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Koba sometimes does Gamedev (but it doesn't go anywhere)

wanna make a game, or anything else? seminal bloom!
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KobaBeach
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Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

Hey I'm. the dude with the most posts on this godforsaken barren forum landscape. This is mostly a journal for me to write about stuff I do, gamedev and programming wise. You can just lurk or whatever, don't worry.

I like to program, but my main interest in programming comes from making video games rather than making more utilitarian programs. You can blame Sonic and SMW hacking for this, Sonic hacking since I used to lurk Sonic Retro as a wee goblin, and SMW hacking because I have some hands on experience with it and it helped push me into programming due to its use of Assembly.

Things You Could Call Projects
And Another Thing
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I am barely the organizer on this anymore due to burnout, I'm mostly just the dude who helps with decisions. But rest assured, I am trying to give everyone my support as though I was an ouendan fucker

Star Ocean clone
A basic RPG Maker 2003 project with an semi-rudimentary Action Battle System for its encounters, normal grid by grid movement on overworld otherwise. I've thought about a slight focus on male to male (and a few masc nbs ofc) romance with a rudimentary affection point mechanic, though I'm gonna make it much simpler than how Star Ocean 1-3 do it for sanity and scope's sake.

I'll also see about private actions and overworld town to town movement, maybe make a fast travel option, the latter being something SO1 sorely needed. Story and character designs are something that's necessary too, but I'll get to it in due time.

I've started on the battle system, so far the first focus is figuring out basic AI for a placeholder enemy and party members and make some basic attacks for the placeholder players. Ideally I'd like to find a way to make the battle engine itself more modular within the constraints of RM2k3's garbage event system, so I can easily swap monster formations without having to copypaste too much code.

"Why not do this in Godot" :iris: Look,

An Unfortunate Series of Mario Romhacks That Got Stuck Spinning Their Wheels
I guess you could say I have AN idea for a Mario hack, but. How do I explain this. I've gotten inspired by Betterified 6 and Brutal Mario to make a semi-parodic thing that tries to be wacky in effort, though... I'm also gonna make a few simpler level collections to get the gist of it.

I do know some intermediate ASM, but I do want to work on it further. I'd like to learn how to deal with data compression for now, just to help compress large amounts of data, such as Mode 7 tilemaps in case I use such a thing. I'm also planning on debugging and poking about with SNES games to see how they handle some routines and attack patterns and such. It's not as easy as plopping it directly into SMW, though.

I also want to improve my music porting skills, so I'm gonna practice making midis of video game songs by ear on a MIDI program named Sekaiju. I'd use FL Studio, but it's a bit too clunky for me. I'm confident enough on pixel art and tile ripping skills, and ASM is just a case of researching and experimenting.

Isometric Tactical RPG Thing
There's one aesthetic I really love in Strategy RPGs and it is Isometric Bullshit. Now. While there is a sort of Maker-type program for that sort of thing (Tactics Challenge), it cannot run on non-Japanese Windows. It's pseudo-geolocked. Insane shit. So I'm basically programming my own little tech demo thing as I learn Godot.

I haven't worked on this in a hot while, and I'm such an ADHD fucker that it getting finished, even as a tech demo, is kind of up in the air. I haven't even really gotten it started lol.

Non-games
So far, I'm also planning on experimenting more with reverse-engineering and data processing, mostly to debug and document old game code, especially for the possibility of romhacks being made. I also wanna learn trigonometry for gamedev, etc etc.

I started exploring the innards of Lunar: The Silver Star on Mega CD for fun, but I think it'd help more if I had a program to help me properly debug it rather than relying on a ghetto-ass debugger for the MegaDrive. I may have to write a program to help me properly analyze the files, thus I'd need to learn data compression algorithms and cracking them.

Maybe a proper debugger would be good too, but I don't know if I'll have to import a working Mega CD console for it to work alongside the messy documentation that already is there. I have the money, I just worry about having the proper skill set for it.

I am shooting for the stars, I am aware, so my motto is to just take everything one day at a time, especially the learning process of it. Life's hard, and you can't rush the opportunity to learn.

