Sunday, 28 January 2018

Happy Demo Release Day!

Please excuse me while I go lie down and sweat nervously.

The time has finally arrived ... after a few uploading mishaps (i.e. me trying to upload it to Dropbox three times simultaneously and wondering why my internet was crapping itself), the demo is finally up and ready for download.

It feels like a relief to finally be able to show something for this game that's been stewing away for the last, what, five or six years? I was worried that there wasn't much to show, and then a beta tester told me they were surprised it wasn't over when they were only halfway through, so I guess that's good. I just hope people like it. I understand that it probably won't be everyone's cup of tea, as it's a bit of a slow burn and it's very story-oriented, rather than having a fancy new-fandangled battle and upgrade system, but I hope someone likes it!

If you're interested, check it out here: https://rpgmaker.net/games/4415/

Tuesday, 16 January 2018

HEY FRIENDS

Remember how I said I was going to have a demo ready? Yeah? Well, I do ... I was just waiting on a couple of beta reports that never eventuated (I guess because holidays?), so I think I'll aim to have a release by the end of the week. Isn't that exciting? Kinda worried that I'll release it and then the beta reports will finally come in and they'll be like, "GAM BREAKING ERROR in this scene". But, hey, I guess that's part of the adventure.

My goal for 2018 was to finally learn Ruby, which is the coding language used for RPG Maker VX Ace. See, I've always been terrible at maths, and any time I see things that look vaguely 'maths'-like, my brain immediately switches off, and that has been a barrier for me with things like coding and scripting, because they reminded me so much of algebra (which I hated). I'd been reading through the base scripts for Ace for a while and trying to understand things, and I could do some simple stuff (for example, 'if' branches) and I kinda got the gist of how things should work, but couldn't really understand why they worked that way.
Look, wordy bits! And I understand them!

Saturday, 25 November 2017

The one where I mak gam

There will be peddlers and merchants along this bridge, hawkin' their wares.

Hey friends. We're almost at demo time. I KNOW. It's only taken me ... this many. *holds up fingers and squints*

While waiting for my beta testers to get back to me, I decided to get started on the next dungeon, which was originally going to be called the Sylvan Grassland and is now called the Sylvan Floodplain. Originally I had a mind blank when I was creating the world and didn't have a great idea for a dungeon, so I was just going to have a field/grassland because I already have a forest, a mountain pass and a cave. It seemed like a good way to round it out.

The idea is that you're heading south after the events of Act I (aka the demo, get hyped fam) and you cannot continue along the Maeden Road, which is the quickest way to get to the capital. You cut through the Sylvan Floodplain, which does exactly as its name suggests—when it rains heavily, it floods.

Sunday, 22 October 2017

Just so you know that I'm not dead


Let's just say that Gramps knows his shit.

A lovely forum-goer prompted me to update my blog, so here we are. Haven't updated for two years, hah. You'll be pleased to know that I haven't been sitting with my thumb up my ass this entire time. I'm unfortunately not a lady of leisure and I spend a lot of time working and exercising and trying to maintain my tiny friend base, so progress is slow—but it's progress.

Monday, 21 September 2015

Happy Birthday, Stephen King!

Seemed like a good enough blog title. Did ya miss me? Well? Please respond.

I did some things, so that's good. If you're a keen bean, you'll see screenshots after the jump.

Tuesday, 14 April 2015

Evented Random Encounter System



I've been working on this stupid Evented random encounter system for the last couple of weeks and I've FINALLY gotten it to work. You know when you've been trying to do something for ages and it doesn't work and you can't understand why, and then you crack it and you feel like you could craft a full-blown whale out of potato skins? Yeah.

But yeah, friggin' stoked that I got this stupid thing working. To explain a bit about the system: I played a game made in RPG Maker XP a few years back called Exit Fate (I think?), and it was kind of like a Suikoden-rip (hence why I liked it, because Suikoden is boss), and it had this nifty wee system where it would alert you by making a sound and showing a picture in the top corner whenever a random encounter was about to initiate, and you could press a button and let go of some gold in order to avoid the fight. It always stuck in my mind, because I'm personally not a fan of on-screen encounters most of the time, to be honest. Pretty sure everyone else loves them, but hey.

One of the major complaints about random encounters (i.e. where the enemy is invisible and the encounter is calculated by the (random) amount of steps you take) is that there's generally no way to avoid them, they can be immersion-breaking if you're in the middle of something, like a puzzle, and just generally annoying. I thought this was a great way to keep them in the game and hopefully lessen some of those issues. Also, RPG Maker has a weird way of calculating the random encounters, so you could be getting into a battle every couple of steps if you weren't careful.

I looked up an 'encounter alert' script of some kind that I could use, and I found one for RPG Maker VX Ace, which is a newer system than what I'm using (RPG Maker VX), so the script was incompatible. So I tried to find tutorials on how to make one using Events, but couldn't find anything (generally because no one likes random encounters, I presume). And then finally I found a tutorial written for one of the earlier RPG Makers (with no scripting capacity), which detailed how to make your own random encounter system using Events, so I based my system off that tutorial and then added my own changes in order to make the 'alerts' work.

Don't know if any of that makes sense to any of you, and I'm sorry that this isn't an update with pretty pictures, but hopefully I'll get another update out soon with all of that good stuff. I just needed to vent and explain my frustrations and my little journey to getting something that seemed simple to work. :B (that's a smiley face with buck teeth, by the way)