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    BizarreMonkey
  Sat Jun 01, 2019 4:32 am
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Nathaniel3W wrote:
Hey Biz. Is Sven there higher resolution than other sprites? He looks more detailed. How much bigger is a tall sprite than a regular sprite?
Regular sprites dont exist in this game by their definition, but Pep's sprite is closest, none of them are a mere 48x48 though.

https://forums.rpgmakerweb.com/index.php?threads/tall-mack-body-character-templates-with-mv-heads.77002/

Basically i take bases from here and then place them in a 96x96 grid to allow for more customization and movement. Sven is the same resolution as the other tallsprites from my game, what you might be noticing is the gradual jump in quality of Xiie's work, seeing as the first sprite she did for the game (Lumi) was also her first sprite virtually ever. By now she's getting craftier. Every character sprite in the game will be fully custom before long.

Nathaniel3W wrote:
And yeah, I need to remember to reduce the resolution when posting here. Most other forums I use automatically reduce the size of pictures.
Same, it took a bit of getting used to, but as it stands this is now the only forum I'm not banned from and have interest in.


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    Nathaniel3W
  Sat Jun 01, 2019 7:59 am
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BizarreMonkey wrote:
...this is now the only forum I'm not banned from...

Wait. What? Does Biz moonlight as a troll everywhere that isn't HBGames?

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    coyotecraft
  Sat Jun 01, 2019 6:54 pm
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Nathaniel3W, dunno how your sprites move, but maybe have an internal stairway or ladder hole that the sprites can disappear into at the top and out the bottom side, or vis versa. Then you can avoid any awkward motions or need for animations.
I was just thinking while posting this of a double platform lift. Where party members weigh down one part to keep the other half aloft. I can see some tactical staging that way. One unit tags-in, moving the other unit up or down to safety to recuperate or something. All kinds of environmental gimmicks are coming to mind.
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    Nathaniel3W
  Sat Jun 01, 2019 7:50 pm
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I made some ladder meshes and I gave my characters "spider" physics, so they just scale up the side and not necessarily along the ladders. It doesn't look realistic at all, but it sort of works.

That's a really cool idea for the lift though. When did you think that up? You didn't just invent that for me, did you?

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    BizarreMonkey
  Sat Jun 01, 2019 8:27 pm
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Nathaniel3W wrote:
BizarreMonkey wrote:
...this is now the only forum I'm not banned from...

Wait. What? Does Biz moonlight as a troll everywhere that isn't HBGames?
Story in spoilers if you want it.
Content Hidden


Right! Now that the big story is over, let's talk about some stuff that actually matters, what I've been working on!

Mostly my team, Jake is halfway done with Kara's second boss theme, but it's not ready to be shown yet.

Pjcr finished up getting me all the files for Yi, meaning in the last 4 days he's gotten me all of Kyoshi and Yi's portraits. I will now show you the complete set of Yi's animated portraits, albeit, not quite in full.
Image
Image
So yeah that's awesome.


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    Nathaniel3W
  Tue Jun 04, 2019 8:34 am
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Amy, somehow I missed your last FF7 post. Every time you moved the cursor, in my mind I heard the sound effect. It sounds like a high-pitched "breep?" to me.

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    coyotecraft
  Wed Jun 05, 2019 2:32 am
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Wanted to do some animating so I'm tackling the quadruped walk cycle conundrum. It just doesn't look good limited to 3 frames. It's not bad if I do a sprint. But trying to stagger the legs to trot is visually messy.
I've been through this all before with horse and centaur experiments for rpg maker. I always come to the conclusion that I need to make a custom sheet that uses 6 or 8 frames.
And If I'm doing that, then I want to do something like what Digimon World 3 did, and have a special 3 frame stop animation. Where they lurch forwards as they halt momentum. It's a nice touch IMO.

Of course, this is something I always think about doing but never actually do.
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    coyotecraft
  Wed Jun 05, 2019 8:57 am
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6 frames. I dunno what this will look like in MV. I'm kinda going at it blind with the timing and character movement speed.
ImageImage
The problem with animation is that you stare at it too long and you can't tell if you're making it better or worst.
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    BizarreMonkey
  Thu Jun 06, 2019 12:59 am
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That's the most clever use of a marquee I've seen used on this forum virtually ever. Giving me some ideas for game presentations.

