• Avatar of Ocean's Dream
  • PipPipPipPipPipPip
  • Group: Member
  • Joined: Aug 9, 2005
  • Posts: 926

This template can be useful. The water goes in the blue part on the top corner. The pink in the top corner is for animated tiles. Green for the autotiles, brown for lower layer (Floor tiles, wall tiles, anything without transparency), and pink for the upper layer (objects and things).

http://pixel.oceansdream.net/?p=207
http://pixel.oceansdream.net/?p=7
How autotiles work in RM2k3.

Too sleepy right now but I can elaborate or go over anything else as needed later!
http://dev.oceansdream.net
  • Avatar of Ocean's Dream
  • PipPipPipPipPipPip
  • Group: Member
  • Joined: Aug 9, 2005
  • Posts: 926

Sprites other than Adalyn are placeholders right now. Working on other things first before I get to sprites.
http://dev.oceansdream.net
  • Avatar of Ocean's Dream
  • PipPipPipPipPipPip
  • Group: Member
  • Joined: Aug 9, 2005
  • Posts: 926
Hmm, not exactly sure where you mean, but I think I can ask someone for help on that. I'll fix it up a bit later then!
http://dev.oceansdream.net
  • Avatar of Ocean's Dream
  • PipPipPipPipPipPip
  • Group: Member
  • Joined: Aug 9, 2005
  • Posts: 926
Alpha Protocol is $7.50! Go buy it.
Yeah I managed to pick this one up, which is about all I had set aside for games right now. They seemed to have a lot of other sales around too, like Fallout NV I believe.
http://dev.oceansdream.net
  • Avatar of Ocean's Dream
  • PipPipPipPipPipPip
  • Group: Member
  • Joined: Aug 9, 2005
  • Posts: 926
Liking it so far, still on the first yellow areas though. Beat the boss (once) too. I found that lag was my biggest enemy though. Perhaps it's that I'm downloading from Steam with other programs open, though it's not as laggy it seems in full screen. I did disable most of the options like picture rotating there. It doesn't always affect me, but sometimes I end up dying because of it.

I guess someone with a better computer wouldn't have an issue with that though. Will continue playing more later!
http://dev.oceansdream.net
  • Avatar of Ocean's Dream
  • PipPipPipPipPipPip
  • Group: Member
  • Joined: Aug 9, 2005
  • Posts: 926
Alright, I'm downloading now, I'll give it a whirl for a bit and let you know how it is!
http://dev.oceansdream.net
  • Avatar of Ocean's Dream
  • PipPipPipPipPipPip
  • Group: Member
  • Joined: Aug 9, 2005
  • Posts: 926
I guess I'll post there here!


http://dev.oceansdream.net
  • Avatar of Ocean's Dream
  • PipPipPipPipPipPip
  • Group: Member
  • Joined: Aug 9, 2005
  • Posts: 926

Working on maps.
http://dev.oceansdream.net
  • Avatar of Ocean's Dream
  • PipPipPipPipPipPip
  • Group: Member
  • Joined: Aug 9, 2005
  • Posts: 926
I've usually always tried to compose the songs for my games, but if I do get outside songs, I'll either keep the original midi title (even if it's something weird like 1121johnremixFF2.mid) or I'll rename it to the situation I'm using for, purely so that I can either: A) Replace it with a new song later (by calling it the same name and overwriting it) or B) Just simply remember what I used the song for so I don't keep around songs that I'm not using. I'm verrrry forgetful.
http://dev.oceansdream.net
  • Avatar of Ocean's Dream
  • PipPipPipPipPipPip
  • Group: Member
  • Joined: Aug 9, 2005
  • Posts: 926

Finally getting around to doing some sprites and stuff.

The battle background is a bit odd as the doors are a bit thinner than the girls are, but I'll be fixing this later once I get a good idea for how I want the bgs to look. First I'd like to finish spriting the characters.

EDIT- Now that I've posted it, I think I've forgotten to give the enemies a shadow. Will do this!
http://dev.oceansdream.net
  • Avatar of Ocean's Dream
  • PipPipPipPipPipPip
  • Group: Member
  • Joined: Aug 9, 2005
  • Posts: 926
That sounds good to me! I forgot to post the other suggestion I had for the minigame: Once you exit the text for it, you can put like a 3 second timer and don't let the character act until the timer goes to 0 which then they start. That way you can avoid any other accidental *whoops I pressed confirm an extra time*.
http://dev.oceansdream.net
  • Avatar of Ocean's Dream
  • PipPipPipPipPipPip
  • Group: Member
  • Joined: Aug 9, 2005
  • Posts: 926
Try getting a new song for the intro. It's not good or fitting. I would get a better picture too, a color reduced painting doesn't work very well for it. In fact I still don't know what it is supposed to be. The scrolling is fairly fast. I guess reading rates would factor in here. I can read it and wait for new text to appear but it might seem fast to some. You can probably do something else with that part of the intro instead, or have parts of that come up in later dialogues among the characters.

