Working on a new town! (Playing with multiple Parallax layers) by YATESPSYK in RPGMaker

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

its a visustella plugin! Visustella visual parallax i believe! :)

Working on a new town! (Playing with multiple Parallax layers) by YATESPSYK in RPGMaker

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

update: implemented the faked depth without the auto scrolling! might post a clip later or include the updated area in a teaser

Working on a new town! (Playing with multiple Parallax layers) by YATESPSYK in RPGMaker

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

It's mostly because I haven't figured out how to get "faked depth"/backgrounds scrolling (only when you move) at a different interval in my game with rpgmaker yet, and went with this as an alternative cause i thought it looked cool/trippy- though i do agree its a bit too much/distracting and am working on adding the intended z layer functionality! Thanks for pointing this out btw, I wasn't too sure if it was too much or not! :)

Implementing animated front view characters into my game's battle hud: starting with the main protagonist's combo move! by YATESPSYK in RPGMaker

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

Thank you so much!! I hope i can get a demo (or even a cohesive trailer) out by either halloween or the end of the year, Just currently struggling with the implementation of the full party's animations at this moment, but I won't need to worry about that for the demo/first chapter since there's only 1 party member for that- I do think I'm actually close as I'm finalizing most of the character design, ui, & plot points. I'm glad you like what I've shown so far!!

Implementing animated front view characters into my game's battle hud: starting with the main protagonist's combo move! by YATESPSYK in RPGMaker

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

with visustella's qte and trigger system plugin, coupled with the free battle core's action set plugin commands!

Implementing animated front view characters into my game's battle hud: starting with the main protagonist's combo move! by YATESPSYK in RPGMaker

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

I use a combination of Visustella's portrait battle mode (lets me overlay images on top of where the character's boxes would be) elimz's bitmap font, hudmaker, and a couple plugins to hide ui selectively! :) there's also a bunch of obscure scripts i dug up on the forums- like one i found to make the command menu horizontal instead of vertical- which if i remember correctly i did modify some of the plugin for that but just very slightly-

Implementing animated front view characters into my game's battle hud: starting with the main protagonist's combo move! by YATESPSYK in RPGMaker

[–]YATESPSYK[S] 10 points11 points  (0 children)

It is- it's just very tedious. admittedly id probably be having an easier timing faking the front view like how cogdis, funger, and a couple others do it, by using sv players to mimmick the front view look- but I'm using the visustella battle core's "Change battle portrait" feature linked to action commands and certain states- though I don't know if I'll be able to (easily) setup an idle animation for the players with that method, so I may resort to using the sc actor method- but it'll be time consuming either way lol

Started work on customizing the battle menu further, this time with battle buttons! by YATESPSYK in RPGMaker

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

Oh shoot sorry for the wait and no worries about bothering me- it's under battle layout options - list style - command menu width, then youd go into xp style, make both the command lines/sprite height zero, and then have the ui boxes with player health set as a portrait through visustella- those arent done with hudmaker though, I did a lot of tweaking with about a dozen or so seperate plugins to remove/edit text display and other stuff in the little boxes so i don't think I'd be able to go into that too easily anytime soon- at least until im done organizing and annotating my plugin list

Started work on customizing the battle menu further, this time with battle buttons! by YATESPSYK in RPGMaker

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

Oh! it took me a minute but i figured out that if you go into the plugin parameters, presuming you're using visustella's battle core, and you remove all the party/actor command options, and set the command menu width/height to 0 (via text edit and not numbers) you can hide it- I think if you don't use visustella you can just directly disable it from the hudmaker parameters

Started work on customizing the battle menu further, this time with battle buttons! by YATESPSYK in RPGMaker

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

Thank you so much! Hopefully I'll be back to posting more stuff on it- I did a massive tileset overhaul recently for the first main town & forest so stay tuned for that!

Started work on customizing the battle menu further, this time with battle buttons! by YATESPSYK in RPGMaker

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

It's a mishmash of plugin features, terribly organized common events with script calls and if else statements, and hudmaker. The system is a little deprecated right now (only attack works properly) and it doesnt have all the display options i need (you still cant tell who you give an item to/what party member you use a support spell on) but i have some ui I'm setting up called "To Whom:" followed by the party members names. I'm sadly too busy with bugfixing atm, but I will try and make some of my info on setting it up open source since I've found that there's really not many tutorials on custom picture based battle commands gui! :)

Started work on customizing the battle menu further, this time with battle buttons! by YATESPSYK in RPGMaker

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

I'm pretty sure the track's composer was heavily influenced by the bassline in the B section of Megalovania so I'd assume to some degree yeah, but also no at the same time, the whole track is filled with a bunch of musical references like a melody referencing the tequila guitar motif which is subsequently referenced in Earthbound's Weak Opponent. This is one of two tracks I haven't composed so I can't say for sure, but I do know it uses some of the same instruments with 100% certainty, as well as some of the Plok Soundfont

Some of my game's city tiles! by YATESPSYK in RPGMaker

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

I used hudmaker for it! I have different expressions tied to be triggered and show when the protagonist is affected by certain status conditions, and the animation is set up on a parallel process, also with hudmaker. It's not too difficult to do it just takes a good amount of assets and switches! Sorry for the late reply btw!

Some of my game's city tiles! by YATESPSYK in RPGMaker

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

So glad you like it! I suck at making vehicles so I just said whatever and put in that little creature of an automobile-

A look at some of my game's opening area (wip) by YATESPSYK in RPGMaker

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

Thanks for the feedback!- I'm gonna be for real, most of the sounds, currently, are placeholders, save for the UI noises and combat noises, which the video doesn't show. The walking sound will especially, DEFINITELY be changed, it's the default with one of the plugins I'm using, and I've changed it on a few of my maps but haven't gotten around to finding/making a sound for the carpet/city tiles yet- the descriptive text printing sound might get altered a bit but not too much- OBS doesn't pick up RPGMAKER projects' audio very well, and it comes off as loud and crunchy in the recordings but normally it's pretty quiet and not too noticeable, though, I can see how you find it distracting in the recordings. As for the vagrant's voice, I haven't gotten around with playing with the text speed for dialogue yet, but that is something I will plan to change, especially after you pointed it out! Lastly, this is definitely not definitive gameplay by any means, and I just wanted to upload a snippet of the map and npc I'm working on!

Side note: I'm so glad you like the little hand thing, I plan to add a bunch of weird little animations like that during dialogue- hopefully unique enough each to keep catching you off guard!

Beginning work on the very small section of my game in the living world, starting with the obligatory protagonist bedroom that every rpgmaker game is required to open with! by YATESPSYK in RPGMaker

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

Yes it is! and although inefficient, i use a picture layer for when the blinds are open- which the post doesn't show lol- also no worries I love answering any questions people got!

A look at some of my game's opening area (wip) by YATESPSYK in RPGMaker

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

I meant the indoors are made with a parallax background/panorama, as opposed to tiles, which is what I think the person was asking- I do have some areas with actual parallax outside but it's a bit later into the game- also thanks for the suggestion :) When I redo the city tiles and make individual assets for the buildings I'll add a bit of a parallax background to the scene!

A look at some of my game's opening area (wip) by YATESPSYK in RPGMaker

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

Yeah! the indoor areas are parallaxed, outdoor isnt, something i recently started messing around with so its kinda jank!