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    coyotecraft
  Fri Jun 05, 2020 7:51 am
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So today, well closer to yesterday, they teased a "New" RPG Maker. And by teased I mean it's literally just rotating 3D text, and nothing else. Not like when MV was revealed through Famitsu. So we don't know anything beyond the fact that they're working on it.

I have doubts. I mean, it would be really incompetent - but I won't put it past them - to rehash the MV Trinity content as MV "ACE" or whatever.

The subcontractor responsible for MV's RTP is still in business, and I wonder if they'll be returning or not. I'm not particularly fond of their style. But I don't hate them.
The artist, Toridomono, that did the "Promo" characters and cover art hasn't been particularly active lately. With the pandemic, comic conventions are pretty much a bust, and they have to rely on online sales.
Coincidentally this artist created a "Chimera-chan" character that was the focus of her work in last winter's comiket. In February they posted a "MX-chan" character saying it wasn't for any particular setting. An odd thing to say unless it meant a "blend". The "MX" logo looks like the letters MV combined.
I can just see them doing a RPG MAKER MX or "remix".

I doubt they'll be change the program language. So I can only guess at what their gimmick would be. Historically they don't make big changes. All I can see them doing is changing something with the movement or battle systems. Leaning towards Actions and/or Adventure RPG Hybrids.

This MX-chan character was also posted with the tag "3D" But it's a 2D illustration. Weird. Of course it could be completely unrelated to RPG Maker. I'm just latching on to this because it's the only thing to latch on to. But, VX ACE and MV have all leaned toward a maze style of dungeon crawling. Despite the fact that their random floor generator is worthless and I've never known anyone to use it. I can see them developing a 3D dungeon system in the style of Wizardry or the Etrian Odyssey games.


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    Ellie
  Fri Jun 05, 2020 2:12 pm
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I bought a couple of graphics packs. While I'm not sure I like them as a Thing, there are parts of them I can cut up and use elsewhere, like the decals, floor tiles, and definitely the cliffs.

Image


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    coyotecraft
  Thu Jun 11, 2020 6:20 pm
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"Emotional Valence" is my mantra this week. I'm writing about it in my How-To guide and also using it to tackle my problematic opening in my Perseverance fan game. Basically the character's experience is not necessarily the experience of the scene.
Like a character can be expressing anger, but the scene itself is humorous.
In theory an event can be fortuitous while a character can be indifferent about it. The trick is framing it so the player recognizes it's a good thing without the character reacting to it, saying "this is a good thing".
It's easier to do with storyboards I think.


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    BizarreMonkey
  Fri Jun 12, 2020 7:43 am
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coyotecraft wrote:
So today, well closer to yesterday, they teased a "New" RPG Maker. And by teased I mean it's literally just rotating 3D text, and nothing else. Not like when MV was revealed through Famitsu. So we don't know anything beyond the fact that they're working on it.

I have doubts. I mean, it would be really incompetent - but I won't put it past them - to rehash the MV Trinity content as MV "ACE" or whatever.

The subcontractor responsible for MV's RTP is still in business, and I wonder if they'll be returning or not. I'm not particularly fond of their style. But I don't hate them.
The artist, Toridomono, that did the "Promo" characters and cover art hasn't been particularly active lately. With the pandemic, comic conventions are pretty much a bust, and they have to rely on online sales.
Coincidentally this artist created a "Chimera-chan" character that was the focus of her work in last winter's comiket. In February they posted a "MX-chan" character saying it wasn't for any particular setting. An odd thing to say unless it meant a "blend". The "MX" logo looks like the letters MV combined.
I can just see them doing a RPG MAKER MX or "remix".

I doubt they'll be change the program language. So I can only guess at what their gimmick would be. Historically they don't make big changes. All I can see them doing is changing something with the movement or battle systems. Leaning towards Actions and/or Adventure RPG Hybrids.

This MX-chan character was also posted with the tag "3D" But it's a 2D illustration. Weird. Of course it could be completely unrelated to RPG Maker. I'm just latching on to this because it's the only thing to latch on to. But, VX ACE and MV have all leaned toward a maze style of dungeon crawling. Despite the fact that their random floor generator is worthless and I've never known anyone to use it. I can see them developing a 3D dungeon system in the style of Wizardry or the Etrian Odyssey games.
That's so like their line of thinking.
Someone: Dude, in 1.6.2, like- the play movie feature isn't working!
Them: Oh, you want me to fix bugs? But that won't make us any extra money? BLASPHEMY.

