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StormyVenture

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Everything posted by StormyVenture

  1. Alright. Having to go out of the game to change the date is a little weird, just my two cents. Surely it's not that hard to store values in the game and provide a point and click interface to adjust them. Seems like this could be at least an amusing point and click 2D adventure with a bit of work.
  2. How do you change the date; do you have to change the actual time on your computer? I'm not seeing any kind of actual interface. Is there any other gameplay besides presumably visiting the other 'stages'? As an aside, regarding your game art: The typical form of the TARDIS (which could look like anything technically in the DW universe) is a UK police box design probably from 1960. So you can just use a real picture of one or draw a close facsimile. I doubt there's any need to worry about copyright or anything, unless you use an actual shot from the show. Similarly I would use something else for the inside than a blurry capture from the show itself. If you really like that particular example I'd suggest tracing or freehand drawing to get something visually similar which resembles but it's a one for one copy of the show set. https://www.deviantart.com/urimas/art/MLPonline-Sprite-Sheets-341840400 ^ might be some useful sprites there and for the price of giving credit you have a lot of freedom. Also, although they are small, probably rpg maker sized, as long as you scale in powers of 2 (1, 2, 4, 8, 16, 32, ...) and without anti-aliasing you can probably scale any of them up to a workable size.
  3. Ah. I don't really have any experience with that, but there is a reference site/page for time functions: https://docs.yoyogames.com/source/dadiospice/002_reference/date and time/index.html If you're still interested in making such a game you might consider: making a direct post asking specifically for help with handling time in GameMaker OR trying a different platform/language. I like Love2D myself, but that wouls require learning Lua.
  4. It shouldn't be that hard. Most programming languages have a standard (actual or defacto) time library. Also time on the computer is often referenced against a specific 'real' date and time and commonly stored as a numeric value offset from that base. What are you trying to do with that time comparison? It should be as simple as comparing the exit time vs start time and then calculating how many hours/minutes/seconds whatever occured betqeen those two points. What tools and/or language were you using?
  5. Thanks! I look forward to seeing the final product. That's pretty much it on questions for now. P.S. English has lots of words, many of which are borrowed (directly or indirectly) from Latin and other languages. Regarding your website: Charachters should be spelled this way: characters. Also in my experience 'turn based' is often hyphenated as turn-based and 'open beta' is left as is, probably as a matter of grammar although it could just be convention. There is no danger of being misunderstood in either case. You also have a few other minor typos (typographical errors) on your website. academy. then every -> than ever. balance. linger -- stay in a place longer than necessary because of a reluctance to leave; be slow to disappear or die Is this what you meant? That word has a connotation of a something or someone being expected to have left, diminished, disappeared, died, etc. I take it that you mean it survived or has continued to exist in a neutral sense.
  6. Do you have a website or any gameplay videos? Because it's not entirely clear what sort of game this is meant to be. You tagged your topic with RPG, but the description sounds like a rogue-like or maybe a dungeon crawler. But then you mention a 'School Shop' and a Library. Does the game world consist of a town and dungeons? Is there any kind of background story/lore to provide context? What on earth are all these pony and ungulates fighting in a dungeon for? Is there any objective besides grinding for experience (XP) to get tho the next level/better equipment then rinse and repeat?
  7. Not sure what sort of losses you mean, but I assume you're talking financially. I liked reading the comics, but I rarely buy any because my local store that sells that sort of thing rarely has the latest issue on the rack. When you can't just pop in and purchase a copy and then it's $4/each for about 10-15 minutes entertainment if you like the physical format (I could get a full novel in paperback for between $8-10) it almost feels like a waste of money and effort.Sure, if I really wanted it I supposed I could get them to order it for me or I could buy it online directly from IDW either in individual issues or omnibus volumes as they come out. But I can only do that because I'm an adult. Being a teenager without a receptive parent would require more effort. Plus, good art aside, I can get reasonably well written fanfiction on FIMFiction for merely the cost of my time and attention. So the story alone, while perfectly fine and presumably canonical, is not necessarily the strongest draw. Idk how other people feel, but there might be economics problems here. Comics may be seen as rather expensive for the amount of 'content' they provide. I'm not saying authors don't deserve to be paid, but reality often intrudes. There's a ton of entertainment content these days, some of it is practically free, and for a subscription fee there is more than you could ever consume.
  8. Certainly no one should be scared to go to school, but someone might be scared (anxious?) about going to school for any number of reasons. One really important thing here is that fear, in general, isn't required to be rational. Being generally worried that someone (non-specific) is going to shoot up your school, church, workplace, etc is in fact irrational. Just because some crazy person shot up a school, library, house, whatever somewhere does not intrinsically make it any more or less likely that you will experience such a thing. Very little has actually changed in terms of intrinsic threat, only that you are now very aware of a specific possibility which is a terrifying thought. And if turns out the sanity of someone going to your school is hanging by a thread, well that's probably not some novel development and it could be a separate problem someday, with no external connections. Tangentially, we insist on fire drills even though it's statistically likely that most people will never experience their school or home burning down. So, given that guns are fairly prevalent (at least in the US) it makes a certain amount of sense to prepare people for the possibility that someone might lose their mind and go shoot a bunch of people. It could happen anywhere after all.
