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Posted: Fri Aug 02, 2013 4:42 pm
Did I miss something? o.o?
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Posted: Sat Aug 03, 2013 10:50 am
Nariana I miss my Sapphire game. ;n; I feel your pain. sad you can always download a ROM, though it won't be the same...
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Posted: Sat Aug 03, 2013 4:31 pm
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Posted: Sun Aug 04, 2013 8:59 pm
I know I've brought it up before, but I'm finally going to try to make a Dating Sim in RMXP!
But.. I need some help writing for the characters. So, I'm trying to recruit writers. If you're interested, there's more information on my Tumblr here: [x].
I figured some of you guys might be interested since the rps are moving so slow? Also, it might be fun to write romance dialogues. [I have no idea how to write romance, lol.]
I could also use someone who can make these characters I'm designing into sprites for the game. I don't really understand the limited pallet of pixel art yet.
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Posted: Mon Aug 05, 2013 5:49 am
I like romance~ *u*
I'm glad to help in that department. I'll read on it later after work.
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Posted: Mon Aug 05, 2013 11:59 am
I foresee a lot of writing business going on amongst "ideas guy"s, but not one person willing to do pixel work (which is typical in RPGMaker collabs...) and probably one or two people doing all the eventing/scripting. I'm alright at sprite manipulation/editing, which works out great if you have a specific base you want me to use. Otherwise I'll try my hand at making it from scratch but no guarantees on quality; I've never done it from scratch so it would be a learning experience full of trial and error. Mapping: The map example you posted on your tumblr looks great, except all the buildings are perfectly symmetrical and boring. For that red arrow directing to 'more town' on the same map, put more 'hangout' places instead of houses. Maybe you can get away with an apartment complex, but this map gives me more of a 'shopping district' vibe. To get from town to houses, why not put down a 'taxi/bus/walk home' event? Works even better if you're using a day/night system.
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Posted: Mon Aug 05, 2013 12:12 pm
Yeah, I'm really not the best when it comes to building design, lol. I do have a reason for the restaurant and cafe to look the way they do though. And yeah, the map that I posted was supposed to be the "main street"/town square/shopping area. The town is supposed to be, effectively, like Catalina Island. A small island** town that serves as a cute place for tourists to flock to, but you need to take a ferry from the mainland to get there, so it's somewhat secluded.
I wasn't really sure how I wanted the rest of the town to look yet, all I knew is that the love interests would be stationed at these buildings during the day. **But the island setting could lead to having an amusement park pier. As far as the day/night system goes, I have a script somewhere to control Time/Weather, but I've never gotten around to understanding just how that works. I would very much like to for this game though. Re: Bus Event: So just like a bus stop that you select to "go home" ? Kind of like in Towns 2 on Gaia?
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Posted: Mon Aug 05, 2013 12:39 pm
The flower shop and library were what got me, though it wouldn't kill if there was some variety on the cafe, or at least a sign on one side or the other. Stationing: If you can find the pathfinding AI script floating about somewhere (I think it was for XP, but I may be mistaking it for VX) and understand it, then have these characters walk about randomly and use pathfinding for when they need to enter a building or walk to a certain square. It's also useful for avoiding micromanagement in eventing. Stationing them in one place all day doesn't make much sense and reminds me of the Queen's Guard standing outside in the same spot all day. Time and Weather: It's easy to roll your own time system via common event and call certain kinds of weather when needed, though a script might be needed if you absolutely need seasonal time/weather things. Before the actual script part of your time/weather script, there should be a readme in the form of comments and examples. If not, search for the thread you got it from and any scripter worth their salt will have documentation or a demo there. Bus/Taxi: Kind of, though there can be limits imposed by the time system if you wanted to. Or it can be disabled or changed for certain events (eg. The bus/taxi breaks down in the middle of nowhere, you and ${love interest} have to kill time until it gets fixed and takes you home. Or maybe that one mechanic guy, if he is the current LI, triggers a different event where he fixes the thing and you get a hidden bonus or something like that.)
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Posted: Mon Aug 05, 2013 12:44 pm
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Posted: Mon Aug 05, 2013 12:46 pm
sooo... should I have Twi leave the bar yet? you gonna continue with Nari's encounter with Emilio, or what?
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Posted: Mon Aug 05, 2013 5:44 pm
Yeah, I was trying to wait out another post since it'd be another huuuuge one. Everyone's posted, so it's obviously my turn. It'll be gooooood... @u@
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Posted: Mon Aug 05, 2013 6:30 pm
I'm not sure what you mean by pathfinding. But I wasn't just going to have them be standing in front of the buildings all day, they would be inside working.
ReBus: That all sounds really cool!! I just don't really know how to go about that?
Time/Weather: Yeah... I suppose it would make sense just to set it for specific events rather than have it be randomized weather per season. That way if I need to make reaction images where the character is wet from rain, I wouldn't need to script it to react to the weather. I could just do it if that happens to be an event. I would still like to use the Time setting though, because then it would end the day without needing me to set up events for specific night/day transitions. Though, I guess that could potentially cause problems too.. I dunno, I'll do some experimenting. This is still in pre-production stage.
I was planning on making a sign to put on the restaurant and maybe a sandwich board sign to set outside the cafe.
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Posted: Mon Aug 05, 2013 7:16 pm
Pathfinding: Do you not notice when you click on a place in Towns 2, it takes you there in the most efficient way possible? That is an example of pathfinding. I found the script I was talking about, too. On the bus: Conditional branches are your friend here. 0A. (If you're including the date and holiday stuff) Is today a holiday? Y: No service. N: Service as usual 0B. (If you're using a money system) Do you have enough for fare? Y: Service as usual N: No service. 1. Is the time between X and Y? Y: You can take the bus (launch picture scene or fade to black) N: Bus is unavailable 2. Are you N steps into the plot about character M? Y: Special event (you might dump the characters onto a new, isolated map for event, or launch picture cutscenes/dialogue) N: Nothing special happens, go home as usual. 2.5: Are you finished with the special event? Y: Time to go home N: You must finish the event to continue
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Posted: Mon Aug 05, 2013 7:32 pm
Okay... My post was supposed to get further, but the details were everywhere, and I was afraid it was already too long, and I'll wrap it up next time. xD I just finally got tired of it and... Ugh. xDDD
As for pixels and sims and whatnot, I don't know how to do it, so I'm only volunteering for writing.
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Posted: Tue Aug 06, 2013 2:32 pm
Nariana Yeah, I was trying to wait out another post since it'd be another huuuuge one. Everyone's posted, so it's obviously my turn. It'll be gooooood... @u@ yee! heart that's what I was hoping to hear~ mrgreen
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