I made a whole damn video about this mindset actually.

Whatever this new RPGmaker turns out to be, I wouldn't hold my breath either. You can only tsake so many betrayals.

We were promised a Mouse system, what we got was an incompetent mess that without plugins, only scrolls in the saves menu, has no input functionality, and just causes more issues than it could have solved.

To put a 14 minute video short, their attitudes towards customer satisfaction are frankly appalling.

Now to focus on something less migraine-inducing. Good progress has been made.

I've finished making the main story more compact and succinct- the writing in general has gone up a notch in quality.

So just recently I finished the database. All Items, Skills (there's only 5), Weapons (Ribbons) and Armors (Charms) have been added. All Missions, Medals, Pamphlets and Tutorials are now in place.

In total there is 314 Items, 5 Skills, 44 Ribbons and 74 Charms. The only incomplete area of the database now is common events and one entry in actors.

I've also allocated all of it to disk 0 and 1. A little left to do in what I've done of Disk 2 so far (not much). I'm also as I playtest through this update am finding things that are going wrong than i then fix immediately. It's taking it's toll but I'll get through it.

Will there be a demo 2 update? I'd say that's pretty much definite at this stage. Fantasia Demo 2 at first did not see many eyes, even with a couple nice dudes sharing it around. The overall reception is that there's too much filler dialogue. Now looking back it's actually painful to see how much i subject people to.

If you've already played Demo 2, you might as well save your energy for Demo 3, as all it will offer is some small combat upgrades and some updated quicker dialogue. It would be better to wait until Demo 3, where 3.5/5ths of the game will be complete. Why 3.5? Well, because the final Disk will be half the size of a regular Disk, although i can guarantee it won't feel like it. There may be only three boss fights, but they are epic grandscale things that you'd not notice how much shorter they may be.

The main mission for Demo 2.05 is to give people who haven't tried the game yet a more enjoyable streamlined experience.

Been rewriting some flavor text to also reflect canon story elements instead of the opposite and breaking canon.

Speaking of Canon, I'm going to add more in the way of questions and answers for certain characters, since some people get confused, as they don't look much different from being alive to ascended, or dead.

That aspect has also been troubling me. In Intelligence 314th Clash- I've made death meaningless. Even if a character dies in Fantasia- it will be a small scare at best.

In PFC Pep had such a rough time- but by Fantasia his whole family is restored, all dead- but that stopped mattering after Seradath, Bubbles and Galdath retired.

In Fantasia it was tricky setting up stakes, erasure would never be enough- that's why possession became a thing. What's crueler than ceasing someone to exist? Pitting them against their best friends and their family?

There's also been a few story changes, Lilac and Pep get on 'better' now. He in return is thankful for them being around. This lack of gratitude from Pep was always shocking even to me. It's like I was desperate for character-to-character conflict and was going as far as to break canon to do so.

I have learned so very much from this game.

More good news, I have also written the ENTIRE PLOT.

It includes the best of every ending and story I came up with.

Xali also has a presence that permeates in some manner every disk of the story. In Disk 1 she's only mentioned. In Disk 0 she appears before Lumi in a dream.

In Disk 2 she makes her first physical debut. Although Fantasia won't be where her endgame comes about- that will be left to the Final Round. However a frightening bossfight with her and the other children of calamity are planned. Completing all four will unlock a secret ending after the credits. Much how like reading the pocketed note in I314th clash gave you a small look into what would become this project.

Content Hidden
Now now- Later I shall place my and my teams progress in the post below. Sorry for the spiel. I've spoilertagged most of it for the meek or non-curious.


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    coyotecraft
  Sun Jun 14, 2020 4:46 pm
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So I've got a couple different opening scenes now.
I'm just comparing and contrasting them. Like, one has more player engagement. One has Sven rationalizing how or why he's in the situation that he's in.
One has more of, idk what you call it, scene transitional narration to it. "You can't recall falling asleep, but you can recognize when you're dreaming"

I had a prologue storyboarded. I'm considering breaking it up as memory fragments for the Player to collect and piece together. But I'm not sure.