The pause between the guy going tell you that there's a small ship following you is a bit awkward. "Lemme wait a bit and stare at him before alerting him of something that is rather urgent". Too much waits in this cutscene when they dock. There seems to be a bunch of waits in cutscenes in general even when they're not always needed.

You use FF graphics which is fine by me, but FF music as well seems a bit overkill. I didn't mind the overworld music since I like that theme, but the fork forest theme is really unfitting as it's meant for a slums. It's also amusing hearing these FF7 songs for a castle and stuff. I did like the Costa del Sol song for the bar, but mostly that's just because I like the song itself.

Steal takes a while for the message to come up and I always get "couldn't steal". Only once out of the many tries I used it, I got a potion. Really bad risk/reward ratio here. I'm never using it again unless there's an accessory for 100% steal rate.

The skills you get seem pretty useless. I think Poach said that you were supposed to get a relic from the enemy if they're low on HP, but I just used it as an alternative form of attack. Did more damage. Even against weak enemies Snipe doesn't seem to work much, steal didn't work for when I tried it. Maybe a new enemy dying sound that doesn't sound like a monster was killed too.

Beginning enemies hit really hard. You have about 100 HP per character and they do 30+ per hit, even the weakest enemies can hit for over 50 damage.

In the overworld near Sassoon, I got owned by a backattack of 3 poison creatures who used a multi-target poison breath. This is way too hard for the level of the characters.

"This minigame will start after you press confirm" --> You press confirm to pass the text --> You laugh and you lose!
The game seems a bit too hard anyway. It seems like it'd be a fair minigame if you had to just copy the moves, but having to remember to mirror it makes it seem more confusing.

Check the passabilities of the clock tiles. The maps aren't bad, I didn't have much complaints about them. Some maps mimic FF5 very well. I liked looting places. A lot of the barrels and crates have items, some which are pretty good. I question having 200G in an Inn that costs 20G to rest, but I'm not complaining. If there's something I like most about this game, it's treasure seeking.

Might just be entirely random but the damage you do seems like the range is really high if it goes from 40 damage to 130+. I'm almost tempted to think it's just a high critical hit rate, but if not, check your formulas or something.

Actually after you leave the forest and get your 4th party member, it seems enemies are too easy. 1 or 3 Goblins or like 2 eagles, and they'll be killed before they get the chance to attack. The only trouble I had after was when they kept missing and in the boss battle when the boss decided to pull a 200+ damage and blind attack to all.

The thief seems far too strong. While I did equip a power up relic for +5 attack, he does more damage than the knight and attacks twice.

I thought Escape was for letting me run with better chance, not for having the only chance to run in the first place! Not only that, I used it twice in a row and both times failed.

Their attacks miss really often.

Thrust isn't all that great, doing 90+ damage. While it's better than the 40 damage she usually does, the thief has been doing about 230 by normal attacks (combination of the 2 hits).


The relic system as it applies in the game so far:

In the first areas, you can buy elemental inflicts and protects, but nothing right now uses it or is weak/strong against it. That could be left until later, status effect inflicts/protects would be more useful for the early game. You find Poison/Stop protects, but the only enemy that used it in the demo that I saw was one that I would not have those protects available for at that time. Since elemental inflicts/protects are fairly costly (though I did get a few), there's no way of knowing which ones you may need first or what would be the better initial purchase. From what I played, it's so far "none".

There are few commands in the early game which is fine for that point, but my main complaint is that they're nearly all useless except for poach, which I only use for higher damage. Nothing else works reliably to be worth it. I sold Steal command for 125 G and that's more use than I got from the innate steal ability. Until you get magic or commands that are reliable/useful, then this one isn't worth it.

Only 2 supports gained so far so not much here to play with. Not that you even have magic or anything so any support you gain would only really be useful if it's power up or evade, which are the only 2 I got.

Not sure how much of a variety you'd get from the Field command but Sprint shoes are definitely needed.

