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    BizarreMonkey
  Fri Oct 23, 2020 4:10 pm
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coyotecraft wrote:
I'm going to be staring at this 30 second loop forever. Questioning my life choices.
I don't want to bloat the game with all these image layers. At some point it might be better to just render the scene as a webm video. But my video editing software is retarded and can't do 4:3 aspect ratios for some reason.


My current plan is that as Sven turns on the lighter, Naxon's hand fires go out. Then have some symbols glow on the tablet and maybe on Naxon as well. But I'm debating if I should draw a new thing of Naxon or not. Trying to recycle his game's portrait. I can scale it up to fit the scene better. But why cut corners if I don't have to?
It's certainly possible to do less. I could ditch the clock and tower in the background, but it's creates a sense of space I think.

Looking at Perseverance's files, there's actually a leftover layer file containing Nola's portraits. That's like 2mb. Removing that basically offsets whatever I'd be adding. All the portraits have a height of 480, but they're not actually using the bottom 120px where the hud and dialogue boxes would go. I took a minute to batch process the lot of 185 images to see what cutting off this bottom section would do to the folder size. It saves 300kb. About the size of the Cityscape background I made, so maybe it's worth it.

Something else I need to remember to watch out for, GIMP, in a recent update has changed it color precision to work in a 32bit integer mode. Which saves files sizes twice as big. I thought had seriously overestimated my filesizes.
The black boxes were to ensure there wasn't any distracting leaks in the displayed information down the bottom, keeping in mind that's where a HUD hangs out so removing it adds an odd ugly yellow layer behind the dialogue boxes

I do love how this looks, it's too bad i never got Xiie to do a full blown Naxon portrait but I can totally make a webm in that effect, I wasn't planning to make a movie out of this scene especially seeing as one plays not long after but it'll be forgiven if it doesn't take long.

If you hand me the demo project I can make something flashy with what work you've done. If you weren't in the credits already you definitely will be now.

As for me, I've been until today super productive, and i chose to take it easy today lest I risk insanely burning out again.

So as you know, I got that cutscene done, and I did state I'd start work on the cinematic tomorrow, i did, and got 20 seconds of it done, in fact.

I didn't report as much right away, due to busyness and the day after being out at art workshop and me wanting to relax today. But here it is.

The next part will be drawing Svoli transforming from her regular clothes to her serazen outfit and the 7 wings bursting out in sequential order, each in the color of the rainbow.

So that'll be fun.


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    coyotecraft
  Sat Oct 24, 2020 9:30 am
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Well, I had a productive week. Besides the thing I was doing for Biz, I was also working on some battle backgrounds. Nothing specific. Practicing different techniques and such. Writing notes to myself, 'cause who know when I'll be painting backgrounds again. Nothing useable so far, just materials and practice and sketch concepts.


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    coyotecraft
  Sun Oct 25, 2020 4:59 am
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MZ has this annoying dark fuzzy edge when it blurs the screen for the menu and battle system. It's related to PIXI and has a simple remedy.
Just change Change PIXI.filters.BlurFilter() to PIXI.filters.BlurFilter(clamp=true)
in rmmz_sprites.js and rmmz_scenes.js


But I dunno. I feel like I'm the only one with eyes to see these things.
Image


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    BizarreMonkey
  Sun Oct 25, 2020 6:07 am
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coyotecraft wrote:
MZ has this annoying dark fuzzy edge when it blurs the screen for the menu and battle system. It's related to PIXI and has a simple remedy.
Just change Change PIXI.filters.BlurFilter() to PIXI.filters.BlurFilter(clamp=true)
in rmmz_sprites.js and rmmz_scenes.js


But I dunno. I feel like I'm the only one with eyes to see these things.
Image
Pretty much seems to be the running gag with the bad style design decisions that went into this maker.

I mean look at the iconset, they must either actually think this babby's first low-grade photoshop magik is attractive or are just so lazy and apathetic to the rpgmaker consumerbase that they've just made it the intentionial design.

I will say I was impressed when I looked in the launch scripts in the /dlc folder to find a bunch of really handy plugins, including some I have had trouble finding in MV... it makes me wonder if some would be backwards compatible-- like the one for picture animation... but I can't exactly check right now.

My computer decided to blue screen this morning so I'm backing up my files and intend to spend the day reformatting / transferring while I do traditional art to pass the time.
Image
This is a bruh amount of time I could be making games or more realistically- playing Genshin impact with instead... but eh- I've been meaning to reformat for a while so this was just a good impetus to actually go ahead and do it. Lazy sundays are a better time than any.