So indecisive.


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    Nathaniel3W
  Tue Jun 16, 2020 6:51 pm
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Any decision is better than no decision. For now I would recommend considering these questions:

What is the maximum value added by the best possible choice? What is the value added if you make the worst choice? How long will it take to decide which is which? Could that time be spent adding something that is of more value than the difference between the best and worst choices?

_________________
Check out Himeko Sutori, the upcoming large-scale tactical JRPG where you lead an army of 100 unique characters


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    BizarreMonkey
  Wed Jun 17, 2020 10:19 am
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Ah Coyote, you gotta not be so decisively indecisive. :B

I was gonna post a big progress report, but PJCR has stated he'll possibly be getting me more files, so I'll leave it a little longer.

Good news though, my youtube channel just hit 100 subscribers. It's not huge after 7 years but it's not as if I've been marketing the channel super hard.

Like with when i got 50 subscribers, there will be a much bigger, more epic and definitely more ostentatious video for it, but those take a bit of time to make. :0


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    BizarreMonkey
  Fri Jun 19, 2020 6:13 pm
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Here is that said video- took me all day due to the choreography and setting everything up.

Also an update for Fantasia called Fantasia: Re-Write can be collected free of issue for Windows OS in the video description. The video explains what it is, but I feel at least somewhere i should put a decent list of patch notes.

Dialogue
--Main Story
-Dialogue all around has been made more succinct and impactful, in rare cases lengthened, but this is the exception- not the norm.
-Some of the lacking possession scenes now have a lot more oomph to them.
-Koko's character has been tuned a little to be smarter and more inline with how she should be.
-Koko and Lilac have both been given 8+ more animated portraits, bringing them up to 24 along with Lumi.
-The scene with Koko and Lilac having a showdown has been removed- as it was hard to make it feel right. Now, Koko intimidates Saint Sophia to withdraw from Lyza's body. She is also destroyed like all other DENUI so far. Flavor text and main story dialogue has been updated to reflect this.
-Yi has become a lot less incompetent.
-The arguments between Svoli, Esperia and later twisty, have been largely dialed down- it's not the stories focus- but still exists.
-Pep is no longer despised by Lilac and even Lumi to a degree for no good reason- likewise, pep is no longer bitter at Lumi for kicking his arse- and is instead thankful to her for freeing him.
-Tristy's dialogue regarded the PYR4MID hss been removed and implemented into her optional event.
-Sacreblu no long screams at the top of her lungs, she's just being a little secretive about something.
-Yasondre and Kyoshi are now on the Starship YHWH for the first couple Missions of the main Story before they go into hiding.
-Dialogue is cut down on Sacreblu's part largely- to compensate, she can be asked questions on the first location you'll visit on Earth about matters. Fyori and Esperia join her.
-Due to the above, Esperia and Sacreblu just gently walk into Naxxy's, with Fyori tailing them. This will prevent lag from loading 3 intense animations.
-Most of the flavor text around both London and Brisbane has been updated to reflect that Lilac, Pep and the others are friends, and not rivals or bitter enemies.
-During the dream at the end of Day 2-- An Evil Presence makes herself known to Lumi in Disk 0, instead of Yi which made no flipping sense.
-Beyond the first day, and a bit of the second- all of the main story Dialogue in Disk 0 has been reduced and improved drastically.
-A lot of meaningless fluff has been removed from the scene where Lumi interrogates Lilac.
-The vast majority of main story-related dialogue in Disk 1 has been reworked.

Databasing
--Items
-This Area of the database has been changed largely due to completing the Database's entries. As a result, Old save data will not be correct and possibly break the game- however, past this point- there should be no need to ever make new saves again.
--Armos
-Locations remain unchanged, these have just all been filled in, including Potency Charms, none of which are available yet.
-Some stats were wrong, this has been corrected.
--Weapons
-Nothing has been changed ID Wise. This area of the Database was already complete.
-Some stats were not matching what the item tooltip indicated. This has been corrected.
--Skills
-There are only five of these now, down from 9. The first four we're essentially stocking stuffers which I deduced I'd never need. This will require a new save to configure, that is assuming you have fought Pep and acquire Lumi's Ennui Empowerment.

