idol.gif


Then I have to finish the battlers for Lucid Awakening 2. I recently edited the battle system and changed the battler spritesheet format to use more then 3 frames. 3 frames is fine for a looped animations but some poses like the skill casting really need to be longer cause you blink and yo miss it.
 
Oh. My. God.
I'm finally done with this!!!
I suggest opening this image in a new tab.
I present to you:
Miralious%20Village%20Full%20Map.JPG
Any critique you can give would be muchly appreciated.
 

Jason

Awesome Bro

It looks WAY too bare, it could really do with a lot more foliage for example, and the housing placement seems way too random, it sort of seems like you've made it big just for the sake of being big...
 
Jason":1pwiyysl said:
It looks WAY too bare, it could really do with a lot more foliage for example.
Hmm I see what you mean. I should add some more trees and plants.
Jason":1pwiyysl said:
and the housing placement seems way too random
It is for the most part random. But there is story behind it. I should most likely put more buildings, but I just hate mapping inside.
Jason":1pwiyysl said:
it sort of seems like you've made it big just for the sake of being big...
That's somewhat true. It's big because I want you to have to work your way around large areas. But I also hate it when Villages have like 4 or 5 buildings. Its just... I dunno. I dislike it.
Thanks for the feedback. I'll start working on it.
 
Mapping. I think I'll just dick around and not worry about quality in my game as much as my enjoyment of it. Did the outer rim of a continent using Inquisitor's Tileset (rmxp).
 

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