Group: Member
Posts: 89
Type: Musician
RM Skill: Undisclosed
QUOTE (bulmabriefs144 @ Feb 16 2011, 05:13 PM)
QUOTE (ranmaster @ Jan 31 2011, 02:08 PM)
Oh that fonts ugly, would you like to use the font I made. I can give it to ya via PM. =D
Preview
If you can get it to work through Mincho, sure. I wanna be able to switch between two custom fonts.
Btw, I just did an update to Michael (dunno how many of you've gotten that far), and his levelling system. It's sorta like this but for one character, and I don't have weapon/magic skill levels. Mainly because of too many weapons, and too much in the way of spells.
What's the Limit *box* function going on in that picture?
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Follow Apathy of Angels on Facebook! Click Here to read up on it. An extensive demo is available for download. Hopefully I will have a topic set up shortly on this forum.
Ummm, how do I get this moved to Completed? It's technically not completed, but this is because I'm gonna add voice acting to the game (that and the fact that after that, I've got a GamePlus to work on). But it's pretty much close enough...
Thanks guys. I'm gonna work on voice actors now if anyone will respond back.
Since the last update, I also fixed the steal system so that it never steals more than the total monsters on the field. That was a nasty problem with some rare items.
Done with voice acting for first game (and pretty much everything else). Now for the second game, working on the puzzle maps.
...Of course. No sooner do I submit a "finished" game, and test it, than I find out half the code conflicts with other code. In terms of plot and events, this is done, but in terms of bug testing, it's still far from what I'm proud of.
This post has been edited by bulmabriefs144: Jan 27 2012, 09:36 AM
Okay, fixing the glitches and updating. I've got a partial-finished Alchemy system right now. But most of you won't know how to find Alchemy (you learn it from one of the shelves of a library), so I might as well post what I got.
I think all voices are finished for game 1, and doublechecking the game itself from test play. I'm posting the upload soon.
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Alchemy is done. I also changed Lilith's general appearance. She now has wings and a tail, and a sexier outfit.
I edited this, color swapping the skin tone to human flesh-tone, turned her hair and eyes from red to purple, and added a simple string bikini since she was kinda naked. Oh yea, and I added a bunch of status effects animations for her.
This post has been edited by bulmabriefs144: Feb 24 2012, 04:27 PM
Glad to help. I've done a bit of that myself, getting ideas or using other programs a tutorials for my own coding (let's leave out some of the graphics I've "borrowed" shall we?).
I'm kinda slowing down right now, due to backstage work in a play, and the one thing I'm working on is a multisquare Sudoku puzzle. It might take a bit for my next update.
Updated. Nixed the Sudoku concept. I got it to work for about 5 squares with lines and lines of code, then it was skipping code entirely (too many conditions), which made me really mad.
I'm doing simpler to program puzzles, and adding in some more chests. I turned what was going to be Sudoku into a complex word puzzle.
Also, I remade Elias's battle system. Speaking of inspiration, I looked at the energy blast/charge up system for A Home Far Away, and made my own (mines based on skill system, I think that one uses equips). I did use the fireball graphic though, making him fire floating balls of light (holy damage only, making it a bit less effective).
Just finished writing code for a music puzzle. The song has an easy version, which gives minor rewards, and a hard one that pretty much wins you everything. The hard one is so insanely long that I've yet to test it (just over 100 notes).
(I playtested for about 15 min, only to find that for some reason one of the graphics files was missing. If something like that is happened, I better make sure the game is playable, or it'll do no good that it's done)
This patch is a fix to all the battle animations. Before this, some of them were too wide, and would glitch when reversed. (The next update will have this by default)
This post has been edited by bulmabriefs144: Nov 15 2012, 10:18 AM
Just added DynRPG plugins to the game. Now there's a bunch of stuff that works much better than the game would normally work, and some of it couldn't be done at all without help.
Cool, I can now do C++ arrays, meaning I can store tons and tons of variables offsite.
I just made a common event that with about 13 variables (5 item IDs, 5 item quantities, the array row and column, and a gold quantity), I can do literally thousands of unique treasure chests.
I'm gonna remake my treasure chests over the next few weeks/months probably.