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Everything posted by Action Kasper
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wow that was a pretty bold lie. there's a bunch of stuff i forgot to fix that i also forgot was broken. i found my exel sheet with all the bugs, it will take a few days.
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i have to run through and test things and draw a few more things, and solve the mystery of why a teleport event doesn't take you to the right place, EVEN AFTER i change it AND save. so hopefully i'll have something in time for the weeekend
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i am doing all the graphics either by hand or with adobe illustrator. i want to have the satisfaction of really crafting the entire experience by hand. i know some of it looks janky, but this is all still very rough draft, once i finish the story, then i'm going to go back and polish it all.
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it just sounds like you had the wrong attitude or expectations going into playing it. plus, you're 12... glad you liked the tileset though.
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Haven't updated in awhile, but here goes- Tileset work is taking up a majority of the dev. time. it's a really long, labor intensive process that most of the time i don't even want to look at. the whole game is going to look like that when i'm done. there are only a few objects left, and this room will be finished. this one's chugging along nicely as well. the tiles are far from perfect, but i really like the 'cartoon-garage' aesthetic it's taking on. i'm the worst tester alive, so here's the latest demo that i know works. none of these new tilesets are included yet, but if anyone is interested, check it out. i really intend on seeing this project through to completion. it's been a long, frustrating ride.
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sorry for the long delay in responding, i forgot this site existed completely.... to get out of the party scene you have to talk to a waiter who gives you a necklace to take to the wife of the landlord. it's pretty straightforward. if you ever get lost, just talk to every character. i like to take extended breaks in between demo cycles. i get a chance to breathe, and explore, and write, and smoke lots of dope. every time i take a break, i come back to my project, and it just gets better and better. i'm hoping to have the first final-rough draft of the game done by december 20th, 2012. if the end of the world is coming, i want to at least finish my game first.
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i need some 'yes' or 'no' feedback on some ideas. they're not all there yet, but they're just things i wrote down. 1/1000 evil dove soap. makes you slow with dry skin. activated by talking to the 1000th npc. done with variable "npc chat +1." when variable reaches goal, a bar of soap appears in inventory. can be sold for $100,000. if used, attacks, and when defeated, yields high exp, and a similar unuseable bar of soap. Shittilbee's Auction House hidden boss in desert: Cacti sherrif "Sherrif Dawes" enchanted buttcrack cast "Release The Copra(copper)phage!- in keptie village instead of summoning Ahti, the Keptie chief summons the Copraphage, which crushes Strayer. sci fi- ending idea: there is one house that everyone inside the brain-uplink immortality computer lives in. it is made so that your handprint will allow you to enter your 'level' or home inside the building. similar to jcwmm danger rooms. "i call few men lord, and fewer still 'friend' (i thought this would be a cool line for someone to say) flashbacks to rm2k game(?) retarded inbred hillbilly kittens bear-ito: an enemy that is a burrito with bear appendages sticking out through the wrap. consolidated shit ticket: abandoned warehouse where Stigma's key unlocks a file cabinet. comedy club in zoar with rotating standups. gettin ghillied- find npc in zoar who gives you an exotic bug dust that when used, transports player to a nightmarish hallucinagenic maze. ends after timer reaches 0:01 Hallo-Happycake: buy one, and variable switch "Happycake" activated; npc's are more polite. hostile npc's remain the same.
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so the cave spirits got you? some monsters you're not supposed to fight, some you need to use magic on, others are immune to magic. some change into other monsters.
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thanks! it really means a lot to me that someone actually played it enough to give feedback! What spiral are you talking about? With the graphics, I really wanted to do something that would visually set my game apart. I used a vector graphics program called Adobe Illustrator 10 to draw all the enemies, and am in the process of redrawing the rtp tilesets so that everything will match. i know the maps suck, i've just come to peace with the fact that im not a good mapper. i always think for some reason that the editing window's field of view will be the same scale as the in game field of view, so everything comes out bigger and more spaced out than i intend.
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you may need to copy the rgss from another rm game. i've never really gotten any real feedback, so i didn't know that i needed to include that in the zip until recently. i have had a few downloads on other sites, and they've worked just fine, so idk what to tell you.
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has anyone downloaded the demo yet? im starting to think the rm scene is dying
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i made it with windows 7 in xp sp2 compatability mode, you may have to change it back
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a month later, a wild demo appears! download today and don't forget to check under your bed for virulent acid drooling moth larvae https://rapidshare.com/#!download|833p2|3773337646|Arbor_s_Eve__03MAY12_Demo.rar|58630|R~C09318AC9496C81D8E6ADE063B5DAF9E|0|0
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i think what i really need is some shading on the face, and to make the "head" shape a little shorter, and make the hair a little bigger, that way i can pull off the 'hair covering face' look, and it wouldn't look as bad. i need to change the perspective from straight on, to, upper middle part of the forehead.
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kind of. this sprite came from a frankensprite of thief03 and prisoner01. i put one's head on the other's body since i wanted the thief to take his hood off. then i put them into adobe illustrator, so they can match everything else i'm drawing for my game. everything else i've drawn have just been static objects like tilesets and battlers. i think the biggest issue is with the perspective, all the rtp sprites lean a little forward, and this one i drew is facing head on. i want the whole project to be graphically tied together, even if the writing is noticeably different at the beginning and end. i tend to write the best only in certain moods, so it's easy to see where i'm feeling differently about things. examples: and
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i'm just trying to get rid of the "durr hurr i smile all the time even when i'm being attacked by dinosaurs" look. i really just need to get someone to draw the sprites for me, then redraw them myself. i suck at spriting. the big glowy eyes are just all wrong too, they wouldn't match anything else graphically.
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i'm going to start the bug tests tonight. with any luck, something should be out within the next two days or so.
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i think it would be really creepy if you had an NPC follow the character. they would have to look really out of place graphics wise, but if i saw that in a game, it would freak me out a little if everyone else kinda blended in with the rest of the map and other npcs. really interested to see how this is resolved.
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despite the fact that he walks like pedobear, i'm actually pretty proud of my sprite. the only thing i hate about it is the face. what should i do to make it look less derpy? i drew this in adobe illustrator over a frankensprite of thief03, with prisoner01's head. the rtp sprites don't have faces, and i'm getting pretty frustrated with this. edit: here's a closeup of the face. i'm really having trouble getting the 'down' sprite to look good.
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i make a rough sketch of my area/dungeon and go off that. usually my imagination is bigger than my talent, so i have to make adjustments. for stuff like caves or swamps or forest mazes, i use the circle tool to draw my ground, and build my walls around that. i like the more natural look to it as opposed to trying to do it freehand right in the editor, or using the square tool.
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you should ask her out. play it cool like she owes you for the soft landing
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wow.... i would get sooooooo lost without a compass. is that the whole world map? it's really impressive how few repeats you have.
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may be off topic, but how do you add the voices in without bloating the game's overall filesize? that would be the killer for me since my connection speed is slow. it already takes over an hour to get my game uploaded to dropbox or rapidshare and it's only ~118mb.
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or you can try adding 'anchor' objects to your maps that are just there for when you screencap it. that way you can do the transparency thing like JonBon said, and have a reference object to help line it all up using semi transparent layering. should probably ask though, what program are you using to make the map?
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if it's any indication to the flavor of my game, that bug enemy is called the Termite Soldier.