  9. I understand that. And it's certainly true that I tend to be a bit critical and to more clearly see the problems than that what's working well. In my previous comment, I tried to explain a little bit of what I perceive to be the game's shortcomings and what would make it better in my opinion. As it is combat is somewhat dull and grindy (e.g. rinse and repeat). You just get more experience to get more levels to get more HP and Damage Potential to beat the next stronger big bad. And in my experience you spam skills until the MP is gone and then resort to regular weapons because the former are much stronger in general and you need to take as little damage as possible to avoid losing/game over. This might be mostly a balance issue of some sort and a limitation of RPG maker's combat in the sense that it's very win/lose unless you go to some length to work out alternative outcomes. Also there really should be, imho, more game content of some sort between 'bosses' and a bit less constant combat (slimes and snakes all over the place, changelings, etc). Some actual investigative elements and meaningful interaction with the citizenry would help. There is very little discovery required besides "check all the trash cans" kind of monotony. Why is every place just seemingly abandoned, it's really not clear that this corrupting darkness should cause that kind of change in general. At least in Cloudsdale you're presented with a plausible pseudo-explanation for the empty streets, albeit it's difficult to grasp why this would be happening.
  10. So I downloaded this and played it for a bit. That said I think there's awful lot of blunt 'hit them with a bigger stick' combat so far substituting for game depth. And the "solution" to the corruption of the mane six is apparently to beat them really hard until them vomit it out/admit defeat? I know the show didn't do it much better with fixing being discorded by applying UberMagic:RememberWe'reFriends, but come on... Blunt trauma with a side of background pony narration (and occasional random gifting of items with gameplay value that make no sense for those ponies to be carrying around) is rather dull and uninteresting as RPGs go. I'm not sure what exactly the formula would be for a better/more substantial story. Rainbow Dash claims to be defending Ponyville, but from what? And surely someone would have figured out she's hiding out near Fluttershy's house. And there's no more depth to Applejack's 'story' at all despite her apparently trying to find all the others (the mane six) and having failed and just giving up on them, the farm, her family, and Ponyville. Hopefully there is a bit more substance to the changelings. In my opinion there really needs to be a bit more story and RP/interaction in between the smashing ponies upside the head bits. Corrupted Luna wanted to rule Equestria and have eternal night (of course that involved removing Celestia from the picture, even if might mean killing her) if we loosely try to tie together show canon and this plot, so shouldn't the other ponies be doing something equally screwy. I think 'The Return of Harmony' having the discorded ponies act opposite to their sort of intrinsic nature was a pretty powerful plot device even if it wasn't really leveraged much. For example imagine: - Applejack as a greedy, manipulative pony working only for her own benefit [not being honest or working together w/friends and family] - Fluttershy as a rather unkind pegasus, perhaps even cruel, possibly trying to protect animals by preventing ponies from having pets or say using anypony's mistakes as an excuse to mistreat them [not being kind at all] Right now the game feels really grindy and as though you'd better build the levels so the next arbitrarily difficult enemy will be possible to defeat without a massive item collection or endless rinse and repeat (aka reload and try again). Tangentially it seems quite silly to have Luna advisecaution so bystanders won't get hurt (in a seemingly empty place no less) and then the very next course of action is to scour the hotel and confront 'Applejewel'. P.S. I think the graphics could be more custom and pony-y, but that's a matter of polish that isn't super critical.
  11. Love2D is a good game engine, especially if you're relatively new to developing games and don't mind learning a new programming language. Getting started is pretty simple and mostly involves defining a few functions that the engine will call at particular points and then filling those in with the code you want to run. It is rather barebones though, so unless you start digging into libraries, you do have to kind of pieces things together yourself. https://love2d.org/ https://love2d.org/wiki/Main_Page
  12. Um? http://blog.rpgmakerweb.com/tutorials/creating-tiles-part-1/ http://blog.rpgmakerweb.com/tutorials/creating-tiles-part-2/ http://blog.rpgmakerweb.com/tutorials/creating-tiles-part-3/ http://blog.rpgmakerweb.com/tutorials/creating-tiles-part-4/ http://blog.rpgmakerweb.com/tutorials/anatomy-of-an-autotile/ These seem to cover the basic process, at least as far as creating the individual tiles.
  13. Well there's Ashes of Equestria https://theovermare.com/ https://overmare.itch.io/ashes-of-equestria and Fallout: Remains http://www.equestriagaming.net/2018/09/lets-play-fallout-equestria-remains-07.html https://www.deviantart.com/empalu/art/FoE-Remains-version-0-7-762532751 So unless you aren't talking video games, there are some options.
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