Optional Events
-Most of these have been rewritten to account for main story changes and to fit in with the Re-Write.
-Many optional events have had their dialogue reduced, some that were not affected include Naxon's, all of the blood council's and the vast majority of the Bat-Fanged Carson's chain on disk 0.
-Tristy's optional event to find out stuff now is directed more at the PYR4MID she uses and why Pep may not have used his to do the same. As a result, the amount of dialogue for this optional event has been cut many-fold.

Music Score
-Some new pieces have been added, Some of which are even used in game.
-The OST has been entirely re-arranged, and is now 110 tracks big- therefore the entire OST is incompatible with the old. Meaning yet again, your save files will be sure to create game breaking errors.
-There are no more X-- or Extra tracks, these are now all included in the main OST.

Mapping
--The Starship YHWH
-It is no longer possible to get onto the ceiling via the transition between the Voice of the Goddess and the Starship YHWH.
--Boss Arenas
-Most Boss Arena's have been given a more meaningful display name, whereas before several had none.
--Vahnus Estate
-Koko's stairwell will no longer be blocked off during the events of Day 5 once the Undercroft has been discovered.

Combat
-Combat in general feels punchier and more satisfying due to some updates to sound design.
-Every time you launch an attack (if capable) a small animation will play to cue that has been done.
-Characters who have musical phase transitions like the Insidious Architect when she enters her ZERO-UNIVERSE phase or Yasondre after surviving her Lifestrom attack-- now have their second-theme on louder to make the transition between phases more clean and less smudgy.

Balance:
--Bosses
----Pep Cookiedoe
-Pep's Zodiac Ignition has had it's damage reduced from 40 to 10.
-Pep's vulnerability period has been tripled from 300 frames (5 seconds) to 900 frames (15 seconds).
-In Phase 2, Pexepe will no longer have his first bar of health ignore iFrames, resulting in burning the bar down in less than a second.
----Svoli Mystralese
-In Phase Two, Svoli Vendetta's Spellcard: Angel Signs- Heaven's Wrath ability recurs every 5 or so seconds.
----Kara Marx
-It was possible to initiate phase one into phase two- making the fight trivial. This has been fixed.
----Koko Spiral
-Sacreblu can no longer teleport outside the arena in this fight.
----Tristy Heals
-It is no longer possible to lose sound effects and bgs when going into phase 2 after using an ENNUI EMPOWERMENT.


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    coyotecraft
  Sat Jun 20, 2020 3:42 am
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Congrats
I recently played your Terra New Moon demo. It was in my RM folder and not the "biz" folder. I don't know how long I've had it.

I also played a few other rm games I downloaded forever ago but never got around to. They weren't very good. One was very long winded. And the other was kind of senseless and had a game stopping bug within the first 10 minutes.


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    BizarreMonkey
  Sat Jun 20, 2020 2:34 pm
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coyotecraft wrote:
Congrats
I recently played your Terra New Moon demo. It was in my RM folder and not the "biz" folder. I don't know how long I've had it.

I also played a few other rm games I downloaded forever ago but never got around to. They weren't very good. One was very long winded. And the other was kind of senseless and had a game stopping bug within the first 10 minutes.
I seem to be the only one capable of making a demo decently, albeit- a tad long winded, lmao.

Terra: New Moon has its roots in my early RM days, when I made a whole big game called Terra and I never released a Demo for it, it was a catastrophic failure. This is when i started releasing demo's to test waters on any game i produce before going ahead with the production of the full product. This was where I found my own brand of creativity, which became "Intelligence" and the impetus for my path on barely-notorious success.

But yeah Terra: New Moon as I think the description says, was just a 2 week try out of the MV engine to make a small demo. MV was the first RPGmaker where I actually enjoyed working with the Run-time assets. Kyoshi is one of my older characters, who goes all the way back to my TT_RPG days-- he was a Hero is "Nemesis", as were most of the characters you see in New moon. Although their designs have changed drastically from then and Terra to today.

