Hello everyone, decided I would start getting more things for you to check out by first off today is a cool system I found for RPG Maker VXAce while browsing around the web :D
It has some really nice features including the ability to pick up and move around lights. Also does a good job distorting shadows. I recommend this, its beautiful and would bring some good quality lighting effects to your game. Also maybe some minor tweeks can be made on the transition time in the tints ;D
Next up is some bug fix info, basically I've been called out multiple time by Reka5 for my lack of attention to some bugs in my Enchantment System. so I went back and fixed that, Here is the newly updates post link because im nice and I know you're all lazy :) like myself <3
Hello everyone! I have a preview of the debug menu for you!, soon I will have the second video uploaded :) It will show off some more of the in-game features.
So thats it for now, I will try and get the other video uploaded ASAP
New feature in my game that I will be releasing to the community, This system allows you to input commands to debug your game with, IE you can change switches, variables, add items, give gold, change player info like levels, names, etc. I will come fully equipped and will be customizable, a script mostly for RPG Maker Scripters.
All commands executed in game are logged in Game_Temp, and can be reviewed. You can even make a super command that activates a set of commands IE /super: would give you every item x99, max gold, max level, max stats, etc. I'm currently putting in a /teleport command.
I know its been quite some time since I last made an update, I've been fairly busy lately. Have a few things to show off before I head to bed. First up is some new SS of The Painted Rose:
New HP/MP/AP Bars, finished skill menu, finished main menu layout (might add gold icon), Working on Class grids fixed some bugs and added some new feature (#2) Preview of the debug system which includes editors for all major game systems, and of course new ambiance effects, I think they turned out really well.
Okay now that you've seen that, here is some more info, lately I've been working with friends of mine Stephan, and Dalen on an un-named mystery game, but I will leave you with a SS.
All I can really say is that the game will be steam-punk styled/themed and set on a different planet!! :)
Okay other than video games I've also been hanging out with some friends, one of my very close friends Jeffery Bradley recently married his high school sweetheart (also another friend of mine) Maggie Snider(Now Maggie Bradley) Here is a picture of my Friends and I (Bryant on the left, Jeff in the Middle and Me to the right)
Erm other than that I've just been playing Minecraft and Allods, Also thinking about starting a lets play series, but of course I would need a lot faster upload speed, thanks to my friend Stephan we have a video of Dalens first time playing minecraft on youtube:
Thanks, I can't wait to update you on what else has happened, I think I will start updating once ever Friday.
I've made a few modifications to the battle system, any damage larger than 10,000 is calculated in the K's of damage, so 10K = 10,000, I also added higher ranges for Millions and Billions of Damage, if I feel like being awesome..
Working on a new tileset, still need to fix a lot of stuff in it and add some other things besides rocks and trees, :P
Working on Class Grid Setup So that there is more detailed information in the class Grid system.
Working on a Card Mini-Game where you can capture the souls of monsters in cards then battle as the monster in a mini-game
Added AP for Skill Usage, each skill has an ap Cost, and uses ap to be equipped, once equipped the player can use that skill in battle. You can gain more AP by unlocking points on the Grid.
Added A Debug Menu to help me with working on various parts of the game, such as my own map generation system (no more 3 layers, now has up to 25 layers, just by clicking on [+] button for adding a layer.
Improved Visuals in Battle, new gauges, menus, etc, added shadows under the players (they are dynamic and scale to the battler)
Improved Intro Script Added Use of Flash, and Images, working on a Logo now, trying to decide between my Blog Logo, or a new one.
Added In Better Battle Backs, Use of VX Ace Battle Backs, can be setup in Debug Menu for each map, and can be changed on script command. (the transitions between battle backs is a fade, shake, or flash)
New Save System, now takes a Screenshot of your character and his surroundings in a 400x240 area, Saves to a new folder, and under a new name(that is not .rxdata)
New Quest system, that is dynamic with multiple pages, IE finishing a quest can active another in a chain, using scripted switches. Im working on an editor, for this system.
Added Smart NPC AI, the npc's have AI that allow them to interact with a player randomly, IE random quests, an NPC might come up to you and offer you a job, or steal your money. and you have the option to make a choice.
Added Item weight System, now all items/weapons/armor, have a weight value, the amount of items you can store is dependent on the players average str, (will possibly make each player have their own inventory and can trade/share with the group, would also include group Items tab to view everyone's items not just 1 at a time)
Gear Level Requirements - Each weapon/armor has a required level before use. I'm thinking of making this system based off of something in the class gird. IE ability to use steel weapons/armor (kinda like skyrim)
Made Crafting Editor in Debug Menu
Debug Menu can be accessed VIA Title, or Map From it you can edit, and save all data for all systems.
I'll list more features and changes as they come, until then I hope you enjoy pondering over what I have thus far!
Hello everyone,
I just wanted to preview some features for my game, and go over some of the features I'll be adding soon, so
lets start off with some screen shots of the new main menu interface (with updated status windows) and the
debug/creation/editing mode for my class grid system.