I read from the post that the characters were supposed to be distinct, but I never felt that from reading the game. They seemed really similar or just didn't say much. From reading the other characters, it seems like you can get rid of the 4 and do something like having Geomancy as an acquireable command, The Mystic Knight can be replaced by the existing inflicts/protects and a command, the Archer and Sniper can be combined as they have the same basic function anyway, and then have the wizard one in there. A Monk (2x hit but low defense and a meditate command), a Knight (Good attack and very high defense with limited powerful sword strikes or possibly healing), a Wizard (Multi-target caster), and an Archer (Long range attack + status effect inflicts(+damage) and highest speed) might provide a bit more of a variation between them and help balance them a little bit more although that'd force them into roles (although it's like that currently anyway). It seems like the commands and stuff are there to provide a little bit more experimentation for the already defined characters rather than to really custom create your characters. I'm mostly just writing up whatever random thing comes to mind though since I'm sleepy.

I actually didn't beat the demo, I rescued the king and it's too late for me to keep playing so I'm leaving it as is. I think it's fairly close to end of demo anyway though I may be wrong.
http://dev.oceansdream.net
  • Avatar of Ocean's Dream
  • PipPipPipPipPipPip
  • Group: Member
  • Joined: Aug 9, 2005
  • Posts: 926
I have a few finished, mostly RPG Maker. 3 finished which are available, I lost some older ones that were on my old computer but they sucked anyway. I tried a project in Flash, but since it was for school, I was really deadlined for it so it ended up more of a short visual novel with sprites rather than a game. Then there's some text based stuff in Basic and C++ but I don't really count those, and it's been years.

Will be using RMVX for the current project and then I'll see what I'll do after that.
http://dev.oceansdream.net
  • Avatar of Ocean's Dream
  • PipPipPipPipPipPip
  • Group: Member
  • Joined: Aug 9, 2005
  • Posts: 926
Just confirming that I got the same issue that thecatamites did. I'll redownload it and try when you get a fixed version up. But so far it seems pretty unforgiving from some of the jumps you have to do when the red comes on, but then again I'm a sucky gamer. I'm wondering if you'll do something like checkpoints for some stages?
http://dev.oceansdream.net
  • Avatar of Ocean's Dream
  • PipPipPipPipPipPip
  • Group: Member
  • Joined: Aug 9, 2005
  • Posts: 926

This is what an exfont file looks like. You would need to have an image that size, called exfont, but saved as a bmp file.
Each icon is 12x12 pixels, and it can only be black and white.

When you have it, download the program ResHack. The downloads topic no longer has it so I guess someone else can link to it if they have it. You open up the RPG_RT.exe from your game in there. Go to Action -> Replace Bitmap

In there, go to "Select bitmap to replace" and scroll down until you find exfont. Go up top where the button is, then click it and find the new exfont file. When you have it, go to Replace, and then go to File -> Save.

That should be it. If you want, you can back up your RPG_RT.exe file if you're worried about making a mistake or something.
http://dev.oceansdream.net
  • Avatar of Ocean's Dream
  • PipPipPipPipPipPip
  • Group: Member
  • Joined: Aug 9, 2005
  • Posts: 926
Quote
@Ocean - the screen looks really good. Aside from the health bar display mentioned before, one question: Does the building have a moat, or just a very waterlogged foundation?
Ahh, it's a moat. I put a fence around it since then, but if there's anything I could add to make it more moat-y, I'll make the change there too.
http://dev.oceansdream.net
  • Avatar of Ocean's Dream
  • PipPipPipPipPipPip
  • Group: Member
  • Joined: Aug 9, 2005
  • Posts: 926
Thank you! Yes they're custom, I was using some tiles I made back in 2005 or 2006 before, but I felt like remaking them to see how I'd do.

OK, I'll have to see what to do with the HUD so that the numbers pop out more!
http://dev.oceansdream.net
  • Avatar of Ocean's Dream
  • PipPipPipPipPipPip
  • Group: Member
  • Joined: Aug 9, 2005
  • Posts: 926

Eh, some silly side project I'm working on for fun.
http://dev.oceansdream.net
  • Avatar of Ocean's Dream
  • PipPipPipPipPipPip
  • Group: Member
  • Joined: Aug 9, 2005
  • Posts: 926
Yeah, and that's meant to be temporary. I thought it was great timing personally, I have a bunch of projects due this week. I can still do stuff around the game making section without being a mod too.

I guess I'm too laidback or something as change like this rarely bothers me. Hopefully this version of the site will be able to stay up and be active for a while.
http://dev.oceansdream.net
  • Avatar of Ocean's Dream
  • PipPipPipPipPipPip
  • Group: Member
  • Joined: Aug 9, 2005
  • Posts: 926
Very nice screens! I think that you may want to try to get rid of the straight edges on the bottom of the cave walls and make it more natural looking. Careful too with the tiling on the walls itself, you can notice a black line on it. But otherwise I like them, you pick good inspirations for graphics (SOM/SD3).
http://dev.oceansdream.net