I've actually drawn all four of the characters, some multiple times. You know how Kyoshi's design is now- Valin is now this oddly attractive monkey boi. Nikki is similar to her old design but her outfit has much more to it. Trixie has had the biggest change.
Image
Both Valin and Trixie are Monkeets, or monkey-people. Traditionally their design was meant to be cute, but now I've stylized their designs more of the jarring look the animations of say, the band Gorillaz have. Given that all life in the Cosmos was generated by Monkeys from the Origin world- Haven, which lead into humans, elves, and all other manner of creature, it's not surprising there's a lot of in-betweens. Half-breeds like the Corporation XVI members, and other's who are much more monkey-sided like Trixie and especially Valin. I mean Valin's name is hebrew for "Monkey King" as I always have gotta be like that with names. Nikki (Nicole) means jewel of the people, and considering Nikki is a revolutionary and a protestor of the people this fits well. Kyoshi means 'Quiet and calm' in Japanese-- meanwhile Trixie means valorous and honest... which suits her to a T, albeit name-meanings don't often include bad annotations. Trixie is a terrible person morally.

Though mythology of all sorts tends to find their way into my games and characters. I mean let's take a look at the Fantasia cast.

Lumi is often purported as the Lunare Hare, which is based on the mythology of the moon rabbit, or Inaba the White hair. Her ENNUI where she has developed a lot of these traits from is called Naamah, which outside of being one of the angels of temptation in the Zohar Kabbalah, it's also derived from Nhaama of FFXIV- who is described briefly as such: Nhaama, The Dusk Mother, is the Auri elder goddess of the moon.

Then Koko, boy oh boy. So she is often called the Solar Monkey, which is a play on her Ennui's influence from Sun Wukong- who literally has sun as their first name. Sun Wukong was also a monkey King like Valin, just from a different mythology, Chinese specifically. Her ENNUI is named Loa Eisheth Zenunim, with Loa being essentially a wild god or spirit of nature, while Eisheth Zenunim is another of the angels of temptation mentioned in the Zohar Kaballah.

Lilac is the first of the characters to have more western influences- like Dracula. She doesn't like to be a vampire, but she was trapped into that by the circumstances of her past. Though granted, this is only a phase- While her outfit is designed from eastern elements, like Koakuma (Touhou)'s color palette and a dress design similar to Koakuma and Remilia Scarlet --who is also a vampire and she is the influence for a lot of Lilac's character, like her pride, speech mannerisms, like beginning sentences where she is making a counterpoint or statement with Ah~ and other such minutia. It's also where her protective nature regarding her sisters comes from) she has a much more western direction. She is rather lazy, has next to no work ethic, quite selfish and just eats whatever she feels like. Her precise aesthetics aside, she is more designed off of western vampires, as in, the older ones who were just bloodsucking shits, not the sparkle vampires like Twilight has. Because hey lets ape Jojo's vampires in the most terrible western way we can??

Fuck twilight, to this day it legit pisses me off.

All of their names have meaningful correlations as well.

Lumi Fuzz:
Limniscent Fuzzy character, like's glitter and shiny stuff, cue Lumi, then she's also based on a critter which is fuzzy, a bunny or rabbit. Of course there's also the take-two in that she's a cop, so Fuzz also factors in there.

Koko Spiral
Koko's first name was taken from that cheeky 90's Coco-Pops mascot, just switched C;s out for C's so it isn't so on the nose. Her last name Spiral infers to two things, one- her lifestyle, which is an endless spiral of curiosity and avarice for the unknown, and 2, the spiral in which a monkey's tail exhibits.

Lilac Grave
There's a fair bit behind this one. Lilac, her first name, is the color of her eyes, I also wanted to make her first name correlate with the last- i.e., something commonly placed on graves or near graves, so Lilac fit well. Her last name speaks a lot for itself- in that she is undead, she avoided the grave, yet lives life beyond it. Lilac was planned as a character of undeath from the start.

Personalities is where it gets really interesting.