I once entertained the idea of making an alternative to Lunar Magic but honestly? Maybe, just, not right now. And I wouldn't make it something that supplants Lunar Magic entirely. I disagree with FuSoYa on several shit, but honestly I'm almost 30 and I don't care as much about owning him anymore. I'm literally too much of a gay daddy bear for this shit.

Again, one day at a time. We'll see how the future treats us.
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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

Seems like I'm not doing anything today but I'm just... Thinking abt the prospect of making myself a better environment to research the Mega CD. What would that entail?

I could use Genesis Plus GX as a temporary test thing to compare, but I dont know if that's fully viable for messing with later MCD games, I could be cargo culting some dumb shit. BlastEm should be good enough for MegaDrive games, bless them. I don't think im ready to write a whole ass 32x emulator because the best one is still kega fusion tho

I guess what I can do for now is research what areas of programming help in developing emulators, and then try to stockpile a good library of MD and MCD documentation, maybe make some basic MegaDrive and Mega CD homebrews as well. I do wanna make some Saturn and SNES nonsense so, it's not something I'd refuse.

Reading commercial and homebrew game code should be nice too, though I'll be careful to not leak homebrewer code nonchalantly.

I could also research abt what is necessary to make translation patches, for fun.

I'll also have to continue cleaning up my assets folder (music, gfx, asm) for SMW. Maybe make a collection of assets for RPG Maker 2003 and VXA too. Once I clear up my gaming backlog a bit further I'll try to make some practice SMW ports as well, NES and SMS songs mostly. I'll also try to write down information on Game Maker and Godot, and experiment with Megaman hacking soon.

Once SMBX2b5 comes out I'll also make a folder for that to tinker around with it, maybe tinker with OHRRPGCE, SRPG Studio and Wolf Editor sometime, Sonic hacking is a definite, possibly FE8, FF6 and Yoshi's Island. OH YEAH I ALSO PROMISED MY FRIEND I'D DO SRB2 LEVELS SOMETIME FUCK

I'm also thinking of messing about with Dezaemon, RPG Tsukuru Super Dante and RPG Tsukuru 2 on SNES (the PSX RPG Makers and Dezaemon 2 on SAT as well) and make some basic games on there. Learning shmup game design in the constraints of an SNES DIY game is gonna be a pain, but eh. Maybe I could see if I can make RPG Maker 95, KnP and The Games Factory work on an old OS using a virtual machine or something and challenge myself to make something (something playable in the latter two's case).

Maybe I'll get around to researching homebrews soon, and organizing my public repos on GitHub, preferrably once my computer is mostly finished being set up. I'll have to order a large hard drive myself, SSD and Graphics Card are a go though.

This is keeping in mind that I'll still be drawing, writing and messing with Blender, both hornily and not. So... One day at a time!!

:reimuko:
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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

Can't sleep rn so I'm commenting events in rm2k3.
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Things to do later
- Priority A:

> Horizontal moment for the test player in the battle screen.
> Work on diagonal movement for the test player.
> A basic HP system.

- Priority B:
> A simple attack to make use of the HP system.
>> will probably just make a quick scribble for effect animation or rip from a game
> Partner with basic AI
>> compares HP, if the HP is equal, attacks a random one and homes on it
>> otherwise attacks the one with the most hp
>> after attacking thrice, changes target.
> basic targeting AI for enemies, roughly the same as the partner.
> victory status

Things I'd like to implement much later on:
> Four char party
> The ability to choose the character you're controlling as you're in battle
> Star Ocean/Tales style battle menu system

Need to research:
> Limitations of common and map events to see how modular I can make enemy formations, may need to abuse conditional branches regardless.
>> For now they'll be separate maps.
> Changing picture number for sprite priority's sake. I think you can do this by setting it as a variable??

I should be able to make basic test maps and dungeons after Priority B is done, making on field encounters and such. I'll also try to get started on a basic custom menu, I'm not shooting for the stars, kind of want one or two optional characters and a place to set up special attack buttons/magic shortcuts. I'll see how hard it is to implement optional characters in, keeping track of them through variables.

May repurpose the standard HP and EXP systems in RM2k3's Database for the ease of implementation, special attacks and magic can be kept through switches and a few common events. Skill point systems are a no go, that'd exponentially increase scope, and I feel like they're unnecessary.

