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Name one thing that you added to your MV Project today

Jodis

Adventurer
Xy$
0.44
Today I re-made some old XP tiles I found (Were they made by Ben-Ben, no idea. Regardless, inspired by their work. xD) into new ones in the style of MVs. I'm very pleased with the result. Hopefully tomorrow, my boat will be finished.

Old XP:
New MV:

Looks a little blurrier then normal. (Maybe I'm just going blind) o-o
you are not going blind it is common when you inlarge any image. that is why I will not port lower pixal art to a larger tile size. there are ways to decrese the bluryness. but when i saw mv tiles i new what they did it is better to have the art bigger and make it smaller. this way you get a sharper image not a blur like what you see.
 

Sinnistar

Praised Adventurer
you are not going blind it is common when you inlarge any image. that is why I will not port lower pixal art to a larger tile size. there are ways to decrese the bluryness. but when i saw mv tiles i new what they did it is better to have the art bigger and make it smaller. this way you get a sharper image not a blur like what you see.
Always a good idea to repixel enlarged art so it don't havr that appearance too if you do end up enlarging smaller ones. But yeah I tend to keep the original nearby so I can make an exact copy as best I can (Just look at the sci-fi set I made for my Ebony Stars game xP)
[doublepost=1465034261,1465022743][/doublepost]So today I've been pretty busy heh. I now have all the text set up to display a character name above the dialogue windows! I changed Lucia's father's image to fit better with the story. I fixed a crap ton of bugs that a recent demo tester pointed out, he gave an amazing review step by step as he played it so that really helped find out where issues were and get rid of them! Changed the way dated events work, changed several classes to be customized, added in a skip intro choice since several people didn't like the text crawl lol (but it is all important to the story and will be animated eventually), changed dashing option to on so movement isn't so sluggish, added on map enemy encounters, started the relationship variables so they will be initialized in the start of the game based on your choices (these will allow for the romance system and such as well. There will be a rank every 100 points in both directions (so yes, rivals can be a thing too xP) and with each rank a passive effect will be applied when the involved characters are fighting together. Once one is capped it will trigger a switch which will be used later to determine which of the future children appear in the story. One based on the romance partner and 2 random). Whew...I been busy lol. And to top it off, I started the guild system as well, but there's still a lot of edits and fixes I have to finish before I can get too into either of those two systems or the next segment of the storyline (since it turns out the entirety of chapter 3 was unplayable due to a trigger error >.< sorry guys! That was the main point behind the previous version lol)

In other news, I'm working on another set of resources for this month's pack xP and this one should be pretty nice when I finish it all, but I'm gonna keep the details on those secret for now heh. Let's just call the theme, a nightly voyage.
 
@Jodis , to be fair almost all of the tiles there, are actually MV tiles, just edited and re-styled. I do think it was my eyes just playing tricks on me as now I look at them, they look normal again.
For today, I made a Temple:
I also made an entire tile-set to accompany said temple, I've made over 30+ Tilesets for a game I'll probably never finish, if people are interested, I could share some, someday maybe! :3
 

Sinnistar

Praised Adventurer
@Jodis , to be fair almost all of the tiles there, are actually MV tiles, just edited and re-styled. I do think it was my eyes just playing tricks on me as now I look at them, they look normal again.
For today, I made a Temple:
I also made an entire tile-set to accompany said temple, I've made over 30+ Tilesets for a game I'll probably never finish, if people are interested, I could share some, someday maybe! :3
Well I for one would like to see some of those heh. xP (And I think Jodis was referring to the original version of that tileset looking a bit blurry (VX version?) which it kinda does to me too lol but the MV version doesn't seem to have that to me anyway). Really cool temple you got there too xD. You seem really good at making these type of tilesets heh xP
 
Oh right. Silly me. xD Also, thank you, I surprise myself sometimes with how good they turn out since I just randomly make or edit whatever comes to mind. I'll have to create a thread some-time and post some of my work (They'll be free to use, if I do), just have to finish some bits and bobs until i'm happy.
 
Oh right. Silly me. xD Also, thank you, I surprise myself sometimes with how good they turn out since I just randomly make or edit whatever comes to mind. I'll have to create a thread some-time and post some of my work (They'll be free to use, if I do), just have to finish some bits and bobs until i'm happy.
Sometimes random can churn out some really cool things, which often lead to other things and so on. I love your temple; it's really good!
 

Cosmette

Villager
Xy$
0.00
Still learning the ropes so nothing exciting really.
Just figured out how to allow the player to choose a character and give them a name.
Looks incredibly bland currently so I'm hoping I can figure out how to spice up the menu in the future.

Other than that just been experimenting with parallax backgrounds for visual effects and stuff.
(This one's my fav.)
 

Sinnistar

Praised Adventurer
Still learning the ropes so nothing exciting really.
Just figured out how to allow the player to choose a character and give them a name.
Looks incredibly bland currently so I'm hoping I can figure out how to spice up the menu in the future.

Other than that just been experimenting with parallax backgrounds for visual effects and stuff.
(This one's my fav.)
Allowing the player to choose their character is an awesome feature to have xP renaming even moreso lol. But yeah, looks like you have a good start going for ya there!
 

Cosmette

Villager
Xy$
0.00
Managed to figure out how to input names for items by inputting a name for an actor and then calling the name of the actor in place of the item name. So as well as choosing your gender and your name, you'll also be able to have your favourite food as an item!

Now I'm gonna spend a year trying to get items to have different effects on different actors.
 
Allowing the player to choose their character is an awesome feature to have xP renaming even moreso lol
That gives me an idea. I wonder if I can do that with Otherworld. In the beginning, select one of the 3 main characters to start with. They all have different ideals, motives and paths, but they all end up in the same place. So essentially it'd become 3 different perspectives of the same story.

