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 What's up, RMers?
Dunno if it was just the map name but it seems like that :D No problem, I'm glad that it works now^^
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haven't worked on my actual game in almost 2 months. been working on redrawing the ultimate rtp inner tileset, and it's taking forever because i keep getting distracted. i'm eventually going to release both ultimate rtp tilesets when they're done, but it won't be for a looooong while
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Well, I had a request to do a little tinkering with one of my old systems...

Actually, the request was something I tried to do a year ago with this system, but never got around to finishing it. Starting over on the new feature from scratch, and I got stage 1 done.... Starting/Ready pose works. But, I can't seem to control the poses properly right now. And the characters are moving so dang fast, I can hardly see them move all the time.

Meh, I only started tinkering with it after I got home. That was 15 minutes ago.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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This web page is really a stroll-by for all of the information you needed about this and didn’t know who to ask. Glimpse right here, and also you’ll undoubtedly uncover it.
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The CMS for my game is coming along great right now, thanks to my friend derula (the guy who wrote HERMES). And I am writing some books and information for my book of information. Lots of lore for my game. So Demon's Revenge is officially off hiatus. :) We are still deciding on whether we are going with pixelated battlebacks or hand drawn. We are making one of each and will go with the one that looks best.
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I am trying to hire an artist for Hartacon but all I get are super-expensive bills or crappy art... meh!
And one artist I had a deal with for the interface went MIA... grrrr... >:(
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(01-07-2012, 09:22 PM)Charlie Fleed Wrote: I am trying to hire an artist for Hartacon but all I get are super-expensive bills or crappy art... meh!
And one artist I had a deal with for the interface went MIA... grrrr... >:(


Tell me about it! That's a reason my game was on hold. I've been trying to teach myself so that I don't have to rely on others, but bleh. I guess over time the more I do it, I'll be as good as I need to be for my game/future games.
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Some tests (yeah, another engine)...
Some scripts :
Working on :
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Working on one final (I think) augmentation and rework to MrMo's ABS Ultimate....

Have you ever noticed that attacks in RMXP animations happen right after you press the button. I don't mean the animations, but the actual damaging hit? Ow. Sucks if your animation sequence for the attack starts at the same time. I mean, if your animation is of a guy swinging a sword... the target is hit before your guy even gets half way with his swing.

So I'm doing a total rework of the attack systems (even the skills and items), so the moment you press the button, your character's animation starts and it registers what action you set. But it delays it by a set amount before the actual attack, skill, or item is used. You can now have weapons or attacks that take time to cast or use, and others that can be immediately effective after hitting the button.

Your enemies may have just enough time to dodge your swing, or they could be wasted in the blink of an eye. It's all up to how you set up the weapons or skills or items.

That's the plan anyway. Winking with a tongue sticking out I already got the player's effects done.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
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I told some people in IRC how progress is coming along on the ABS. Well, it's come along nicely.

As of now, all the players can start an action motion (like starting a swing) that can require a little delay time before the actual HIT or missile shot effect runs. This means while your player may have a thin rapier that afforded him one animation and a quick and sudden 'hit' to the target, a companion may have a cumbersome sledgehammer with another animation with a slowly reacted 'strike'. Yep, the enemy may get away from the companion swinging the hammer, but less likely to dodge the player.

I have found that the player's series of events run much faster than those of enemies. But that could be because it cycles through a list of enemies with more calculations. Even companions have their routines cycle through faster, but there can be multiple companions compared to just one player. Herein, there will be a bit more work insofar as a timing / calibration system. How's THAT for dilligence?
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
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