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Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
I regret that I've been seriously neglecting this topic! Discord consumes me... nevertheless, so much inspiring stuff to catch up on!

The last few days have all been about upgrading old levels for me. Bringing areas I haven't touched since Unity 4 into Unity 2017 has been quite the task, but with all the new toys to play with (PBR, lighting, post processing etc) I feel like these areas are finally looking in line with the rest of the game!

MiddeAgeCrisisForest.png

HareTodayGongTomorrow.png

Middle-Age-Crisis-Dungeon-Goo.png

Hey, it's been a while indeed! I can't fault you, I know how hard it is to make time to post updates when you're developing at the same time.

Thank you for saying that! To me, there's a separation between feeling like I'm doing good work and feeling like I'm doing the best work I could be doing. And, especially with the indie market as crowded as it is, I really want to put my best foot forward. Because at the end of the day that's all any of us can do :)

A fellow perfectionist; no wonder you restarted several times. They do say that perfectionism is kind of a double edged sword, and knowing when to be satisfied with things is as valuable a skill as knowing when to give them up entirely. Of course, without some measure of perfectionism it's hard to make anything that's worthy of the time invested in it anyway...
 

Deleted member 2620

User requested account closure
Banned
Oct 25, 2017
4,491
I was feeling pretty dejected last night making a boss attack that was bogging my PC down a ton before even testing in VR mode. I've had performance concerns with my bullet patterns for a while now (and have already taken optimization steps), but I spent some more time digging into it last night and am hugely relieved to have narrowed down the culprit to a super slow call in my dinky little dashboard radar! I'm still in the process of coming up with a different implementation, but side-stepping that call (drawing white boxes on my radar instead of sprites) takes my frametime from 20-25ms to 5-7ms.

You'd think it'd be the 200ish rotating and collision-checking 3D bullets and not the 8x8 sprites, lol. I was drawing materials (not textures) onto the canvas, and that seems to be really expensive.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
I was feeling pretty dejected last night making a boss attack that was bogging my PC down a ton before even testing in VR mode. I've had performance concerns with my bullet patterns for a while now (and have already taken optimization steps), but I spent some more time digging into it last night and am hugely relieved to have narrowed down the culprit to a super slow call in my dinky little dashboard radar! I'm still in the process of coming up with a different implementation, but side-stepping that call (drawing white boxes on my radar instead of sprites) takes my frametime from 20-25ms to 5-7ms.

You'd think it'd be the 200ish rotating and collision-checking 3D bullets and not the 8x8 sprites, lol. I was drawing materials (not textures) onto the canvas, and that seems to be really expensive.

Just a couple days ago I was looking into drawing multiple sprites without needing a GameObject or even draw call for each: if you're using Unity, this might be useful:
https://forum.unity.com/threads/instanced-sprite-renderer-example.525235/
Word of warning, I'd probably make a new project to house the Unity files, because it uses a directive to load the script that draws the cute animal faces in every scene. Otherwise, just comment this line from the SpriteRendererSceneBootstrap class:
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
 

Deleted member 2620

User requested account closure
Banned
Oct 25, 2017
4,491
Just a couple days ago I was looking into drawing multiple sprites without needing a GameObject or even draw call for each: if you're using Unity, this might be useful:
https://forum.unity.com/threads/instanced-sprite-renderer-example.525235/
Word of warning, I'd probably make a new project to house the Unity files, because it uses a directive to load the script that draws the cute animal faces in every scene. Otherwise, just comment this line from the SpriteRendererSceneBootstrap class:
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]

I'm in UE4, doing canvas drawing in C++. But in general I think the situation lines up at a distance: if I'm drawing expensive materials I should probably be using batch drawing calls. The way I've structured things up to this point isn't conductive to that, though, and I don't have a need to draw materials rather than basic textures so making that change is the low-hanging fruit.
 

Veidt

Member
Oct 27, 2017
511
I struggled a lot with identity. The setting changed, the story changed a few times, the era changed, I redesigned the player character a couple times, and the combat mechanics have changed a lot too. Part of the problem was a lack of confidence, and part of the problem was I never fully planned out the game so I kept adding things and adding things and adding stuff that I thought was cool. But what would inevitably happen was that I'd add enough things that I liked but didn't gel together that eventually I'd step back and see a messy patchwork of systems that didn't complement each other, and it'd make me want to start over.

