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> Demon Slayer - 1/06 Number crunchcrunchcrunch for breakfast, Punch demons in the face REALLY HARD.
Tevak
post Nov 3 2011, 11:05 PM
Post #61


I enjoy cheese...
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Type: Designer
Alignment: Chaotic Neutral




OH Porntalen, what wondrous things you have made! I MISS YOU SO MUCH TvT


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Pentagonbuddy
post Nov 13 2011, 11:05 PM
Post #62


Obligated To Love <3
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Type: Undisclosed
Alignment: Unaligned




Rest assured I am still hovering around! Alas a transient, not-always-there-head is probably not the best one to perch one. You could think of me as that voyeur who is always watching you change clothing, even when you don't know it; a comforting presence.

For mitchi:

The original really is amazing all on its own.

And yes, Indra, there are really only boss battles! Each one is quite...a lot of work OTL They're the only fights in the game, so they're all pretty detailed!

I should mention I've fixed most of the bugs I mentioned in my last update, too! Ms.Slayer is still too determined for her own good sometimes, and there is still that undisposed bitmap from the save scene, but I've been fixing the things I can consistently replicate.

I don't have much to report on for the moment. November has been a busy month for me, and not because of Nano! I've been working on a 2-week contest entry for something else, and I got hired to work on an ~indie~ visual novel (!!!) so that has been eating up my arting time. What stands in the way of a Demon Slayer demo? Lots of graphics! (But not as many; I'm mostly down to animating battle sprites which is really hard but will be worth the effort and maybe a few extra tiles if I feel like it.)

I have been refining various gameplay-related things. The first dungeon, which used to be split into two routes, has now been merged into a single path filled with tentacles and a fight and still with a couple little branches to yield treasure. The reason for this definitely has to do with the fact it's a game about boss battles - there aren't really "random encounters", and I think shoving puzzles everywhere for the sake of "proper dungeons" isn't at all what the game is about. So the less I have empty maps which carry you from point A to point B without another purpose, the better. Skills have been getting their graphical effects like animations and sound effects worked on, but when I send this out to betas they can expect quite a few to be unfinished!

No screens this update! I haven't been making the actual maps for areas other than the first level, and I don't want to keep boring you guys with screens of the same area over and over and over. And seeing interface stuff surely gets old after a while. That being said, the other day I did take some time for personal art, which happened to be DS related! Just doodling for practice, but here it's something to look at.



In case you wonder, yup she is a big lady.

Edit: And I completely forgot to mention, but I added the beginnings of a battle guide of sorts! It is in the second post.


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Ronove
post Nov 13 2011, 11:10 PM
Post #63


I do not bite!
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Type: Writer
Alignment: True Neutral




I still think she looks quite peaceful. I don't want to punch her in the face!

I hope you're able to make the dungeons cool. I agree that puzzles, puzzles everywhere probably wouldn't be the kind of game you were aiming for, but rather I hope you'd make it really fun to explore. And lots of hidden goodies to find. Since there are just bosses, how does equipment work? Does she always have the same static equipment and you become more powerful or change what you are powerful at in different ways?

I think that's a good idea really--this way the bosses can really feel epic because you're putting a lot into them! Hopefully there isn't a steep learning curve to the battle system!

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Pentagonbuddy
post Nov 13 2011, 11:26 PM
Post #64


Obligated To Love <3
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Type: Undisclosed
Alignment: Unaligned




There are indeed goodies to find! Equipment is still a thing that is important and stuff, as each piece does something unique, and there are 2 per level for 14 equips to find in all. In the first level you can find the DARK PENDANT~ and the SKULL RING~... I am sure my naming prowess is absolutely stunning. OTL The dark pendant teaches you a skill that lets you "steal" certain boss skills for use in that battle, as it contains the soul of a LEGENDARY THIEF~. The skull ring's effects aren't as decided on, but the teeth tickle your fingers as if attempting to bite. Mostly each piece of equipment does something "big", like teaching you a unique skill or preventing criticals or applying a regen autostate... But they don't really provide stat boosts.

Since there's no leveling up or experience, you don't exactly "get stronger". Defeating each boss allows you to harvest their blood NEMATA~, which boosts your max MP and is used as currency for fusing new skills. Your actual stats are modified using an item, so if you want to magically have 40 attack and 60 spi and then 60 atk and 40 spi 5 minutes later, you can totally do that.

There's still a bit of an "exploration" angle to levels, since you can find NEMATA WELLS~ in addition to equipment, along with recipes for skill fusion and NPCs that give hints for the upcoming boss and stuff like that. Puzzles tend to come into play for treasure, just not so much for casual exploration!