Lumi was based of my optimism and happy go lucky mature, i didn't wanna just carbon copy Rolly though, so i gave her the double-life to make her more complicated. Lumi believing in justice was a challenge because while I believe in justice, i knew the flaws of beliving in things like the law, policing, etc. So i figured i could have Lumi start off ignorant and grow more and more to realize justice isn't a game of what goes and what doesn't. The good thing about this was it would dynamo off of Lilac's sense of self-preservation and anti-establishment. She's also the silly sibling who just has fun and loves cheering people up. A lot of her maannerisms and ideologies were pulled from Mabel of gravity Falls, she also treats Koko in a similar way to what Mabel does dipper.

Koko was based on my indifference and anti-socialism, and given that I had a sibling who i respected despite the fatc he was as flawed as i was, made her fun to write, as it could be said I literally based her of my desire to impress my younger brother, the difference isLilac is her older sister.Lilac also has a lot of pride, where as my bro kinda don't. Her whole personality was built around fighting fear, kinda like I ever had to because i was just sorta born fairly fearless and laid back. Koko however, doesn't yet understand that failure is a means to succeed. She's over a decade younger than me, so I'll give her props for getting so far as she has. Koko is based a fair bit off of Dipper, from gravity falls- which is where her enthusiasm for conspiracy-cracking and mysteries comes from.

Lilac was based on my confidence and my pride. Oh and my protective nature a bit. She's also based on the part of me that tries to be edgy and takes herself seriously but often comes off as kinda goofy. Like with the cast of intelligence, characters like this need a 'i'll bring ya down to earth' like tristy is for Pep, and this is how Koko is for Lilac, however, Lilac also is like this for Koko, who often gets lost in a world of grand conspiracy and can forget the world around her.

The Dynamic was that Lilac would support both her sisters, but keep their expectations realistic. Koko would see Lilac as a rival and aspire to make her proud despite the fact her ways of showing this weren't always so clear. Lumi was the one who just kinda did whatever and wanted to see her sister's happy. Koko needs Lilac to be the mystery bag and keep things interesting, Koko needs Lumi as a supportive person who believes in her. Lumi needs Koko and Lilac because Lumi is terrified of being alone. So she tends to be the glue that keeps them together with her in the mix, no matter how tough it may get. Lilac meanwhile, is terrified of losing her sisters due to her loyalty towards them, and that sense of empowerment of them both looking up to her, so to avoid that becoming a negative thing caused by pride overshadowing her morality, she instead endeavors to protect them, no matter how difficult that is. She knows that they're the only two people who have a chance of really understanding her, and wants to be understood.

Yeah, this is the kind of shit I'm dealing with, lmao. Character conception is easy, character dynamics is a whole other ballpark. Each character in a party or team has to have both something they contribute, and something they get out of it. or instance, if you were contributing nothing, but getting everything, you're a parasite, and therefore a pretty unlikeable character. Yet if your contributing everything, but getting nothing- why even stay in that relationship? This is what dynamic is all about. Not why a character is in that group, but why they STAY in that group. Why they are both allowed to be part of that group, and why they want to be in that group.

I discovered most of this when writing the cast for intelligence, and how their dynamic worked. Pep, is a little shit some of the time, but he is entertaining, and tends to leave an impression on people that is hard to not admire. He's charasmatic, but humble. he also is incredibly accepting, he's terrible at holding grudges, even against someone like Esperia who essentially ruined his entire family. He's also got that fearlessness I've kinda got, only he is better than me, hbecause he doesn't work to destroy people who piss him off, he just sorta ignores them. he doesn't have to deal with pesky pride like I do. Pep above all else, fears being alone- which is essentially how he was left after PFC, although Kara was assigned to keep him company (as a Guardian Angel) until he'd found new ground. After he'd made attempts that had failed, he was headed to Mt. Warning, or Mt. Sucide as he calls it, but on his trek there he encounters Rolly, who changes his life forever. Rolly is the compassionate loving non-judgemental bun of fun he needes to give him a reason. he may scold Rolyl for his flaws, but he knows it's all water of a ducks back, because Rolly doesn't give a crap. Verbal scorn means next to nothing for him unless he knows he is in the wrong, at which point he usually apologiezes and shows that he cares in actions and words both.

These two get on famously, to a point of nearing bromance, Rolly was the loving bundle of chaos and playfulness Pep needed to keep life interesting, while Pep was the unpredictable but underneath it all gold-hearted friend Rolly always wanted.

