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charlie_victor_bravo

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So I might be making an RPG featuring GB characters pt.2

Progress report pt.2: Speed bumps

Two things have made progress slower: the way that the RPG Maker VX Ace uses tiles and how RGSS Ruby code thingamajig is documented and handled.

First, RPGMVXA uses things called autotiles that are supposed to speed up the tile mapping (=making level out of tiles) progress – and they do, provided that you don’t have to make them yourself. However if you want have to use custom graphics, things come very time-consuming - especially if you have to animate the tiles. The RPGMVXA does not come with tool that could assist with creation of these tiles, which is a bummer.

Custom game over-screen.
Custom game over-screen.

Second problem with tile mapping is that there is no foreground layer (layer that is over the character, fences and such, important for feeling of depth). This somewhat crazy considering that DOS-based rpg-editors from over a decade ago had this function. You can overcome this handicap with coding, but it is another time-sink that should not exist.

Speaking of coding, everything that is just Ruby seems to go without a problem, however when it comes to integrating that with games own libraries, methods and classes – things get somewhat frustrating. Documentation of these seem to me be rather poor. This combined with lack of fast debugger that could check the code before you run the whole game, form a nice test of patience.

Some ideas for inner demons doodled while watching FIFA 2014 football championship match. There should be like a 100 of these. I don't know if I go just bootleg as fuck or do I draw all by myself. Notice the RFID pedestals.
Some ideas for inner demons doodled while watching FIFA 2014 football championship match. There should be like a 100 of these. I don't know if I go just bootleg as fuck or do I draw all by myself. Notice the RFID pedestals.

What I have got done:

  • Xbox 360 controller support
  • Check point system that is separate from the save-function
  • Designed basic structure of the inner demon –system (fusing them is possible)
  • Template tileset that I can easily build most things that I want
  • Draw some fake Japanese ads
  • Game Over –system that can have situation based events
  • Draw some concept “art”
  • Draw really neat icon graphics for various things (like used panties that are purchased from vending machines and can revive your fallen allies)

Some character stuff:

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Jeff is the only one who can change and use multiple inner demons (these are represented by RFID-implanted toy figures). He is the leader and has abilities relating to that, like enemy analysis-skill in the battle.

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Brad is Otaku-class (normal rpg: monk) character. He is week against sleep and death. He has learned hand to hand combat techniques from anime movies and has very useful skill that can heal any ailments from the entire party. Brad is also only one who can understand Japanese, making him very useful outside of the battle - too bad he is leaving soon.

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Patrick is a White Knight-class (normal rpg: paladin) character. Enemies are more likely to attack him. He is unlikely to be affected by silence-status.

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Alex is Lone Wolf-class character (normal rpg: thief). He can dual wield pistols. He can go all Nicolas Cage and start ape-shit crazy stuff in the battle (during this: multiple attacks in a turn – no player control).

TLDNR; still working on it - nowhere near complete.

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