The learning curve has been one of the biggest obstacles for me. If you're not familiar with PTB, then it will seem really big and confusing and probably hard to get used to at first. I've put optional (and quite skippable if you so desire!) tutorials in-game, as well as lots of documentation outside the game, so hopefully that helps.


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Jaide
post Nov 14 2011, 09:35 AM
Post #65


ಠ_ಠ
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Type: Writer
Alignment: Chaotic Good




I think I told you this before on messenger, Penta, but I absolutely love how there's only the boss fights, sort of like Shadow of the Colossus. It makes everything feel so much more epic. @_@
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Scinaya
post Nov 14 2011, 11:21 AM
Post #66


Spreading the Valentine's joy
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Type: Artist
Alignment: Chaotic Good




Long time since I expressed my love for this thread <3 <,<
And I am more and more happy and delighted to see !SOMEONE MAKING BIG BUT BEAUTIFUL LADY! and androgynous fest for character cast. ;u;

Bwaahhh, but aside all the drool that drips for the graphical side, I am always finding myself in awe how much there is put thought into the gameplay side.


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;u; Thank you:


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zachy
post Nov 27 2011, 08:04 PM
Post #67



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Type: Spriter
Alignment: Chaotic Neutral




Looks amazing! Can't wait for a chance to play it. biggrin.gif


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Pentagonbuddy
post Dec 29 2011, 03:25 AM
Post #68


Obligated To Love <3
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Type: Undisclosed
Alignment: Unaligned




I'll skip the OH MAN I HAVEN'T POSTED IN FOREVER! I've been trying to post...well, when I have something meaningful to post. I posted this elsewhere, but I'd like to keep DS consistently updates wherever it is posted! So here, some end of 2011 reflections:

Not posted on the 31st since I will probably be busy! But I wanted to write something/give a tentative I AM DOING QUITE FINE NOW! Aside from IRL stuff, a lot of my attention has been going towards serious perspective/art study since if I’m going to be drawing for a visual novel … it would help.
Thankfully Demon Slayer won’t hit the one year mark for quite a few months! I’ll be embarrassed if I haven’t gotten past at least the first two levels after a whole year of development.

I’m most proud about having pretty much all the dicking with scripts and huge chunks of the database done. I haven’t put in all the AI patterns or battle events yet, but aside from animations/sound effects for skills, everything else in there is DONE.

I’m lacking in a lot of graphics, which I can’t say I’m happy about, but all I can really do is chip away! I’m a slow spriter and still very new to animation so each time it feels like a HUGE DEAL. OTL It gets exhausting, but I keep telling myself I’ll get faster with practice.



Speaking of sprites -- when I started working in April, I had a lot of help from Archeia! I was first learning how to sprite and not really sure where I was going with the project, since in the beginning it was mostly just a reason for sprite practice.

Over last spring break I ended up with almost everyone in some kind of basic battle pose, but the style and pretty much all the colors were Archeia’s! I’m glad she asked me change them, since the practice sprites look so terrible when compared to the ones I’m doing now. (AND ARCHEIA DOES HER STYLE WAY BETTER THAN ANYONE ELSE) Not that there’s much to compare with for now, at least until I get my act together and make more battle sprites, ah-hahaha! Even now, I still have her to thank for a lot of my own improvement. She’s always been super inspiring and helpful!

But it’s a shame this hyperactive twitching will never show up. … Unless I remake it.

There used to be a VX RTP styled chibi; it has since been lost to time!

The graphical style has shifted a lot with overworld sprites, too. Working from my own base doesn’t let me cut corners and franken anything. OTL At least until I have a big enough sprite pool. I’m still glad I did it, since it’s been easier for me to work with and pose.

And faces! The very first two were drawn by Jalen, (yup she most definitely helps with the project…even quieter than me) but she has a job and school and a LIFE, so I ended up taking care of portraits.

The basic gameplay is more or less the same. At its heart, DS has always revolved around punching demons in the face. Several of the finer details have changed due to my scripting (in)abilities. In fact, the entire flow of combat used to be different! I’d wanted battles to revolve around using certain skill combinations to perform other skills, (Pretty much exactly like this, actually!) but I only got it to work halfway so I ended up scrapping the idea and reusing all the fusion combos for learning new skills out of battle, instead of skills to be used in battle.

The first charts for fusion looked like this!

I also had a bunch of puzzle tomfoolery worked out for each dungeon, but I’ve tucked away most of those ideas for future projects. Although the game isn’t just walking your fist from point A to point B, I’m sticking to my mantra of “The stuff outside of battle should provide context/help for the upcoming fight, or relate to the overall plot”, and a lot of my ideas failed to do that, so! SNIP SNAP.