On the note of games and presentations, I may have teased this cinematic earlier, but I doubt I'd have shown it- due to how the voice acting was my shitty placeholders and not the actor's.

Now however the voice actress for Yi has finished and due to me saving over the original vegas file while developing Fantasia Scene 11, the whole cinematic has changed, and for the better.

But enough building it up, here is Fantasia Scene 12 - ESCHATON.

The only thing I have to update is the music, and I'm going to make sure Jake handles this one with velvet gloves so it keeps the emphasis I built upon with the original.

There's more I could show, but not that I should, I'll save it for a future post.


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    coyotecraft
  Fri Jun 07, 2019 10:13 am
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I'm not sure where the last couple days went.
Last thing I remember, I was looking for the MV plugin folders to refresh my memory on how to make those. To make my own plugin for custom spritesheet formats. But I got lost along the way, since I moved to a new Hard Drive and my files and stuff isn't in the same locations.
Then I blacked out. I never opened a .js file...Oh right.
I think I went looking to install Notepad+ which I've gotten used to working in.
Then I ended up on Rule34 somehow. Because internet. So magical.
I have a headache.


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    Nathaniel3W
  Mon Jun 10, 2019 7:51 am
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Coyote's pony animations remind me of something my daughter told my wife the other day. Whenever my daughter asks me to draw her a horse, I draw a My Little Pony, but whenever my son asks me to draw him a horse, I draw a knight on a warhorse.

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    BizarreMonkey
  Tue Jun 11, 2019 1:07 am
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It is now a time I should show that bit more I talked of earlier, as the post will be quite substantial with thanks to my patience.

Not only is Kara's final battle theme complete!

But it sounds all kinds of amazing! But ohoho, just wait~ There's more...

Two of Tristy's themes are complete, too!

Her passive theme and her battle theme, which has yet again become along the lines of "Tristylovania"!

And speaking of Tristy, this may as well be the Tristy update, as she also just recently got her Sprite for her ascended form.
ImageImage

But she isn't the only one to get such a Sprite, Sven and pep's father- Sped, received one also.
ImageImage

But Biz... I hear you ask- What have YOU been doing?

Well, I've been adding in some placeholders and getting more Assets ready for the two-phase battle with the last kangaroo. Once this horrible flu passes I'll be able to begin on it proper. Yes, my work has largely been hampered in thanks to a nasty fever and then flu combo... fun stuff. It's just as well I have already finished the main storyline (Tristy's battles notwithstanding) and done several optional events.

Oh I've also been adding flavor text around the place, and SOMEHOW managed to make a good start on a cosmic timeline, going from the first Divine Year until 2133. granted, it's not yet complete. There's a lot of events I have to add to it.

But I feel it is off to a good start.


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    coyotecraft
  Tue Jun 11, 2019 3:48 am
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Nathaniel3W wrote:
Coyote's pony animations remind me of something my daughter told my wife the other day. Whenever my daughter asks me to draw her a horse, I draw a My Little Pony, but whenever my son asks me to draw him a horse, I draw a knight on a warhorse.

Well RPG Maker does use a chibi style. The problem with the MV (and VX) horse sprite is that the legs shuffle along and they weren't designed as riding horses. People will put the character sprites on the horse, but the human heads are so much bigger than the horse's. It looks off.

So my design has a larger horse head in addition to picking up it's feet. Potentially giving the horses more personality. In the vein of .Hack's Grunties. And theoretically serving MLP fangames. Plus a bigger head better harmonizes with the default human sprites, imo.

Anyways. I've got a functional plugin now. It's really simple a.t.m., but damn, I was struggling to make it work. Like WHY ISN'T MY ALIAS FUNCTIONING?! [3hrs later] Oh, I see. Wait. Now it's only playing 4 frames. Did I change something somewhere... [3hrs later] WHY DOES RPG MAKER HAVE A MAX FRAME COUNT! Where is it even using this?