I'm at a good place now. I'm more confident than ever. But I'm taking my time and enjoying the process instead of rushing to move onto the next bit.

That's good, take things at your own pace and don't rush. If you can afford doing that it's definitely the best course of action :)
 

Veidt

Member
Oct 27, 2017
511
Could use some feedback on one of my game's weapons. It's a steampunk crossbow that shoots rebar projectiles that can pin enemies to the environment, it can also be customized with different attachments that change how it works, for example an electric charger that allows you to shoot at the environment to produce a tesla coil effect that electrifies everyone within range (also works if you shoot directly at enemies, the enemy essentially become the conductor).
VWz6X1Z.gif

Sometimes it also seems to have the side effect of making enemies fairly good at pole dancing:
gVM98cI.gif
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
That's a really neat idea for a weapon!

Personally I would tone down considerably the lightning itself. Electricity in real life follows the path of least resistance so it's very rare that you will see more than one arc of lightning between two objects, let alone that many. The more you add, the more unrealistic and "cartoony" it feels. I'd use real-world tesla coils for visual reference:



It also looks far too bright for your setting, but I have a feeling that's a problem that will solve itself if you drastically reduce the number of lightnings.

Incidentally, sprite electricity in my own game (around the 130s mark) :)

 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Well, as part of my continued refinement of AJRF's UI, here's the redesigned Save Menu.

zvqm5b.png
I'm just going to be brutally honest with you. I can't read anything here. It's very hard to tell what anything is. Which tiles are floors? Which are walls? Which are ceiling? There's no consistency. As best I can tell, the walls are all completely different shades, as are the floors. Sometimes the shadows fall at a 45 degree angle and sometimes they just come straight down. The boundaries between tilesets are only partially established in a few cases. The white on blue UI is needlessly harsh.

I shouldn't have to squint and stare to figure out what I'm looking at. At the very least I should be able to parse the navigable space the instant I look at a room, and that's completely lost here.


Could use some feedback on one of my game's weapons. It's a steampunk crossbow that shoots rebar projectiles that can pin enemies to the environment, it can also be customized with different attachments that change how it works, for example an electric charger that allows you to shoot at the environment to produce a tesla coil effect that electrifies everyone within range (also works if you shoot directly at enemies, the enemy essentially become the conductor).
VWz6X1Z.gif

Sometimes it also seems to have the side effect of making enemies fairly good at pole dancing:
gVM98cI.gif
I really like what you're doing here. If I were to register any comment, I think it might feel like it's connecting instead of just intersecting if you figured out a way to add glow spots where the lines intersect the enemy model (similar to the glow spots where this lightning cloud is touching the ground.

 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid

Chapter 37 in the "sure would have been nice having this a year ago before I implemented my own workaround" Unity book :P . I have my own enemy "variants" system, same name and everything. I'll transition to this, of course, but still. Nested prefabs is also something I've worked around for the looongest time too.

Edit: They also need to change whoever is in charge of writing the help files. I mean:
The principle behind Prefab Variants is simple: Just like a Prefab can have another Prefab instance as a child GameObject and contain overrides to that child Prefab, a Prefab can also have another Prefab instance as its root, and contain overrides to that. The other Prefab being at the root instead of being a child is the only way a Prefab Varient is different from a Prefab that simply has other Prefabs nested in it.

Couldn't be clearer!
 

Pooh

Member
Oct 25, 2017
8,849
The Hundred Acre Wood
Chapter 37 in the "sure would have been nice having this a year ago before I implemented my own workaround" Unity book :P . I have my own enemy "variants" system, same name and everything. I'll transition to this, of course, but still. Nested prefabs is also something I've worked around for the looongest time too.
Everybody has had to figure some workaround... it's the bane of Unity development

Our long international nightmare is almost over


Edit: They also need to change whoever is in charge of writing the help files. I mean:
Couldn't be clearer!

What do you mean? It's simple: prefab prefab prefab prefab prefab prefab prefab
 
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Relix

Member
Oct 25, 2017
6,228
Chiming in quickly here, hope this is not wrong at all to ask. So, I am a programmer, mostly business applications and the web-side of things, but I always learned programming so someday I could give a stab at making my own game, even if a small thing. I am leaning towards an RPG but that's probably too hard to make. I would like to try either Unity or UE4, so do you guys recommend any guides/tutorials/informational-stuff to guide me through the process? At least just getting the hang of it. I searched the internet and there's thousands so I have 0 idea where to even begin.
 