There are still a few things about gameplay I’d like to refine, if I get the time. Currently when you distribute stats it’s all evented and looks like this:

Rather ugly, I have to admit! Ideally I’d like to become fluent enough in Ruby to write my own scene and integrate it into the menu, but anything you guys play will probably have the awkward evented version for now. It gets the job done and has yet to explode everywhere on me/testers.

As for writing, I’ll let you in on a little secret… Pretty much all of the characters and setting were pre-existing ones Jalen and I decided to use for the project. The only things that have changed about them have been fleshing out details! Same for the overall plot. Even if the game itself is less than a year old, most of the writing-related shenanigans have been around since 2009. Much older in the case of specific characters! Once DS is an actual thing that can be downloaded and played by other people and not just piles of ware that emanates vapors, I’d love to talk more about it. I mean right now if I mentioned the main character’s HISTORY~, like two people have reasons to care.

I’m just gonna use this time to drop some thanks to emmych, too. She’s a fantastic source of inspiration and good at keeping me motivated!

Also the first source of FANART~, though wow I forgot to mention it. OTL It's all the way from September!

While I’m not satisfied with the amount of progress I’ve made, I’m excited about where I’m going and my resolve to get things finished. Ah-hahaha it’s exhausting to think about all the things I have to do/keep track of, but working on any project gets like that. KEEP CALM AND MAK GAM ON and whatnot.

And a big thanks to everyone who keeps up with DS over here! I know I don't post much, but I try to make it exciting when I do.


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Twidger
post Dec 29 2011, 04:14 AM
Post #69


Everyday I'm Shufflin'
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Type: Artist
Alignment: Chaotic Neutral




I did. I did think this was dead. I cried myself to sleep everynight D':
Haha glad to see this back, them graphics are lookin' pretty smexy if I do say so myself XD

This post has been edited by Twidger: Dec 29 2011, 04:18 AM


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~Chapter 3 is out now!!~


~Check out my 2011 Game-Making Contest Entry! Fully complete and ready to play!~


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Pentagonbuddy
post Dec 29 2011, 04:53 AM
Post #70


Obligated To Love <3
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Type: Undisclosed
Alignment: Unaligned




I bet they were tears of joy.

...I kid, I kid! But thank you! <3 It takes a lot of time, but I think it'll be worth the trouble.

I forgot to mention I slipped in another drawing into the OP; for anyone who doesn't feel like checking it's this:


And not added to the OP, but...THE MC IN UNDIES 08

Kind of? More like workout clothes. (Perhaps they are the same thing!)



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Emmych
post Dec 29 2011, 07:46 AM
Post #71



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Type: Artist
Alignment: Chaotic Neutral




Oh BBY~

Helloooooo, Mira~ <3
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serch
post Dec 29 2011, 03:57 PM
Post #72



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Type: Designer
Alignment: Chaotic Good





O:
the sprites has amazing
Can't wait to play the demo


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~Amazing Resources~

~Amazing Games~

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Pentagonbuddy
post Jan 6 2012, 05:27 PM
Post #73


Obligated To Love <3
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Type: Undisclosed
Alignment: Unaligned




Not a "proper" update in terms of being SUPER and full of STUFF, but... after expending all my energy on the Ace cutscene contest (It was this thing if you happened to not know about it! However don't take this as GO VOTE FOR ME~, seeing as how voting ends shortly and there are plenty of cool entries you oughta check out.) thinking about touching my pen tablet makes my stomach churn. So I have been working on NUMBERS and DATA.

This means I would be in the market for someone/maybe a couple of people to help me with NUMBERS and DATA. I don't want to say "beta testing", since it's more like "battle system testing", and thus a lot more miserable because it means things like "Fuse every skill in the game GO! ok now USE EVERY SKILL IN THE GAME GO!" while looking at all the broken parts of the project and cursing my very existence.

So if that sounds like a fine way to spend portions of your free time, feel free to drop me a PM/post/form of contact!


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Faalhaasje
post Jan 17 2012, 06:48 PM
Post #74


Dutchman
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Type: Coder
Alignment: Chaotic Good




I would love to 'beta-test' the battles 'n stuff. I apply for tester, if that's ok n_n


~Faal


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Y can't we event our own lives ლ(ಠ益ಠლ
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Pentagonbuddy
post Jan 19 2012, 12:05 AM
Post #75


Obligated To Love <3
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Type: Undisclosed
Alignment: Unaligned




Fantastic! I've actually run into a problem with how states are applied, so until I figure out that particular bug... about half the skills are broken because they don't apply their states. I'll shoot you a PM once I get it all sorted out, though!


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