Other features include:
Unique Animated Battlers, and characters
My own animated battle system - Using hotkeys instead of the command menu
A Card Based Mini-Game (idea by Michael Clark) Basically the player uses empty soul cards to capture wounded enemies, then the player can duel other npc's with them (allowing the player to level the monster captured by the card starting from level 1) Each level increases stats, skills, etc its like a game within a game. You can also make bets
A unique Skill system which allows the player to equip Hot Key skills in the menu (also being able to view the skill in battle from the menu) Each skill costs AP and you can gain AP from the Class Grid, Each skill once assigned a hot key can be executed in battle.
I added in and beautified my crafting system, so that players can create special armor and weapons. Or even Cook Foods to heal with in battle (players gather materials through killing enemies or mining/farming)
The Class Grid system, allows the player to level through a grid instead of the Normal leveling stat increase per level. The grid offers stats, as well as skills and skill sets, a skill set gives an initial skill then more powerful versions of that skill per level. You must master a point on the grid to unlock the points around it.
Those are just some of the features in The Painted Rose (name may change) I hope you enjoyed reading :)
Also look forward to my Mouse Map Script Being released today.
Hello, Well I just got finished surfing through HBGames.org and found a cool topic on script ideas, I saw the Mouse Map System, and decided to make it, so after 30 minutes of work here's what I got:
Ill be posting the script soon :) Enjoy the SS for now!
Hello everyone, decided I would chill on the corny titles :P for me they are getting annoying. But here is an update on the Enchantment system:
I've got the Creating, Saving, and Loading of items done. I've finished the New Enchantment Window, I was thinking about adding the ability to unlock enchantments, instead of just having them. I've fixed and finished all random rolls. and Have started work on the Special Battle Effects, for more experienced RGSS Scripters I'm adding in the ability to create Battle Effects addons, for your own custom special abilities. Hmmm... I've also fixed some bugs that I had before with the Elements. I didn't realize you couldnt call an element name easily. So instead I'm using States, which are a lot better in my opinion ( I dont have to create dot effects :P ). So Here is the latest SS of the System interface.
I hope to release it soon, enjoy!
Thanks
Luke/azrith001/Pandorashock
PS: I also added in some scripts on the site in the Programming > RGSS Section, please be sure to read the notes I left, and give credit! (if you have any suggestions or requests feel free to leave a comment on my latest post)
Woot, finally got some work in on my enchantment script, Figured out how to calculate the item that shows up and it works wonderfully, I did a roll count for automatic rolls (which means I press Enter once and it calculates how many times I would of had to press enter to get the enchantment), so anyway I did an auto roll count for the "Mythical" enchantment (which has a 5% chance to be obtained) the counter rolled 356 times the first time and 129 the next! So woot, I got it to pick random enchantments without being retarded and never picking anything else.. I got Worn within the first roll :< , other than that I built the frame work for most of the windows, sending and receiving data such as items, costs, etc. So without wasting anymore time, here is a screenshot:
So as you can see I still have some work to do, but I thought I'd share! I can't wait to release it! :D
I just added in my blogs first submission of my work, soon I'll be adding in some other stuff too including my FFXII remakes! I hope you all enjoy the current content, more will definitely come soon.
Before today I'd never even thought of programming a game as an app for iPhone and Android, I'm super excited and ready to learn some code, I'll be posting any updates here. Let me elaborate, an old friend of mine came to me today and asked about some game design methods, what I use etc. We got off discussing life, and what not, then out of nowhere we start talking about programming on other platforms besides a computer. I'm happy thinking of even programming a game to possibly be played by hundreds to thousands+ players makes me feel as if all the work I've done up until now has be useful.
So look forward for any info I might bring, as well as (who knows) maybe even some apps by me and my friends.
Well It seems as if today things are going in my own favor. Today I worked completely on my Enchanting System. This system will feature Quite a few features which range from Giving items new names, to making the item steal hp from monsters. Its written in RGSS1 for RPG Maker XP, I'll more than likely have it done in a week or so if I continue to work on it in my free time. Until then heres a sneak peak at what I have so far.
Thus far, I've added in the currency, and imported the players inventory, I've also completed the code for creating new weapons, and armor. Next I'll be figuring out how I want the player to enchant items, I have an idea for it right now, but its not 100% reasonable, Basically right now the enchantment you get it 100% random, but from my tests it not working how I wanted it to. So I might change it to be a random pick, with a chance modifier. IE: it will pick an enchantment at random, and say it picks Mythical, it will then check the chance for that enchantment (10%) and if you fall between 0-10 on a random number between 0-100 then you get the enchantment, otherwise it re-roll's for a new enchantment. I was thinking of having this process repeat several times before being marked as a failed enchantment. Just some thoughts, if anyone has any ideas, please comment.
Well today I'm finally venturing into the great unknown of blogs. I'm willingly doing this, I figured if I'm going to start keeping track of my work progress, I need a place to do so. In this blog I will be posting a majority of things I work on, even if I'm not going to release them, I'll still share my work with the world.
So I'm looking forward to this, and I hope I can get a few people to follow me in the mean time, I'd just like to build up something, and get my work out there.