May add some Zelda/FFMQ-like mechanics with on-field tools though? Again, it depends on scope.

I feel bad for doing this in RPG Maker of all things, but that's just ඞඞඞඞඞimpostorඞඞඞඞඞ syndrome and trauma talking lmao
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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

Spent an hour or so working on a Marios
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So far the level is ridiculously rudimentary, super linear, zero platforming or gaps but I have a very specific way of working on art, that I actually didn't go over on the art thread, but may have gone over on FurAffinity or Itaku or my art Twitter/Mastodon (all four external sites contain male fetish art, gamers beware).

I basically make an outline of say, a lewd story I want to write, or a piece of worldbuilding, or a general fic. After that I leave it to sit in my folders like kimchi, pickled for months on end for the good flavors to bubble up (not that long for the most part and they are not that good) and then when I get back to it I iterate on it and refine it, making it closer to a final, fleshed out project.

This can range from taking the outline of the text and fleshing it out, to taking a sketch and giving it more detail, background etc to get it close to finalizing.

And I'm gonna give that a shot with Mario levels, I've been worrying too much about losing motivation and my ideas not being good enough. But I think it's fine if the level's bad. I'm gonna keep tinkering with the stage, looking at other SMW hacks (mostly Standard but I'll see if I can find anything interesting in Kaizo hacks too) and games (mostly platformers and SMBX games, but again, anything goes) to get ideas to spice it up.

If I want to make another stage before I'm finished with this one, I'll start the next level ID.

Callisto was a bit hard to wrangle, don't know why. Either way, I made it work. I'll forward this to a public GitHub repo once I have more work done on it and my SSD and graphics card arrive, have to pay back my brother's friend for the money I owe him.

If I make a boss or two for this, I'm gonna boot up my "boss practice" project to tinker with them separately from this one. I'll use it either way to get a grip on attack patterns and boss design. Not a fan of having ASM test levels.

NO MORE WORK TODAY
ONLY RAYEARTH
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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

Haven't done much progress in a while, my apologies! Came down with Seasonal Affective Disorder recently, anxiety, and whatnot. Mostly just trying to cruise through this rather than work too hard currently.

Currently thinking about messing with Action Battle Systems in RPG Maker VX Ace, mostly tinkering with pre-made scripts and making little joke games as a relaxation method than anything super serious. Just as a decompression thing. A Super Decompression Thing.

I've also been doing hobbyist translations more often, text only. Lunar Silver Star, Legend of Heroes 3, Fantasia Sango, Tales of Destiny and Summon Night have been started, Wild Arms 2 and Vay have a bit more progress. Popful Mail MCD hasn't been started yet, and I only have an old sheet of Suikoden 1's Japanese dialog from 2020.

I want to try translating Brutal Mario as well, in a way close to Eye o' Mine's work.

I don't have any intention of competing with already done (or will be done, in the case of LoH3) translation patches, but I just think translation is a fascinating subject.

My way of organizing is that I have four columns:
  • the Japanese text
  • a semi-literal interpretation
  • the official text if it exists
  • and a more localized interpretation that focuses on a consistent tone that matches the game and dialogue that seems believable, without veering too far off script.
Personally I'm a bit worried I'm not doing the games justice, I'd really like some feedback on my Fantasia Sango localization from someone who better understands xianxia media and the Chinese language, but I'm doing my best without going full on Scots Wikipedia Brony.

I'd like to archive some other translations as well as a little study thing on writing and text interpretation. The early FFs (Woolsey, Slatterly, the FF8 and FF9 teams) and the more localized DQ scripts with the absurd accents as well as the NES work would be great for that, I feel. Possibly the English work on Trails as well. I'm already archiving Working Designs' work regardless of how good or bad they are, the way they altered a lot, for better or for worse, is super fascinating. I don't agree with all of it, but!

Named the folder for them "english as she is spoke", both in reference of a specific hilarious language "teaching" book that us Portuguese are to blame for, and the time Mata Hari meme'd on me for what amounted to Google Translating ASMBXT circa 2013. In retrospect, it was really dumb, but honestly it's cute.