Enter Tristy, who was tired of solitude, and desperately wanted friends but was so socially awkward she had no idea where to start, she makes her entrance in her way and introduces herself, at first pep calls her shiela, she just says 'Tristy will do, thanks' and pep can already appreciate that she aint gonna be pushed around. Something he always admired about both Nola and his mother, they weren't pushovers and wouldn't do what went against their morals and mindset, and would not allow pep to get away with his shit.

Tristy was the ground Pep needed, someone to bring him back to earth when he was going too far. While Rolly was a good friend, pep knew Rolly would let him do almost anything- Rolly was like most doggos, loyal to a fault.

Tristy wasn't. She was independent, strong and sassy- everything Pep admired about the girls previously in his life. At first Tristy is weary of pep, because well- he does seem like a loose canon, but she soon discovered that he was both honest and had a good heart. It didn't take long for these three to make ap act of friendship that would keep them together basically as much as friends can be. "Forever Together." Tristy also wanted to find stuff out about Pep, he was her mystery bag. There's a lot about pep Tristy still doesn't know to this day. Pep and Rolly were flawed, and so is Tristy-- when she admitted to thievery, feeling ashamed, pep nor Rolly really cared much. Pep knew he couldn't judge, given his past. And Rolly was just naturally accepting. Tristy was also solely stealing from mega-corporate stores n' stuff, Pep by this point has no love for coporate sectors and honestly has no issue with it, and Rolly is happy because it cures a large problem of his own- his appetite. While pep can live on red cordial which is both cheap and widely distributed- Rolly is only interested in junk food and unhealthy garbage, one of his favourites being the radioactive truffles which tern him that green color and give him no superpowers whatsoever. His strength is a result of his past in the Mafia back when he was rumrunner and grifter for bad boys of new Jersey. It wasn't his favorite gig but it paid well (so he could continue his appetite), it had access to radioactive truffles which remain illegal in the U.S. as they were essentially seen as an illicit substance and on top of that he didn't have much where else to go. His parents kicked him out when he was only a rugrat. His old boss Catfish trained him up, and that's where he developed his love of brawling, and the capaacity to hurt. I.e. when he gets the face shadow-- that's his dark side.

Limbo himself noted that such a focus in battle could become troublesome.
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Limbo meanwhile, functions largely as their teacher and their ally- and becomes fond of them, so decides to became their assistant and promoter- which is why in Act 3 there's posts all over the city with soft drink advertising heroes who had saved the world. This generated a shit ton of revenue. pep was also a very good charismatic speaker, often including everybody in the showboat. Limbo will continue to be their good friend and confidante so long as they continue to surprise and amuse him- which is unlikely to be difficult.

Boy oh golly have I rambled on! I'll put a pause on this here. I gotta go get the Mac and Linux versions of Re-Write done, then finally begin working on Disk 2 a bunch!


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    coyotecraft
  Sun Jun 21, 2020 1:02 am
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Your characters talk a lot but you break it up into events. This game I was playing was like 1000 textboxs before the first battle. Non stop exposition. Races, political factions, magic systems, flashbacks from some NPCs childhood. At some point I stopped reading and was just button smashing through like - omg it doesn't end, this is a game right?

Anyways. It's hard to work on anything atm. My dad keeps calling me over to help with his projects.

Edit: fun story, I had a dream I was using rpg maker. I never have dreams like that. I can tell you I was writing dialogue and i was amazed at how effortless it was. Dunno what I was actually writing though. It might have just been the impression of writing. I was kind of aware I was dreaming. But I was like, what am I doing differently? How am I doing this? I need to pay attention so I can do this again when I'm awake. But the only observation I got out of it was, hmm, the characters are taking turns speaking. Of course!
whatever lucidness I had faded away after that. Seems like the kind of epiphany someone would have when they are high.


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    Nathaniel3W
  Sun Jun 21, 2020 8:17 am
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Location: Washington, DC
Didn't one of you do an analysis of the number of textboxes in selected JRPGs? I remember one of you telling me that the appropriate number of textboxes in a cutscene is 20. I try to stick to that. I pretty often go over, but at least I tell myself "I'm getting close to 20. I need to wrap it up now."

