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What are you working on? (Game Making Thread)

You know when you add a dungeon between two areas, walk through it, realise it's altogether too short, so sit there for a few hours mapping out the dungeon until it's eventually probably longer than the entire game up until that point?

:crazy:
 
I am talking with a few spriters now actually. I am using CTB system so battlers are a pain, and I don't have the skill to create them myself. Finding spriters is the hardest part of recruiting IMO.
 

Jason

Awesome Bro

I've just thought of a good idea for the first chapter, which means having to change the story around, but that's okay since I've only written the first one anyway, and it would make the rest of the story easier to flesh out, that's for sure...
 
Trying to come up with a cool thing to happen when people die, to keep the battle going instead of having a dumb GAME OVER. Currently making some down sprites although they don't look too great.
 
I'm reversing my development strategy, field engine is going in first before battle system now, there's more value in a solid scripting engine and story telling mechanics than ATB technology.
 
Trying to figure out the Vagrant Story model format, I'm loading all it's data right up to vertices where I have some trouble.

So I have groups which are 4 bytes in size:
2 bytes is the joint it's assigned to
2 bytes is the last vertex in the group.

So group 1 starts at vertex 0, ends at 48, we can presume that group 2 starts at 49 and ends at what ever last number is given for that one.

I am supposed to retrieve how many vertices there are all together from this, you'd think it's simply use the greatest last vertex, but for some reason the model I'm testing comes out at 0xFF for some of the last vertices!?!?

Such a headache.

EDIT: problem sorted.
Now to group up polygons.
 
That moment when you make a really complicated map, finish it, and then decide it would make a neat tutorial... and have to reverse engineer it all.
 
Got a summoning-like system working in battles, replacing one of the characters with a fire elemental which lasts until either it dies or the battle ends. It's going to be triggered as a SPECIAL attack, which is sort of like a limit break but triggered rather differently. I don't have it all sorted yet. Other characters will have different special attacks depending on who they are, which is interesting as there are a few almost-NPCs which the player controls for a short while.
 
Still making battlers - for the main character of my side project. I like pixel arting so it's fun. ^^

I just wish I had good tiles to make a plain or something similar. Not only that, I'm still having trouble thinking of interesting mechanics or quirks for my side project. Hmmmm..
 

Jason

Awesome Bro

Yeah I know what you mean about interesting mechanics, I mean, I always have ideas for things that could work, but I never get around to doing them, or I start them but then realise it'd be too time consuming, or nobody would even notice them, and then I stop.

Haven't worked on my game at all day, mostly because I've been at work, although I've been home for about four hours anyway, but I'm kinda' tired and can't be arsed working on it at the mo. Got work for four hours tomorrow, then I'm off for a few days, I'll TRY to get something done, I mean, if I work hard enough I'll be able to get a demo out on like Tuesday or something, but the thing is, at the moment there's literally NO gameplay, it's just a (Not even that long) cutscene... oh wait, there IS gameplay, you can walk into a few houses and talk to people, sleep at the inn and buy weapons, or try to since you have no money... and steal some fish and tomatoes... the village is tiny if you remember from my screenshot I posted ages ago (I was actually making REALLY fast progress when I started it, but then it went into... let's call it development hell, lol), I think I'll see if I can add a little more gameplay after this cutscene which I STILL haven't finished anyway... I mean, I'm sure I could throw a fetch quest in or something for the sake of it, like a side quest, since there's enemies in the first area where the cutscene starts, there's also some chests to go open.

Hmm... we'll see.
 
Wedging maps between other maps to make journeys more interesting. Making lots of slight variations of trees (accidentally ending up with some massive ones because everything's 2upped). Still working on my battle system but getting annoyed at how Enterbrain scripted it, so many event commands have such awful interfaces that I'm actually having to code them myself in a new class and then call the methods from the event window! Stupid stuff like "show battle animation" - you can only pick an actor from 1 to 4, you can't say "active battler", or "last target". I'm going to have to do some major edits just to get it to animate a shift from one player to another.

Which is another thing, to swap one character with another I had to code it, as "add player" / "remove player" switches them around and also has really restricting command options.

If anyone would benefit from a switch-actor-with-other-actor-if-actor-is-in-party-without-reorganising-the-party event command, let me know!
 

DJ

Some guy that did RMXP before
Member

Making Script.

It is simple script that displays texts n' sprites, but it pauses the game and blurs the background for focusing.
 

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