Sethmaster's Forum Posts

  • Hey guys,

    Thanks to a certain mod ( Kyatric) here, I have been notified that there is a contest ongoing in June where any game and any engine can be used.

    And the prize is amazing.

    So I joined.

    My entry for that contest is

    It is a simple, short and crazy tactical RPG game that I, along with my musicbro, Colin Tremingway, developed using Construct 2.

    If you want play the game, simply go to this webpage http://contest.rpgmakerweb.com/game/view/id/460#.U7M41flxVcZ and download the game, for free .

    I would be very happy that if you enjoy the game, you would take the time to vote for me in the contest by clicking the blue button on the top of the webpage.

    Thanks in advance!

  • Still suspended for now since I am resting for a while after finishing Super Nuclear Riders.

    Will go back to it in a few days after I finish with Divinity: Original Sin

  • Today is pretty much the last day before the deadline is over.

    Super Nuclear Riders is pretty much completed.

    Currently making gameplay gifs to entice people to play it

    Tactics Ogre games inspired me with some of their approach to tactical games.

    Temple of Elemental Evil show me that a good tactical game is highly appreciated by a lot of people around the world

    Front Mission games show me the ability to do customization help to make the player bond to their characters in the game

    and 4e DnD mistakes demonstrate to me the fallacy of stats boost feats

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  • I am horrible at art but am continuing to try my best to to create a consistent nice looking art style despite having no talent nor experience.

    Which is important since the visuals are the first place people look at to gauge whether they are interested in your game or not.

    Since I am terrible at it, I stick with very low resolution (320x240px) and small sprite size (32px) which allow me to modify how every single pixel look.

    What I also learn is that a consistent art style and good color palette helps a lot in hiding my inability to draw well.

    Hope that helps you.

  • Stick with your conviction. For every person offended by the humor, someone else will appreciate it. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Plus, its bloody gangsters, lets not go full hello kitty mode on political correctness.

    And yes, working on all the UI code is truly the mind killer.

    Thanks!

    Pain shared about UI code. It's... almost as bad as making-a-tutorial-pain. Really love this game. Just something about the name feels strange. Maybe about learned habits about fonetics...

    Music helps alot in the code fatigue. I was able to keep it up for a week thanks to Bethoven.

    Thanks. The title is the way it is because I need an easily recognizable title people can instantly remember while paying homage to my main source of inspiration and the game which gameplay I am trying to improve upon on.

    No progress report for this week except for some work for the abilities table and coding (not done yet) for both equipment and item screens.

    This is due to taking about a week of break to enjoy a game that in my steam backlog that I strangely urged to play after involved in a heated discussion about it (Fallout New Vegas: Ultimate Edition). The DLCs are really fun, in term of story <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Also, this game development will probably be suspended for a while that I am involved in this contest, http://contest.rpgmakerweb.com/.

    I am still waiting for the musician who is working with me on this game to see if he is also interested in joining it with me.

    As a developer who just started, I admitted that the prizes that they are offering are just too tempting so I am joining it for a chance to grab it.

  • Alright, been quite a while since my last progress report.

    Finally finish my stats screen, though just the main. All other supporting features; condition, equipment, inventory, etc. coding is still not completed due development exhaustion.

    Of course, will do those as soon as I got my dev mojo back.

    I have to admit that working through UI code logic is extremely tedious and there's only so much I can slog through each day without puking.

    Which is why development at this part was slow and will continue to be slow until I can wrap it up.

    Nevertheless, here some gifs as usual to show progress:

    No smart aleck remarks this time around due to dev exhaustion.

  • I didn't read the comments, though having done so now and seeing some of the stuff that got people annoyed, I have to say I agree with them.

    Personally, I think you should reconsider that stuff. This looks like a great game that you're putting a lot into, and it'd be a shame to have that work go unappreciated because of a disagreement over what constitutes humour.

    Just my 2 cents though, and if as you say you're not fussed about having the game taken seriously, or played by a large number of people, then it is of course your game and your call. I wish you well with it anyway.

    No problem.

  • Hey Sethmaster, you're in today's RPS!

    http://www.rockpapershotgun.com/2014/05 ... s-m-i-n-t/

    <img src="{SMILIES_PATH}/icon_cool.gif" alt="8-)" title="Cool"> wicked cool, well done!

    Thank you, I always happy to be noticed. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Now, if you read the comments, they are less than favorable though, which is of course, an understatement. <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    In fact, one person ask me if I going to change anything about my game based on the comments.

    My response to him is this:

    [quote:2726uy7i]Frankly, no.

    They objected to my style of writing and my sense of humor, which is understandable, given that what I had shown so far is pretty crude.

    While their concerns are valid, I am first and foremost, making a game that me and my friends would enjoy playing and would have no problem recommending to others.

    I am not trying to appeal to everyone and I have no problem accepting that some people don't enjoy the light-hearted style of writing that I employ.

    After all, I started in this hobby due to my frustration with the lack of robust gameplay in the indie tactics scene and the constant annoying presence of grind in the japanese ones.

    There is no rape in the game whatsoever though, you can be sure of that. Just a lot of honest and dishonest violence. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    And now that's out of the way, let's talk about progress.

    I just finished the items and equipment tables.

    Once again, I underestimated the amount of work required to at least have the same level of complexity in these features with Tactics Ogre.

    Add balancing to that, which Tactics Ogre apparently did not do at all, the time that it took me is quite a lot.

    What I set out to accomplish with balance is to ensure that all equipment and items are functional and viable.

    This ensure no broken builds or that one perfect but boring tactic that you use again and again and again.

    Time like this, I am happy for my long experience in tabletop gaming, especially in Dungeon and Dragons.

    There is no gif for today, just a more recent mock-up for the stats screen. Going to code it soon.

    Cheers

  • Finally finish the movement feature.

    Take longer than I thought due to the complexities of Tactics Ogre movement system of which I am inspired by and at least will try to be as robust as theirs.

    It isn't hard, just very very tedious as most of the coding is pretty much bashing with a brick of code until the feature relent and do as it is told.

    Also finish the end turn feature.

    Its time to to give actions and items to these gangsters.

    So for my next task, I am going to finish up the items and attacks stats and also finish the individual Stats Screen which is accessible via Gang Screen, Gangsters List and the Stats button

    As usual, gifs to show progress

    Everyone showing off their new green flashlights

    Much to her friends aghast, Irene is a M

    After thirty minutes of this, the battle objective switch to "Beat the crap out of Rafaela"

  • Alright! Finish the Gangsters List UI.

    It's pretty simple since it's basically Gang Screen code and assets with small changes.

    Also, finish drawing the demo's enemy gang small icon.

    And now, you get to know the enemy gang for the demo.

    Onward to movement coding so everyone can walk up and beat up each other.

    As usual, gif to show progrees

    Finally, The Death Cross Gang know the gang that they are facing. Meanwhile, Charles and Rhys finally remember their gang's name.

  • Sethmaster - keeps looking better and better. You are very fast with your updates and development. How long have you been working on this now? How many hours do you put in per day?

    Thank you. It is nice of you to say that

    I think around two months or so? Still have plenty to do though.

    I think I usually put around two to four hours to develop the game, often during the weekdays and spent more time on it during the weekends.

    Some of the reason for my development speed is largely thanks to my initial decision to write and setup my plans for the game into breakable tasks, which I keep track off via trello.

    Most of it is largely thanks to the my understanding and ability to use Construct 2 to its fullest.

    Also Rexrainbow plugins