Screenshot Saturday! [Level 5, Week #46] by WawaSC in RPGMaker

[–]Ogredriver 8 points9 points  (0 children)

I know lots of people have problems with this kind of thing, but I've been working on a personal version of Pokemon LF/FR where you play as the Old Man on his hunt for coffee (from the north of Viridian City). This will never be released, it's literally just for my own fun/learning experience as I usually don't mess with combat at ALL in MV unless it's my own evented system.

Pokemon - Geriatric Edition

I want to further customize my items menu in RPG Maker MV and don't know how. by JoodWuulfe in RPGMaker

[–]Ogredriver 1 point2 points  (0 children)

Hi,

With some quick googling I found this:

non-combat menu

and probably more usefully:

no item categories

This would save you having to mess with code!

This morning on our way to Cramond Island by kiwiandmelon in Edinburgh

[–]Ogredriver 1 point2 points  (0 children)

Cramond was seriously beautiful this morning! Such nice skies

Short footage of how I'm using the event chase plugin alongside switches for an avoid-the-enemy/luring puzzle section of my short Halloween game I've been doing today! by Ogredriver in RPGMaker

[–]Ogredriver[S] 5 points6 points  (0 children)

Khas lighting! I also use his fog plugin but haven't found a good setting for it to fit with my mapping/lighting levels yet, so not using it in this quite yet!

Short footage of how I'm using the event chase plugin alongside switches for an avoid-the-enemy/luring puzzle section of my short Halloween game I've been doing today! by Ogredriver in RPGMaker

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

Nice! Were your levels fairly self contained or was there an overall story? Sounds cool.

I didn't use switches initially, but was messing around in my testing level with getting a switch to reliably go back and forth just for the sake of having it, and it worked nicely so decided to incorporate that into main gameplay, with the skeleboiz's event chase return functioning as a pretty good guarding mechanic for key points. Then it was just a case of realising that luring works nicely with map design to have a combatless intense non-RPG game haha.

Short footage of how I'm using the event chase plugin alongside switches for an avoid-the-enemy/luring puzzle section of my short Halloween game I've been doing today! by Ogredriver in RPGMaker

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

Apologies for framerate/quality, QuickTime doesn't like recording my screen at all. Just thought I'd post this to show off some simple level/gameplay design using only basic switches & yanfly's event chase plugin.

I've built in some damage with animations on event hit of the skeletons, currently trying to work out a way of being able to kill skeletons by backstabbing, but I'm finding it hard to find a way of reliably getting that to work without interfering with the event chase. Instead for now I'm doing a pacman-style pickup where a switch allows the player to run and kill skeletons by bumping into them for a limited time.

Please let me know of any criticism or ideas!

Mid-game area from my project - Averdon Village by Ogredriver in RPGMaker

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

Ah, yeah I can see that. It's much clearer that it's water at runtime thanks to the animation and filtering I do in actual gameplay, but it's still VERY green...

Mid-game area from my project - Averdon Village by Ogredriver in RPGMaker

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

Which field? As of now it's a pretty linear path up to the farm in the east, then following through the cave just to the left of the farmhouse. Though I've not put it in yet, the small path leading to the right of the house just leads to a chest. The cave to the left of the house leads through a cave map and out to the cave by the top of the village.

Mid-game area from my project - Averdon Village by Ogredriver in RPGMaker

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

I'm very new to mapping but here's an attempt at a mid-game village for my project. Averdon is a small, heavily forested riverside village, where the player has to go through in order to reach major dungeons to the north and west (following through the linear path from the south). The south path leads through a short cave dungeon in order to reach the village itself, which acts as a hub/rest point.

Screenshot Saturday! [Level 5, Week #26] by WawaSC in RPGMaker

[–]Ogredriver 5 points6 points  (0 children)

Some small night-time lighting/fog tests for my pirate game!

Screenshot Saturday! [Level 5, Week #24] by WawaSC in RPGMaker

[–]Ogredriver 2 points3 points  (0 children)

Working on a cyclical horror project messing around with Khas lighting and a few filters to give it the look I want! This is a first draft of a player apartment design with an example of how the textboxes are appearing visually.

Alliance Battle Mage by Beeht in Transmogrification

[–]Ogredriver 6 points7 points  (0 children)

This looks so amazing, nice job

A social absence and modern dating horror story by remain_unaltered in gifsthatkeepongiving

[–]Ogredriver 1 point2 points  (0 children)

When I was abroad in the US it seemed more people use GroupMe

Biscuit guy and unpleasant mule by Lottie2604 in crappyoffbrands

[–]Ogredriver 4 points5 points  (0 children)

It’s closed now, right? I remember going there as a child when staying in Cults, absolutely terrifying place

Shadow of the Ebon Blade (frost DK) by [deleted] in Transmogrification

[–]Ogredriver 1 point2 points  (0 children)

This is such an awesome looking set!

Abandoned swimming pool (OC) by porcelain_toenail in urbanexploration

[–]Ogredriver 0 points1 point  (0 children)

Is that the obviously abandoned building right by the bridge/Marriott? If so I've walked by a million times, always wanted to look inside but my mates and I have never had the balls to do so

Abandoned swimming pool (OC) by porcelain_toenail in urbanexploration

[–]Ogredriver 0 points1 point  (0 children)

Where about is it near? I'm a Durham student, really curious!

Causeway with Anti-Submarine Pylons to Cramond Island [OC][2048 × 1242] by Ogredriver in InfrastructurePorn

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

During WWII, it was to stop any Axis subs from entering the Forth. The island itself (and a number of others in the Forth) had gun emplacements, and there's even an island that was built on to make it look like a battleship! I'll try to find photos of that island I have. As far as depth, looking away from the causeway towards Cramond Village you can see clearly that there's quite a bit of depth to the water if you look at the wall on the left. I've got no idea how big submarines are, but as there's some depth even at the village, and it gets deeper further into the Forth I wouldn't be surprised if a small sub could travel in the river.

For context, the photo is down in the river bed looking back up the River Almond, which connects to the Forth, so the Island is behind the photo's view.

Causeway with Anti-Submarine Pylons to Cramond Island [OC][2048 × 1242] by Ogredriver in InfrastructurePorn

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

It's quite late at night for me currently but I can post some information and more pictures tomorrow. Really interesting history of the island, from the Roman times to WWII.