So my next step is improving the character motions. If the player just taps a dir button the character glides over a tile and may only change by 1 frame. I think easing the character motions to have a slow-in and out will look and feel more natural. Plus, one complaint I keep hearing about RM games is that a player can't turn-around in place.
MV actually already has a isStopping function. I think I can expand on that for a follow-through halting animation like in Digimon World 3.


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    coyotecraft
  Tue Jun 11, 2019 7:09 pm
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My plugin is a little more sophisticated now. The MV v1.5.0 update allows for some more advanced parameter tags, and I'm still exploring structures.
Right now all it can do is select any number of character sheets to have a custom number of frames. There are already other plugins that can do this. But they all have an annoying file naming convention it has to parse for.
Doing it my way, I can easily add XP spritesheets into my project, select them using the plugin and set the custom frame number to 4. And that's it. No renaming required! Player or Event, it'll use 4 frames.
It's also handy for inanimate sprite objects that only need 1 frame. Does this sound familiar? You make a graphic, but before you can use it in RM you have to configure it as a character sheet with directional and walking frames -that it's not even going to use- and later, if you make changes to the frame size, you have to reconfigure all of it. It's a time consuming process. But no more! Now you can just throw it into the project, and make a simple selection.
But wait! There's more...
J/k, that's it.


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    Nathaniel3W
  Tue Jun 11, 2019 9:05 pm
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coyotecraft wrote:
.. but damn, I was struggling to make it work. Like WHY ISN'T MY ALIAS FUNCTIONING?! [3hrs later] Oh, I see. Wait. Now it's only playing 4 frames. Did I change something somewhere... [3hrs later] WHY DOES RPG MAKER HAVE A MAX FRAME COUNT! Where is it even using this?


I've spent my share of time tracking down undesired behavior to some optimization that someone made somewhere inside an engine I didn't write from scratch. Unreal wasn't designed for sprites and so it does some annoying texture compression (with different compression for each color channel) that really messes up the sprite colors.

As for what I've been up to, I spent most of the day tracking down a bug that was crashing my game. The interpreter detected 100,000 iterations on a function and crashed. I went through all the code line by line over and over. It looks like my code was working as intended. It just required a lot of iterations: If the AI wants to make a ranged attack, but there are no targets in range, find each player unit, for each player unit find all the hexes within range, and find a path to each hex, and find which path is shortest. So depending on how many player units there are, and how open the terrain is, one of the functions in the pathfinding algo gets called a lot.

Some of my players had been reporting seemingly random crashes during battles and I thought my battle system was pretty solid. But today I got lucky and got put in a situation where the bug happened 100% of the time so I was able to test the bug properly. I ended up caching some of the info to reduce the amount of times the problem function gets called, and the pathfinding algo now runs a lot faster and doesn't crash. Honestly though, if I knew of a variable somewhere that just increases the amount of iterations before the interpreter crashes, I would have just increased it and worked on something else.

This is something I already know, but I just become more aware of it sometimes. Making a game requires a lot of work on stuff on some really in-the-weeds details, most of which nobody will ever notice.

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    Nathaniel3W
  Sat Jun 15, 2019 8:36 pm
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I just made an optimization that reduces the average pathfinding time of ranged units by about 70% and completely gets rid of the runaway loop crash. And it usually finds the best path. The old algorithm I was using found the best path to every possible hex where you can launch a ranged attack on the target, and then picks the best one. The optimization just goes with the first path it finds, and then for all of the other possible launch sites, it says "Is this possible launch site farther from my start than launch site I already found?" and "Is this possible launch site closer to the target than the launch site I already found?" If the answer to either question is yes, I skip the pathfinding and just move on to the next possible site. It doesn't exhaustively find the best path 100% of the time, but it's good enough and it's a lot faster.

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    Xilef
  Sun Jun 16, 2019 4:46 pm
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If your grid is static you can bake in the best path (and the weight/distance) to every other node on each node, could even bake in the best ranged shot to a node for each distance - so if I want to shoot an enemy at a particular distance I just get the list of best locations then test my path finding to those locations, if I can't make it all the way there in one turn then I just go as far as possible.


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