Pooh

Member
Oct 25, 2017
8,849
The Hundred Acre Wood
Chiming in quickly here, hope this is not wrong at all to ask. So, I am a programmer, mostly business applications and the web-side of things, but I always learned programming so someday I could give a stab at making my own game, even if a small thing. I am leaning towards an RPG but that's probably too hard to make. I would like to try either Unity or UE4, so do you guys recommend any guides/tutorials/informational-stuff to guide me through the process? At least just getting the hang of it. I searched the internet and there's thousands so I have 0 idea where to even begin.
Hey,

There are tutorials on the Unity site, BUT

I highly HIGHLY recommend searching for Brackeys on YouTube and going through his stuff.

In particular, you might be interested in going through this series: https://youtu.be/nu5nyrB9U_o
 

Relix

Member
Oct 25, 2017
6,228
Hey,

There are tutorials on the Unity site, BUT

I highly HIGHLY recommend searching for Brackeys on YouTube and going through his stuff.

In particular, you might be interested in going through this series: https://youtu.be/nu5nyrB9U_o

Sure! I was in your position a year and a half ago: give this post of mine a read:
https://www.resetera.com/posts/5908836/

Awesome. Thanks guys, some really great resources here!
 

Veidt

Member
Oct 27, 2017
511
That's a really neat idea for a weapon!

Personally I would tone down considerably the lightning itself. Electricity in real life follows the path of least resistance so it's very rare that you will see more than one arc of lightning between two objects, let alone that many. The more you add, the more unrealistic and "cartoony" it feels. I'd use real-world tesla coils for visual reference:

It also looks far too bright for your setting, but I have a feeling that's a problem that will solve itself if you drastically reduce the number of lightnings.
I actually tried with a single arc of lightning initially, but it just felt weak and underpowered. So I decided to exaggerate the effect to make it feel more powerful, almost like it's entangling enemies. As for the brightness, I'll definitely tone it down once I manage to get the lightning casting indirect lighting everywhere without eating too much performance.

I really like what you're doing here. If I were to register any comment, I think it might feel like it's connecting instead of just intersecting if you figured out a way to add glow spots where the lines intersect the enemy model (similar to the glow spots where this lightning cloud is touching the ground.
That's a pretty nice suggestion and it should certainly help sell the effect better, will try to add those glow spots.

Thanks to both for the feedback!
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
I actually tried with a single arc of lightning initially, but it just felt weak and underpowered. So I decided to exaggerate the effect to make it feel more powerful, almost like it's entangling enemies. As for the brightness, I'll definitely tone it down once I manage to get the lightning casting indirect lighting everywhere without eating too much performance.

A couple other suggestions:
- One of the things that seems to be missing most is the "branches" that fizzle into the air.
- To make the effect more powerful, try making the lightning thicker rather than adding more of them. This is actually how it works in real life.
- Also making the lightning travel in a less straight line, and rather arc randomly through the air, would make it more realistic and, well, lightning-like. The current ones are a bit too straight.
- If you manage the above, quickly changing between several different arced paths also makes it more lighning-y.
 

Minamu

Member
Nov 18, 2017
1,901
Sweden
You guys know of any good, or bad, games about heists/B&E's/similar? I have this game idea about this stuck in my head, I hope it'll be a project soon but I'm not super well versed in the genre, most I know are from movies.
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
You guys know of any good, or bad, games about heists/B&E's/similar? I have this game idea about this stuck in my head, I hope it'll be a project soon but I'm not super well versed in the genre, most I know are from movies.
Monaco is the first great one that comes to mind. Payday and Payday 2 seem to be liked by a lot of people. There's also Steamworld Heist, but I don't particularly care for that one. Mr. Shifty is technically a heist game but it's really more of a twin stick shooter. GTA V had a bunch of great heists in it, but that was a very small part of the game.
 

