December 9, 2018
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It was a tad bit of shock this afternoon when I fired up the old blog. I checked and to my surprise, I found 12 pending comments to sift through. Usually they are legit because from what I’ve noticed, wordPress does a pretty good job of filtering spam for the most part.
Unfortunately, they went 0 for 12. Good, fun time, spam.
Anyways, purpose of this post was to show you something I haven’t done in at least a couple of years (I’m too lazy to officially check), and that is to show you a terrible screenshot of mouse. Ha.
Anyways, as you can see, this is a test environment and I’m currently re-learning a lot of scripting nuances about the MapEngine as I haven’t toyed with it in a few years. My end goal is to create all of the systems and presumably all the cases of interaction and game play. After I’m able to complete these, the rest of the game can come together and by god, progress can finally be made.
Can you tell I’ve had some free time?
March 11, 2017
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I’ve known that I’m terrible at art for a pretty long time. I have a few issues with regarding pixel art. I’m indecisive as hell. I’ll rework the same few pieces countless times before I leave them alone, but then I’ll go back and hack them up again. I’m also pretty sad when it comes to color picking, there are a few go to colors I like to use and I just try and hash it together to make it somewhat…. nice. One other thing, I just don’t get enough practice. All of it is mainly my own fault, but it stems down to my indecisive nature. If I sat down and had a plan (which I definitely need more of), I could attempt more and get better.
I should also mention that I have a problem with shading/texture. My original plan for the game is to have a ‘clean’ look. So, lack of dithering and all that crap is going to be non-existent, for now. I truly understand this is going to hamper the look of the game, and will indeed turn people off of what I’m going for. However, this is my thinking, I see too many indie games (RPG Maker) that are either square-y or have a terrible mismatch of tiles. I’m hoping to avoid such a thing with everything having my own style.
Here’s where I’m at, yes, it’s not much, but there’s more going on under the hood and other prep that this screen doesn’t show.
The sprite is animated and can walk around freely. Now we’ll talk about the key things missing from the area. First obviously is the clutter and ‘decorations’ that fill up the rooms and such. Next is the obstructions and collisions. Of course the menu displays/HUD are also missing, but here’s my arguments for lack of showing at the moment. Remember my indecisiveness? That’s playing a key role at the moment.
So, for the menu I’m stuck between two ideas at the moment. A fast, easy inter-changeable items al-a Metal Gear Solid type (when you use the bumper buttons to navigate through your inventory), or a traditional, press the escape button and full up menu displays with different categories. The main reason I’m tipping towards the latter is that I can limit the number of required keys to be used. If I go with the former (MGS style), I’ll need to activate two additional keys. I’ve toyed with the idea of only using one action button, but it’s just that, toying around with the idea.
Can someone kill my indecisive nature?
March 16, 2015
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It’s been tedious task testing a bunch of different scenarios and as many as I can possibly think of. There’s only so much I can truly go through until I need a separate brain to go ahead and think differently, so, with that in mind, I plan on a March 20 release date, so stay tuned & glued to this blog for your opportunity to claim this as your own.
(edit: I put the same date as the publish date as this post, that of course is incorrect, kind of a scatterbrain, the release is planned for March 20th.)
I’m going to spend the rest of the week polishing and omitting debug/testing, and non-vanilla data that will just inflate the file size (although I think it sits under 1 MB in size).
August 17, 2014
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It’s been a long time since I’ve really had something new to show. I’ve been hard at work cleaning up and making Traders more efficient and neater. As mentioned before, the chat has been moved to the top of the screen and the players are now occupying that section of the screen.
Here’s an updated screen from the newly created lobby menu, of course, a lot of options for game-play are still missing, however, they’ll be added when everything else is complete.
Now, the bad news for it all. Well, there isn’t anything that is terrible per say… more of a pain in my ass. Since I’ve re-worked a lot of the client portion of the game, a lot of the workings of the server have to be fixed to make it all… work together. Just something that’ll take some time.
Currently, I’m testing full game functionality and fixing/updating as required. The only thing that is currently omitted are the ‘updates’ (small graphical notifications). I’m still listing everything I need so I can make the proper handler.
I’m estimating that I have about 6-8 hours of work left… unfortunately about that is I don’t necessarily work on it all the time, and straight!