I'm currently in safemode with networking enabled which is how i am posting here... but I have a laptop in my bedroom I can use if I really wanna do something like watch videos or even make games. Might be a good opportunity to try out Pixel Maker MV and get Crowfeast off the ground, but we'll see~!


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    coyotecraft
  Sun Oct 25, 2020 11:01 am
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And I fixed a texture bleeding issue with the window skin. You could see it most easily on the Battle screen Actor Status window, which doesn't have the blue boarder around it. It's the left edge of the window back, which has part of the right boarder frame bleeding over on the window.png spritesheet.
It's also there on the main menu if you squint really hard, but it's covered by the boarder frame so it's hardly noticeable.

the trick was to toggle smoothing to false, which changes the pixi upscaling mode from linear to nearest.


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    LaDestitute
  Mon Oct 26, 2020 8:10 pm
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Been working on porting one of my Minecraft 1.12.2 mods to 1.16.3. Things are going rather well and considering I started six days ago, I'm pretty close to being done with the port, special blocks and stuff aside.


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    coyotecraft
  Thu Oct 29, 2020 4:38 pm
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I've been playing with more script events in MZ. Seeing what I can do, with existing functions, without rewriting anything with plug-ins.

Like, I made a Storage Chest utilizing the Select Item window.
I don't know if MV had this, but MZ's events have a stopcounter which keeps track of how long an event has been stopped. Which is convent for making bombs or timed behavior.

As "cute" as I think it is to have a "teleport" skill to change maps by calling a common event.
It's far far far more versatile to have a window prompt + eval() that lets me edit things in game. That's ALL you really need.

MZ's Show Message has an added Name Box feature. Which is so nice to not need a plugin anymore. And it works with the \P[] code that stands in for variable Party Members. But sadly there's no variable function to do the same with Facesets. I have a little snippet to fix this.


RMMZ updated from 1.0.2 to 1.1.0 today.
You can now add STAR passage to Tileset A.
Some more changes to the Character Generator, fixing an issue with frowning eyebows not matching skintones (but they didn't fix the eyes)
They fixed a duplicate window on a tileset, which they said they'd fix about a month ago.
Apparently there was a soft lock issue with AI controlled party members that can't attack.
And they changed a few things with how projects are deployed.
I feel like a lot of this update should have been apart of the last update. It's such a slow response time, I seriously doubt they'll be doing any major improvements. And it's frustrating, so much of it is self-evident. They shouldn't need us to be their eyes and tell them what's wrong with it.


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    coyotecraft
  Fri Oct 30, 2020 6:06 pm
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I think I might have found a good 3 frame walk cycle for 4 legged animals. It might work with a little more tweaking.
Image
But getting the right proportions is another challenge.
Image

For reference I did a different Pony walk cycle a couple summers ago, that was 6 frames. Which I used to demo a custom frame plugin in MV.
Image


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    BizarreMonkey
  Fri Nov 06, 2020 9:17 pm
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Location: The Intangible Nexus that divides realities into observable manifestations of being.
Been a while, huh? Well, it's with no small amount of shame that a lot of the time away has been spent on unproductive pursuits... such as playing the bad game by blizzard, and this hot new game by mihoyo.

But! That isn't to say I've got no work done at all, only my two artist's have that accomplishment to brag of! And that's because phillipines is being hit by super-typhoon after another, both are confirmed alright and the worst has past, but power nationwide has been effected and may take a while to come online.

As for me! Outside of the remainder of that cinematic and the 'run from evil girl' obstacle event, Zen Aneia's main story is finished. Sans polish and touch-ups and cutting down tri-force a bunch because 10 minutes of the player watching cool stuff happen is a bit much and i'd rather cut it down to a third of that if possible.

But anyway! Here's what the end of that whole area looks like! 15 minutes huh? Well, to be fair... I doubt many players will be reading all this out, I'm also likely to cut a lot of this dialogue down.

Had a lot of fun with the voice acting, it won't be in the game... much as that has been encouraged by some nice fellows over on a certain discord.

And now! Some optional events to more properly build onto these fluffy fox characters all just hanging around.

Is there more...? i hear you ask.

Not a certain devlog we've no doubt been waiting on?

Today friendos... not tomorrow, I'm not going to pretend, it's today or never!


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    coyotecraft
  Sat Nov 07, 2020 12:37 am
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I recently blocked certain social sites again. Not that I need the help, I've been spending the weekends working on a house with no wifi or heat. And sometimes not even water depending on what we're working on.
But when I comeback to civilization, I'm just frustrated with how unattentive people are.

I've been dealing with sales reps that don't know anything about what they're selling and can't offer any support beyond a minute long video on how to use a power button to turn a device on and off.

Edit: and I rushed out the door without my power cord so I have to ration my 4-5 hour battery life across 2 days.