Jintor

Saw the truth behind the copied door
Member
Oct 25, 2017
32,464
hitman is a heist game but what you are heisting is death
 

Minamu

Member
Nov 18, 2017
1,901
Sweden
hitman is a heist game but what you are heisting is death
Haha good one :) I guess you're right too.
Monaco is the first great one that comes to mind. Payday and Payday 2 seem to be liked by a lot of people. There's also Steamworld Heist, but I don't particularly care for that one. Mr. Shifty is technically a heist game but it's really more of a twin stick shooter. GTA V had a bunch of great heists in it, but that was a very small part of the game.
Thanks, can't believe I didn't think of some of these. I played a bunch of The Swindle a while back on ps4 as well. Luckily none of these come even close to what I have in mind :D I think old school Splinter Cell multiplayer is more in line with what I've got brewing.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
One of my favorite games of all time is a heist game, just a slightly unconventional one because you're heisting mostly information, people and technology (as befitting a steampunk setting). I'm talking, of course, of the glorious Invisible Inc., the best stealth game of all time alongside Mark of the Ninja.

And this is such a weird coincidence, but googling videos of the game to show I just found out it's currently 75% off on Steam:

At 6€ with the DLC expansion included you're performing downright highway robbery on the devs, which is metafictionally appropriate for the topic at hand I guess? :/
 

Minamu

Member
Nov 18, 2017
1,901
Sweden
Haha that's funny xD I do have it on ps4 actually, it was free many moons ago. I couldn't make it past lvl 3 or something though, it was brutal :( Totally worth checking out though, and the randomness is somewhat in line with my ideas as well.
 

brokenswiftie

Prophet of Truth
Banned
May 30, 2018
2,921
Hey guys!
I've been really inspired seeing the games you guys are making. I've downloaded Visual Studio and picked up a C++ book and gonna try my hand at this. a long way ahead of me
hopefully eventually ill make something people can enjoy

Is Aseprite worth the 15$ over graphics gale?
 

Jintor

Saw the truth behind the copied door
Member
Oct 25, 2017
32,464
it's actually on sale right now for like $12 i think through... uh itch? somewhere
 

Ianan

Member
Oct 26, 2017
86
Liverpool
Hey guys!
I've been really inspired seeing the games you guys are making. I've downloaded Visual Studio and picked up a C++ book and gonna try my hand at this. a long way ahead of me
hopefully eventually ill make something people can enjoy

Is Aseprite worth the 15$ over graphics gale?

Welcome! You should join the discord as well.
What C++ book did you pick up out of curiosity? I've been doing general C++ myself recently for practice.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Hey guys!
I've been really inspired seeing the games you guys are making. I've downloaded Visual Studio and picked up a C++ book and gonna try my hand at this. a long way ahead of me
hopefully eventually ill make something people can enjoy

Is Aseprite worth the 15$ over graphics gale?

Aseprite is absolutely amazing, I use nothing else. It was used to make Starbound's visuals too. For 15$ it's a steal.

What's your background with programming? If you're kind of new absolutely don't start with C++ and especially "raw" C++ (as in, not backed by a game dev tool like, say, Unreal Engine). C++ is a bit more advanced than something like Java and C#. I mean, I cut my teeth as a professional programmer with C++ when I got out of college, but that was in the late 90's. :D

My strong recommendation would be to start with the University of Michigan Unity courses I linked above. They're incredibly in-depth and easy to follow and will turn you into a fully fledged game developer in a matter of a month or two. They ease you as painlessly as possible into coding, and in fact teach you how to make a ton of things even before starting with it. Don't sleep on them, people (no, I don't get sales comission from it :P).
 

brokenswiftie

Prophet of Truth
Banned
May 30, 2018
2,921
it's actually on sale right now for like $12 I think through... uh, itch? somewhere

apparently, it is 11.99 right now on itch.io although this does not include a steam key hmmm..
IT DOES IM AN IDIOT

Welcome! You should join the discord as well.
What C++ book did you pick up out of curiosity? I've been doing general C++ myself recently for practice.

Are you talking about the unofficial resetera server? im already in it
Programming, Principles and Practices Using C++ by Bjarne Stroustrup, apparently, he made C++

Aseprite is absolutely amazing, I use nothing else. It was used to make Starbound's visuals too. For 15$ it's a steal.

What's your background with programming? If you're kind of new absolutely don't start with C++ and especially "raw" C++ (as in, not backed by a game dev tool like, say, Unreal Engine). C++ is a bit more advanced than something like Java and C#. I mean, I cut my teeth as a professional programmer with C++ when I got out of college, but that was in the late 90's. :D

My strong recommendation would be to start with the University of Michigan Unity courses I linked above. They're incredibly in-depth and easy to follow and will turn you into a fully fledged game developer in a matter of a month or two. They ease you as painlessly as possible into coding, and in fact, teach you how to make a ton of things even before starting with it. Don't sleep on them, people (no, I don't get a sales commission from it :P).