I finally finished up a major cutscene section yesterday. It's not just one cutscene. Dialog in front of the enemy castle, dialog when you defeat the enemy leader on the battlefield, dialog in the courtyard where your ally says he'll take the south keep as you take the north keep, dialog inside the keep as you split up to look for the enemy leader, dialog when you find her and she reveals that she's just a pawn, dialog when you learn that you've been betrayed... Anyway, lots of dialog, but I tried to break it up with a little walking around and advancing quests. And I added some fun effects, like a sepia filter when you're watching something that happened in the past, and camera shakes and falling bricks and sound effects as the castle falls. So I got some stuff done but overall it's a pretty inefficient use of my time. I probably spent over a week adding maybe 10 minutes of playtime.

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    coyotecraft
  Sun Jun 21, 2020 10:43 am
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That was me. I think the upper range was 50. Even for visual novels. Although I have seen it go over that. But some games have small text boxes so its more like sentences.
Speaking of. I was going to adjust the RM textbox to find the right window dimensions and text size so I don't waste time formatting text to fit.

I played a visual novel demo last night in Japanese. I hate chirping text. But the textbox itself would slide in and out with motion graphics and a kind of satisfying crunch. I might try replicating.
Also it was doing something with portraits I've never seen before. The characters weren't always on screen. Sometimes they'd walk - I'll say behind the camera - and so their portrait would be in the textbox rather than the full body bust. Normally you'd see that in a special cgi event. I've never seen it done as an effect for distance. Besides someone talking on a tv or phone. Like one character is rummaging through a chest or trunk or closet. So they're out of view. It gives an illusion of space even though visual novels don't generally have environments besides a backdrop.


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    BizarreMonkey
  Wed Jul 01, 2020 1:11 am
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Location: Straya Land Carnt.
I began working on Demo 3 / Disk 2 a bunch, as such.

First, let's start with Pjcr getting me files and me finally getting around to implementing them!
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Lily's Fennec Fox Ears and her alert/angry poses will be fixed in the future. I have told Pjcr to do so once he has finished Akra Olna.

Here's Lily in all her informative grace~! I based her voice slightly off of a certain series certain character's english dub voice.

She'll explain the basics of Zen Aneia... Akra Olna will be able to be pressed for much more in-depth info.

Here is some main story content-- Cathy pulling a little at the vestigial writing on the walls, asking about the one guiding the characters... It always gets a little spooky when 'The Player' is brought into things.

As this video reveals, I've received the portraits for Renae, Cathy, Lily and even Zephyrra in full. Personal progress wise, Pjcr is up to Akra Olna on his end.

I've been mapping a lot lately to prepare new areas in Zen Aneia... currently it isn't nearly as freeform as I'd like... but that will come naturally as more maps are added. I'm tempted to actually make the exterior one large map. hyper detailed. With heaps of hidden little events and stuff. Could be great fun.

But for now, here's what I have to show.
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The Sprites for Remira, Akra Olna, Nanianne, as well as the other 3 kitsune are all done. Xiie just has not been able to submit them due to internet issues. Same goes mostly for Pjcr although last i checked he hadn't yet finished Akra Olna.

Jake has done a bunch more music.



And I do mean a bunch! Bunches and bunches~!

If you've played a good amount of Menagerie those first four might strike a chord with you, as they are essentially remasters / heroic battle renders of these vaguely familiar songs.

So yeah... work has been going well since i dropped re-write. You can now get Linux, Mac and Windows version from Fantasia's main page here.


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    coyotecraft
  Thu Jul 02, 2020 10:37 am
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I've been practicing an Active Imagination technique using a new understanding of how you feed or withhold something from your unconscious. It gets results. I think. But I'm partly just remembering stuff that I've already consciously imagined and I had just forgot about and never wrote down.

Writing it down is the challenge. Because it's like meditation. I'm not doing it with my hands on a keyboard. So when I get around to typing, it is a pale imitation. Actually, I was never really experiencing it as the written word in the first place. So I'm probably adapting a lot more than I want to believe. I picture gestures and vocal intonation. And with dialogue there's a train of thought you are entranced by. Building characterization and whatnot though a specific phrasing that wouldn't work in just any order.


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