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    Hybrida
  Sat Nov 07, 2020 3:09 am
••• Ultra Ego Maniac •••
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Location: USA | Miami Florida
Currently on my project called Omega Force Hybrida: The game is being restructured to follow the real story and not some made up crap for copyright protections. Now that I have a full copyright and ownership to all my IP's (IE: XRZ, Solarisa, Elonny, etc) I can post without being so reluctant and cautious...

Oddly enough the game regressed into battles only with dialog in between and cut scenes. I got kinda lazy, but it tells the story and it's fun. All that matters. I guess. I'm severely lacking in the graphics department... It can be VERY demoralizing beyond belief. (Muh ego.)

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OMEGA FORCE HYBRIDA®


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    BizarreMonkey
  Sat Nov 07, 2020 12:55 pm
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Location: The Intangible Nexus that divides realities into observable manifestations of being.
I too ran into the "having graphics that look like artefacted rainbow catshit" problem but then i remembered the ancient sagely advice passed down to me from generations before...

GET SOMEONE TO DO ALL THE HARDWORK FOR YOU!

That money's going to go to gacha if not to starving third-world artists so easily-justifiable moral choices are a go!

Anyway i said earlier that it would be today or never that the fifth installment of Simian Scandal devlog would be produced and uploaded on my youtube chanel and after a lot of cantankerous bullshit and a bunch of screaming into my garbage mic because it has fucking deafman syndrome I finally managed to finish and upload the devlog as my ultimatum half-promised.

I had so much fun with this one, lots of funny humour and me being hilariously self-aware hopefully and also one of my only videos ever to mention i play the bad game by blizzard and genshin impact.


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    Xhukari
  Tue Nov 10, 2020 4:21 am
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Finally jumping back into game dev after playing the Dark Souls trilogy! I'm enamoured with Sprite Stacking again though. So I'm trying to make that work, though in a different manner than last time, as this time I plan to allow the world to be rotating around.

Sprite Stacking is a 2D technique, to create the illusion of a 3D isometric game, by overlapping sprites at an offset, with each sprite being one pixel higher of the object. Some examples of it in action by other people include NIUM, and this one with additional shaders and effects on top. To me, it feels like it strikes an in-between the voxel and traditional-sprite art. So far I have a test Construct 3 file, where I've gotten the sprite stacking, rotation and overlapping working correctly for one object and the player. I'm planning to sprite stack the player too, unlike the two examples mostly because I really like how it looks compared to the non-sprite-stacked player.

I haven't fleshed out my idea yet, but I'm thinking about returning to a streamlined monster-catching game. And as inspiration from Dark Souls 1, I plan to make it non-linear, with the intent that levelling up your monsters just has them learning new skills, instead of becoming statistically stronger. This way all directions are viable from the offset, and you can't outlevel the content to diminish the difficulty. And I actually plan to make 'catching them all' be a vital part of the gameplay, with a more involved catching process than just always battling and catching them at low health (which some still will be). I plan to have it so you may need bait, or traps, etc. And that evolution is more logical (e.g., feeding a caterpillar enough food will make it evolve into its cocoon stage).


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    Ellie
  Tue Nov 10, 2020 1:23 pm
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I'm procrastinating working on my game and doing my NVQ exam by being really productive elsewhere.


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    coyotecraft
  Wed Nov 11, 2020 8:59 pm
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I was working 'n studying effekseer. Unfortunately there doesn't seem to be a way to have animations reference in-game variables. It'd be nice to spawn a particle at $gamePlayer.x or move to that position.
I mean, I might be able to manipulate effects with a plugin.

*GASP*
Just check the GIMP website. They released a development build of v2.99, their last version was 2.10.22 so that's a big jump. GIMP has had a lot of problems the last couple years. Now, this isn't a stable release. But I'm going to try it out and HOPE they fix the table support issues.


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    Xhukari
  Thu Nov 12, 2020 1:05 am
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Quickly gave up making sprite stacks manually with Aseprite, so bought some nifty new software (called Spritestack) purposefully built for it. Honestly, the actual editor isn't as fully fleshed out as I'd like. The export options are preeeeetty nice though. It can also do keyframe animation apparently, but I haven't touched it.


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    BizarreMonkey
  Thu Nov 12, 2020 10:25 am
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Location: The Intangible Nexus that divides realities into observable manifestations of being.
Of 64 seconds, only 29 now remain, for I have now gotten this beauty up to 35 seconds.

I've really gotten better at giving actions weight via sound design and animations, like the pulse rings.

That's not all I've done though! I also got the next part of the main story done, and recorded / voiced this optional event that i finished a while ago.