I've done some C++ in high school and intermittently after, never stepped past console programs so I'm not absolutely new to programming, but I don't remember much now. but I should be able to learn pretty quickly. Also should be able to switch unreal without much hassle if I need to

Just bit the bullet and bought Aesprite from itch.io, might not see it go on sale soon
 
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Oct 27, 2017
262
Nested prefabs + prefab variants are pretty exciting. It'll be a while before I get round to making things that will really benefit from them (player and enemies, and probably lots more stuff, being variants of an "actor" prefab?) but I'm tempted to upgrade and dive right in.

In the meantime, I've got a point with the palette generation where it's very flexible and can be customised to do a lot of stuff, and I can probably leave it and decide later which stuff I actually need.

I abandoned the after-the-fact palette size reduction in favour of a more top-down approach to achieve roughly the same thing. Now it generates a set of "base hues" (at least as many as there are dungeons), purposely missing out some parts of the hue spectrum so that those colours don't appear. This may or may not be enough to give a feeling of a different colour palette between runs, but it should at least mean certain colours are emphasised and de-emphasised.

Depending on the settings, the other colours it generates may or may not be limited to those base hues. To sum up the other things it does now...

Floors and doors:
- It finds coordinating colours by rotating to the next base hue (analogous) or going to the opposite base hue and rotating from there (split complementary). This way it finds nicely coordinating colours while sticking to the existing base hues.
- It can also be set to just calculate a new coordinating hue as before.
- I settled on making the floors and doors the same colour, although I might later enable both as random options.

Other ramp sets:
- When generating other ramp sets, e.g. for the overworld or the player, it has certain ranges of colours it allows, e.g. the greenery has to be in the valid green range. It finds a colour within that range, and then looks at the base hues and snaps to the nearest matching one. This way it isn't inventing a new green (for example) but taking one from the existing palette.
- If it doesn't find any base hue within that range, the current setting just makes a new colour, i.e. if there's no green for the greenery, it invents one.
- It can be set to snap to the nearest base hue regardless, but this can lead to rather alien colours (e.g. purple leaves, red water).

Note: all of the snapping-to-base-hues I've mentioned can be turned off if I later decide it's not important =) It can easily be set to a mode where it doesn't care about colours matching up at all.

General:
- I added hue shifting, and also some compensation for perceptually darker/lighter colours. The implementation of both is kind of guessworky and imprecise, but it'll do for now.
- I made it possible for one colour swap texture to draw from multiple ramp sets, e.g. skin colour and the player's outfit are stored separately. This way, it's possible for (say) 3 skin colours to be generated for the whole run, and each NPC uses one of those, while their outfits are calculated and stored separately.

Anyway, here is an example:

buK2Smf.png


A few more here:
https://imgur.com/a/WbRwNUK

I don't have any art for the overworld yet (and won't for a while) so that palette is purely theoretical. It's mostly just nice that it's so easy to add new ramp sets and make them match (or not).

For the player's palette, there are details I'm unsure of (it might actually be better to forcibly make sure she doesn't use any of the dungeon colours...) but this is best looked at later, when I have actual gameplay.

To respond to a couple of specific points Weltall Zero made:

Personally I feel quantizing to a palette bigger than, say, 8 is not going to be restrictive enough that the player notices a different palette is used each run. 32 already seems impossible to notice, and any higher makes it even more so.

I'm no longer aiming for a fixed number of colours, but from my experimentation with the current version, I think there's a degree to which it's possible to shift the overall colour balance of the run in a way that it's perceptibly different.

Or not! If nothing else, the green in the overworld being different should be noticeable, I think.

Not really. There's nothing preventing you from conflating the enemy's palette and the current dungeon's. In other words, there's nothing preventing you from having the enemy have slightly different palettes in different dungeons.

This is something it can't do yet (the current system would keep enemy the same for the whole run), but I can always implement it if it starts looking beneficial down the line.
EDIT: Seconds after posting this I realised it's actually already possible with the current system. I made it more flexible than I realised!