Otherworld is progressing slowly, but "in secret" right now. So there won't be any new updates even on the site for it.

We're focusing on writing the storyline for Gaia's Dream, starting with the Prologue and Chapter I (and thinking of a subtitle for it). After the "dramatic" prologue, it needs to follow suit, so while my wife is helping with the plot/story aspect, I'm designing a few more graphics for it.
 

Sinnistar

Praised Adventurer
That gives me an idea. I wonder if I can do that with Otherworld. In the beginning, select one of the 3 main characters to start with. They all have different ideals, motives and paths, but they all end up in the same place. So essentially it'd become 3 different perspectives of the same story.

Otherworld is progressing slowly, but "in secret" right now. So there won't be any new updates even on the site for it.

We're focusing on writing the storyline for Gaia's Dream, starting with the Prologue and Chapter I (and thinking of a subtitle for it). After the "dramatic" prologue, it needs to follow suit, so while my wife is helping with the plot/story aspect, I'm designing a few more graphics for it.
That's pretty much exactly how both my games are. Tales of the Lumminai gives you the option to play as Lucia or Leon, both in two very different worlds each effected by the same events but in different ways. So in a sense there are two perspectives to the same main story in TOTL. In Ebony Stars however lol, you get to choose from SIX total characters to play as. Each of these are pretty different as well and your choice will determine what you start with and what NPC's will exist in the world. The storyline will be the same for each character, but the dialogue will be different, so again it's 6 different perspectives to the same story which just adds replayability and such too xD. I love doing things like this and I play any game that has this function to it as well heh.

That'd be an awesome idea for you to follow for sure! Customization = win, even if it's just customization by choosing your main character xP
[doublepost=1465172119,1465172052][/doublepost]
Managed to figure out how to input names for items by inputting a name for an actor and then calling the name of the actor in place of the item name. So as well as choosing your gender and your name, you'll also be able to have your favourite food as an item!

Now I'm gonna spend a year trying to get items to have different effects on different actors.
Yanfly's plugin for the item stuff should help with the varying effects heh. I'm pretty sure I have made items that are like that using their plugins before.
 
@Sinnistar I completely agree. Customization adds a lot more to the game, more depth and dimension. If being able to play one of the 3 main characters in Otherworld is viable, then I think I'd also adapt the Karma plugin to apply to ALL characters. That said, I've not decided on the actual system yet.
 

Sinnistar

Praised Adventurer
@Sinnistar I completely agree. Customization adds a lot more to the game, more depth and dimension. If being able to play one of the 3 main characters in Otherworld is viable, then I think I'd also adapt the Karma plugin to apply to ALL characters. That said, I've not decided on the actual system yet.
That'd be cool to see if you do decide to go through with that idea xD.

So today I continued adding in the name tags, events for enemy encounters on the maps, created a safe zone on all of the roadways (giving a purpose for following them since these are patrolled by nation guards depending where you are in the game world). I went into the database as well and started fixing up the skills and making them work better with the CTB battle system too. More balancing with the enemies and classes of the player's characters, and a bunch of item changes and reorganization for easier access and such. I also continued creating the relationship system but it's still rough heh, but in a gist, each and every battle with these characters will either raise or lower the friendship levels by 1 (or lower it by 3). The reason for either direction is that certain characters dislike fighting certain types of enemies (the characters can be swapped out in battle to prevent negative relation points at battle end however!) For example, Esra would be a character who dislikes killing animals but will be happy when things like bugs are defeated. She's the farm girl so it reflects purely on how she is. This system will be extended to EVERY ally character, although only 12 will be romancible for simplicity sake. It's a variable based system so things can become overwhelming rather quickly heh. There will be faction relations as well which will effect some quests and quest rewards creating a different situation with each relationship rank. To explain how this will work xP it's gonna be harsh on negative relations (if you open a chest inside of a factions' region where you have a negative relation, the chest will then become a mimic that you will have to defeat before acquiring the item inside because the faction will have made it so as punishment for anyone like you). Vice Versa, if you're in high relations, you may get bonus items or stronger variations of the basic item as a reward for being a friend among them. This setup is gonna be one crazy process but I think it'll become a good idea heh.
 

Cunechan

∠( ᐛ 」∠)_
I made a parallax map for my game and a set of character poses with animations and have all the characters pixeled by now :D The last thing I need now is time for rpg maker
 

Dad3353

Praised Adventurer
Today's task was a bit of a surprise. I'd called for comments on my Rachdale Cheese Demo, and that's what I got..! Several folks have mentioned being a little perturbed by my 'auto' text boxes, which close automatically after a short delay. I've spent this evening removing this 'feature', reducing them all to the more 'standard' method whereby the Player 'clicks' to remove the box. Is it better..? It's not for me to say, really. Try it out yourselves, maybe..?
 

Cosmette

Villager
Xy$
0.00
Made some window skins, still trying to figure out how to pad them properly.
Is it possible to completely remove the outline from text? I don't really like the anti-aliasing.
 

Sinnistar

Praised Adventurer
Made some window skins, still trying to figure out how to pad them properly.
Is it possible to completely remove the outline from text? I don't really like the anti-aliasing.
You can prolly remove the outline yeah. I've seen it before anyhow. not sure how they did it though.

Today I didn't get around to doing much, but I added in a new animated wolf enemy that has 6 different color variations that the troop will choose from randomly when this enemy is used xP. I plan for most of my enemy creatures to be this way, and even some variations have different types of elemental skills. Other than that, I just added in more enemies on the maps and have all the text set up through Chapter 2 with the name tags and all that xP Things are going well enough.
 
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