So yeah, Disk 2 is going well!


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    Xhukari
  Sun Nov 15, 2020 3:54 pm
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Turns out I praised the software too hastily. It doesn't export slices well at all (wrong pixels in wrong locations), then I tried another piece of software which has even worse exporting problems! Lovely waste of time and money... I'll return back to Aseprite. Though it is much slower, at least my damned pixels stay where I placed them. I'll see if I can find a way to make a Construct project which automatically loads files and displays them sprite-stacked when launched, to reduce wasting time to preview it.


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    Xhukari
  Mon Nov 16, 2020 5:03 pm
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I couldn't figure out how to get Construct to dynamically load images when launched, but then I suddenly remembered a free piece of software, from the dark reaches of my mind... MagicaVoxel. And what do you know, it actually exports as it should! Kind of hilarious that the free software does slices better than the two paid options...

I already prototyped some basic functionality for this sprite stacking thing (rotating the camera and collisions mostly), so now I'm remaking that stuff, but properly with comments and the like (for a better foundation), and also taken a slightly different approach based upon the experience on the prototype. I'll probably fire up a proper thread for it soon (or continue the one in the Incubation area? Not sure which makes more sense).


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    coyotecraft
  Mon Nov 16, 2020 9:12 pm
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I've been struggling to get back into writing. Nothing new.

Last night in my sleep deprived delirium I almost shared the secrets of the universe and how you too could unlock your potential without the uninhibiting effect of 2am and 3 cans of coca-cola.


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    BizarreMonkey
  Tue Nov 17, 2020 2:24 pm
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Location: The Intangible Nexus that divides realities into observable manifestations of being.
It is done.

All that remains is the voice actress for Svoli to do her part and for my composer to do the music... I've already assembled the work order for ME 06 Malevolence, the theme that will play to this cinematic and the scene that comes before.

In total it all equates to about 7 minutes and 15 seconds, 6:10 for pre-cinematic evented map cutscene and 1:05 for the cinematic itself.

Pjcr has been hit by flooding that is up to his ceiling so power will be out longer and as a result, I've not gotten any files from him lately.

Xiie's situation hasn't changed. So for now its mostly me just working on the project.


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    coyotecraft
  Sat Nov 21, 2020 4:09 am
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My plan this weekend was to focus on writing. But I might shift to graphics.
edit: I ended up participating in a spontaneous cattle drive, so I didn't get anything done.
Although I did add some new ideas to my idea folder.


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    coyotecraft
  Tue Nov 24, 2020 1:46 pm
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I remembered recently that I never actually worked out a fool proof way to make a match 3 puzzle. That was something I wanted to do with MV to make use of it's touch features. I had most of the systems figure out and a couple ideas about how to chain "blocks" together. Ideally I wanted to be able to highlight a tile/event with a click and have the surrounding tiles be highlighted automatically if they match.

I recently found out how I can trigger events to run from a common event. Not just the event, but I can specify the event page which ordinarily might not be active. This opens up a whole new window of possibilities.
And that's how I accidently recreated minesweeper in Rpg Maker. :lol:

I think I can refine it more. I was using common event calls. But now I think it might be possible to confine everything to a single event "block" which can just be easily copy and pasted.

Figuring out that 1 simple script call exists made my day. I feel pretty accomplished.


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    coyotecraft
  Thu Nov 26, 2020 7:52 am
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So. Hard. To. Phone. Post.

Quick summary of my rant that I lost because my phone is dumb.
Everything is dumb. Broken. Unfinished. Incompetent. Inattentive.

The mz script call list didn't have my discovery documented. The mv script call list has an incorrect entry, which is hard to see, and they linked to yanfly for some reason.

I have more to say about mz rtp now that I'm done waiting for an update and started editing it myself. But it'll have to wait till after Thanksgiving.

No internet. Can't sleep. Everyone is getting on my nerves.


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    Nathaniel3W
  Fri Nov 27, 2020 6:04 pm
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Location: Washington, DC
I can't do anything on a phone. I pretty much only use my phone for things that can't be done on a computer, like making phone calls while out of the house, or checking GPS, or signing up for WhatsApp. (I don't know why people use WhatsApp. What does it do that a dozen other programs don't already do?)

I hope you can get some sleep. And that you can get rid of those people soon, hopefully without resorting to murder.

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


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    Xhukari
  Fri Nov 27, 2020 6:19 pm
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I got a friend who absolutely hates Facebook, and has left it over privacy concerns... anyway, the only way to contact him is through WhatsApp (y'know, that Facebook-owned app).

I'm working on my game still, but I feel I got to solve how the systems will operate before I dive forward with more of the game itself.


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