I think I might have done all I can on the palette system for now... I should probably get back to art :'(

Incidentally: In all of this palette nonsense, the thing I'm most grateful to myself for is that I spent an hour writing a script to make taking perfect screenshots incredibly easy to the point that it now involves zero Photoshop work whatsoever. I can just do it in seconds from within Unity, and it outputs exactly what I need (stitched, cropped, zoomed, border added). Huge timesaver compared to a couple of weeks ago!
 

Deleted member 2620

User requested account closure
Banned
Oct 25, 2017
4,491
The VR rhythm game AirTone had this per-polygon dissolving sphere effect before each stage. I liked it but struggled creating something I assume is similar (as in, something material-based and not skeletal) some months back. Gave it another shot the other day and it turned out pretty cool imo:



In retrospect the original could be a morph target, but I like this approach better. Don't know if I'll wind up using it anywhere, though, lol.

Anyway, here is an example:

buK2Smf.png

This looks really good, nice work!
 
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Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Random funny thought: if someone asked me "what did you do yesterday" I could truthfully answer "programming military aircraft AI". :)


Really cool stuff. I would "rig" the color selection (I guess when one comes down to it, that's what procedural generation is about, haha) so that certain colors have a bigger chance of being selected for certain applications. There's a lot of green and purple walls in there, and, well, when was the last time you say a castle with purple or emerald green walls? :) Conversely, there's a lack of the colors you would associate with walls, like browns and grays. Also consider the latter are great to coordinate with any other color without clashing.

So I would first decide randomly if you're going with grey or any other colors. Say, there's a 15-20% of grey being used, which you'd then pick the shade of (I feel this is better than picking a random saturation, as the latter would leave you with a lot of washed out colors and few actual greys).

Then (assuming you did not pick grey), decide randomly the color wall, but with a skew towards the earthen colors. A simple way to do it would be:
  • If the red channel is below 50%, multiply it by 2. You still would get the full range of red (could get colors with little red up to and including 0%), but the average red channel would be 75%.
  • With blue, I'd do the exact same but inverting the value before and after. That is, take 100% - blue, do the above on that, then take 100% - that result as the blue value. This would give you the full 100% value with an average of 25.
  • Green would be left as is.
The end result would be that walls would often be a more natural color, but you'd still often get striking colors, which would stand out far more than having multiple dungeons be green-walled.

Other random thoughts:
- You can (and probably should) get away with more than just green for greenery. The obvious example is red hues for tree leaves for a more autumnal feel (I always love games that do this), and yellow tones for the grass to make it feel more arid. Some trees have very interesting leaf colors as well. Cherry trees sure don't want any of this boring green stuff. :D
- I remember you mentioning you would also modulate saturation and lightness for the entire run, to have e.g. more desaturated or more pastel colors in a specific run. Is that implemented? I didn't see a huge difference in the multiple run pics you linked (not the one hotlinked in the post).
- Even though it was kind of originally advocating for it (I know, I know), in the end making the doors the same color as the walls ends up making the palette more limited than it really is. Alongside the predominant greens, it makes it feel a bit Gameboy-like! :D But I don't think it's a bad idea to leave them as-is until the big stuff is nailed down (whenever that is; I know you mentioned going back to sprite work).

The VR rhythm game AirTone had this per-polygon dissolving sphere effect before each stage. I liked it but struggled creating something I assume is similar (as in, something material-based and not skeletal) some months back. Gave it another shot the other day and it turned out pretty cool imo:



In retrospect the original could be a morph target, but I like this approach better. Don't know if I'll wind up using it anywhere, though, lol.


Pretty cool effect! Personally I think these kind of effects work better for more abstract stuff like geometrical shapes than for more representational models, which reveals their hollowness. This is something I never quite liked; I remember a few special effects in Final Fantasy VII that looked fake to me even back then.
 

jarekx

Member
Oct 25, 2017
625
Stuff here always looks so good. Puts my little prototype to shame but I'll keep working at it. Maybe I'll figure out the art thing one day.

New prototype combat



In a nutshell, you select actions til either:

A. Your AP hits zero. When this happens, all NPC characters Action Counter counts down by a set amount.
B. Your AP goes negative. Same as A, but you also gain a Weakened debuff, increasing all damage received on the next action.
C. An Enemy/Ally's Action Counter hits zero. When it does they perform an action.

Along with that you can increase the enemies Action Counter by hitting them with a skill / element they are vulnerable to.
 

Dusk Golem

Local Horror Enthusiast
Member
Oct 25, 2017
5,807
Do you guys consider RPG Maker MV an engine? Just curious.

