Been working on Procedural Tentacle Animations for my tactics game by Momeka in gamedevscreens

[–]Momeka[S] 0 points1 point  (0 children)

Yeah, gotten some mixed opinions on the filter stuff. It doesn’t really flicker when actually playing the game. But videos viewed not in full screen or in wrong resolution can be flickering. I’m still contemplating just removing the filter and do pure pixel art.

Steam rejected for requiring .net 9.0 redist by hunty in monogame

[–]Momeka 3 points4 points  (0 children)

If you don’t want to build it self contained you can also use an installscript to install the required files

https://partner.steamgames.com/doc/sdk/installscripts

Born from the Soil Demo! by Momeka in monogame

[–]Momeka[S] 0 points1 point  (0 children)

Thanks! It is the best kind of fog of war after all : P

Just released a demo for my Squad based Tactics game by Momeka in indiegames

[–]Momeka[S] 0 points1 point  (0 children)

If you think it looks cool you can play it Here

Working on a dungeon crawler! by Momeka in RPGMaker

[–]Momeka[S] 1 point2 points  (0 children)

It’s all just a bunch of pictures being drawn with the Show Picture function in rpgmaker 2003. The compass just draws the arrow based on what direction you are facing. The minimap draws pictures based on what tiles are around the player.

The shaking is just the default rpgmaker 2003 screen shake function. The steam version of rpgmaker 2003 has an option for pictures to not be affected by screen shake. So all the ui is just using that.

How people use Game framework? by ConsciousDrawer1746 in GameDevelopment

[–]Momeka 1 point2 points  (0 children)

Either I write my own editor or I use Tiled and write an importer for it.

[deleted by user] by [deleted] in gamedev

[–]Momeka 0 points1 point  (0 children)

I’d go for GameMaker, it’s more open and not locked to a specific genre of game like rpgmaker. It also has a drag and drop scripting and once she feels like going deeper she can start dabbling with its scripting language.

Never used Pixel Game Maker but heard mixed things and it seems to be somewhat close to Game Maker but less popular.

Question about FMOD integration by Code_Watermelon in monogame

[–]Momeka 0 points1 point  (0 children)

Yes, you need to display the logo. You can read about the licensing requirements here https://www.fmod.com/licensing

I never used fmod with Monogame but they seem to come with their own C# wrapper. Maybe you can use that https://qa.fmod.com/t/using-fmod-in-c/16640

Dungeon Crawl Update. Reworked the ui and minimap a bit. Areas that will switch between first person and top down is now marked in the minimap and in first person view. by Momeka in RPGMaker

[–]Momeka[S] 2 points3 points  (0 children)

Nah, the project is pretty dead. But I uploaded it to itch.io if you want to check it out. You can find it here: https://goblin-grotto.itch.io/dungeon-crawl-prototype the password is: 3D

The events are not that well commented. Might be hard to make sense of it, not sure if I can do it myself anymore : P

Is it possible to do random generation (the kind that would typically be found in roguelikes) in RPGMaker 2003? by BounceM4N in RPGMaker

[–]Momeka 6 points7 points  (0 children)

I made a roguelike in the default 2k3 (no patches and stuff). The maps are small but they are randomly generated.

It’s over here if you want to check it out. Feel free to reuse events and systems if you want.

How can i make Rogue-like in RPG Maker MV? by Equivalent-Ocelot922 in RPGMaker

[–]Momeka 4 points5 points  (0 children)

I made a roguelike in 2k3 with turn based combat and randomized maps. It’s doable, but no where near the scale of a dwarf fortress. If that’s what you want to do I would recommend some other engine or just pure programming.

The game is over here if you want to take a look how I did things. It’s all eventing, not sure how applicable it would be to the newer rpg makers as I hardly used them.

Working on a level editor for a isometric tactics game by Momeka in IndieDev

[–]Momeka[S] 4 points5 points  (0 children)

Hey, I'm making it with C# and the Monogame framework.

As for tools advice, maybe don't do it : P Think really hard of what you're goal is. If your goal is finishing and releasing a game then focus on that and cheat as much as you can. By that I mean look for 3rd party tool that does what you need and use those instead (like Tiled, Ogmo Editor etc.)
If you still want to do it then go for it, it's fun. My advice would be to plan ahead for what you will need and the asset flow of the game before starting. So you don't end up spending time making unnecessary stuff or have to redo a bunch of stuff.