I make games on it (and some other engines), so yes. It is beginner friendly, but can do some interesting things if you know JavaScript or are just creative.

Now these weren't made in MV as they're older, but here's some RPG Maker games (of the horror variety, but aren't that scary) I'd recommend if never played much from RPG Maker (all three I list are free):


Ib



Yume Nikki



Witch's House


These three games are great starting points in my opinion for seeing what the engine can do, but there's more visually impressive games made with RPG maker too. Like here's a small game made in MV I'm working on right now:

ss_d3cc09096461a5f0dfb8a4f88e52b34c1a2e7034.600x338.jpg


How I think it's best to think of it is a tool is a tool, every tool has its pros and weaknesses. RPG Maker has limitations in exchange for it's simplicity, but it's a great engine for artist/writers, or someone who wants to make a game in the styles RPG Maker specializes in. Can get more complex with coding in MV, but due to the limitations of mechanics in RPG Maker, you can overcome them with creativity and ingenuity.

Some have a stigma towards the engine, but there's also enthusiast for the engine. Just determine if it's an engine that can create the sorta' experiences you want to make or if time would be better spent working on studying something else. One big bright side of RPG Maker is if you want to make projects it specializes in, it can cut down on dev time a LOT when you get the hang of it and deliver pretty polished projects.
 

DaveB

Banned
Oct 25, 2017
4,513
New Hampshire, USA

K Monkey

Member
Oct 25, 2017
278
ZeROURA.png


Putting together my next creature/thing. This is a Shaman, summoner of Evil Spirits. She will be part of the magic based enemies (still TBD what she can do). She is semi-blind and can only see things when they are close. She also has a heightened sense of hearing.

HonoredAnguishedEastsiberianlaika.gif
 

Haruka

Member
Oct 29, 2017
44
I make games on it (and some other engines), so yes. It is beginner friendly, but can do some interesting things if you know JavaScript or are just creative.

Now these weren't made in MV as they're older, but here's some RPG Maker games (of the horror variety, but aren't that scary) I'd recommend if never played much from RPG Maker (all three I list are free):


Ib



Yume Nikki



Witch's House


These three games are great starting points in my opinion for seeing what the engine can do, but there's more visually impressive games made with RPG maker too. Like here's a small game made in MV I'm working on right now:

ss_d3cc09096461a5f0dfb8a4f88e52b34c1a2e7034.600x338.jpg


How I think it's best to think of it is a tool is a tool, every tool has its pros and weaknesses. RPG Maker has limitations in exchange for it's simplicity, but it's a great engine for artist/writers, or someone who wants to make a game in the styles RPG Maker specializes in. Can get more complex with coding in MV, but due to the limitations of mechanics in RPG Maker, you can overcome them with creativity and ingenuity.

Some have a stigma towards the engine, but there's also enthusiast for the engine. Just determine if it's an engine that can create the sorta' experiences you want to make or if time would be better spent working on studying something else. One big bright side of RPG Maker is if you want to make projects it specializes in, it can cut down on dev time a LOT when you get the hang of it and deliver pretty polished projects.

I think I have an okay understanding of its capabilities, I read a book that explained to me pretty much all the basics which led me to putting
a dozen of hours in learning the engine I even made a couple of embarrassing games. I see lots of negative opinions about it online even some of my friends laughed at me for trying to learn it so I wanted to know what you guys think.

Your game looks pretty interesting is it Side View? I don't recall ever seeing a Side View game in MV, I would love to see more of your project when its ready.
 

Lady Bow

Member
Nov 30, 2017
11,308
ZeROURA.png


Putting together my next creature/thing. This is a Shaman, summoner of Evil Spirits. She will be part of the magic based enemies (still TBD what she can do). She is semi-blind and can only see things when they are close. She also has a heightened sense of hearing.

HonoredAnguishedEastsiberianlaika.gif
tenor.gif


love the character design!
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
ZeROURA.png


Putting together my next creature/thing. This is a Shaman, summoner of Evil Spirits. She will be part of the magic based enemies (still TBD what she can do). She is semi-blind and can only see things when they are close. She also has a heightened sense of hearing.

HonoredAnguishedEastsiberianlaika.gif
Oh my gosh, this is absolutely my favorite scary creature trope. I hope she makes distinct haunting noises that send a chill down your spine :D
 
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