Let's hope Horikawa and This Eye o' Mine don't get too mad at me at getting things wrong from "beyond the grave", so to speak!
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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

i started work on the Windows (partial) part of my rpg catalog today because im Absolutely Twisted and coming home with a load of swords instead of playing summon night 3 or designing bara ocs

Do Not Press The Spoiler Button Unless You Want Your Scroll Bar To Extend By A Billion, Mobile Users Please Heed My Warning
(also the early 90s win3.x shit is very inaccurate and i think i missed a lot of western stuff??? but they could all just be DOS shit which is in another subsection)
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i should get to making this into a proper website but the way i'd have to catalogue screenshots and shit like refuge.tokyo does and my f-slur bitch ass just goes Image at the thought
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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

practicing Game Maker (LTS version to avoid dealing with way too many new features) with the Hero's Trail preset and tutorial series.

this always happens when i play old action rpgs :bigtartle:

idk if i'll draw bara today or not, i'll see if I mess around with RPG Maker VX Ace (RPG Maker Forums, RMN, Japanese tutorials, the Slip into Ruby series, studying and debugging scripts) or Godot soon, or experiment more with Yadot's RM2000 tutorials (on RPG Maker 2003).

I'll keep practicing with simple Action games and RPGs for now, mostly Gauntlet/Zelda/Alien Breed/Commando types on the former, though I may try to make some basic Shmups too, kind of Twinbee or Psikyo ish. I was talking to a bestie about the Doronbo Gang shmup on PSX and Saturn yesterday, it'd be great if I could do some basic Touhou/CAVE-esque danmaku stuff as well but, idk.

I'd like to mess with SMW hacking again, but that's much harder so I'll save it for later. As for stuff like isometric strategy games (and isometric games in general, take Euro adventure games like Darkmere and Cadaver for one), I'll save that for later once I get a bit more of a handle on GM or Godot. I still want to do that, Tactics Ogre clones are a central part of my aesthetic proclivities, so.

I should also try to get accustomed to lowpoly modeling in Blender for some isometric stuff if I feel like going FF Tactics/Summon Night 3 with it and allow proper map view rotation. I am learning Blender for bara purposes (just render composition, lighting, setup etc etc with video game and pre-made models for now), so it should still help.

Also started work on redoing three old bara pics (one yesterday, two the day before) and they're goin' pretty good. Cannot show them here since they're not for general audiences (I can't risk little kids seein' em :( ), but it seems my SAD is finally gone for now. Getting over a stomach flu of sorts helped, but also did my friend sending me a really cool pic over Discord. Do need to get back into the swing of writing erotica and comfort fics for myself though.

I won't really do style studies with pixel art for now, but I'll give it a go eventually to figure out how some games or online pixel artists do their shading, coloring or texture work, and take notes if I ever wanna make my own tilesets or character graphics.

I'll rest for now, though.

I will say I do start a lot of sentences with "I [verb]". That's what happens when you describe your plans, I feels.
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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

Slight update, did some stuff in RPG Maker 2003. Mostly just setting up small tech demo projects for myself to later repurpose, I'll see if I can do something similar with SMW as well, this will definitely be a big help for Godot, VXA and GM, maybe SMBX?

For SMW and GM I'll definitely need separate text documentation due to no in-program comments, though SMW has the benefit of using assembly code files, where I can type Most comments in them.

Used Yadot's guides to help figure out a run button and a Dragon Quest/Earthbound style caterpillar or conga line party system. I'm gonna comment them soon, and maybe give a look through my unfinished Action Battle Systems as well in case they need extra documentation. I'm kind of rusty, personally!

I'll try to look through old RPGs to try and study their battle systems as well, and look through old RM2000/3 games to see how they coded custom stuff.

I've been going to bed at around 8 PM, 9 PMish recently so I'm just gonna vibe and play more video games for now.
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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

lord help me seinfeld im debugging shitty smw roms again

~★Nature Is Healing★~

i need more coffee but it'd be my fourth and also it's 9:19 pm

I will leave it for tomorrow maybe, unless I decide to draw men again. Need to start coming up with ways to poke around on SMW's addresses using code to see how to exploit shit and figure out stuff when I don't have other people's code to rely on. Mesen is half of the way there because Jesus Fucking Christ the power of debugging emulators, but.

:reimuko: :reimuko: :reimuko: :reimuko: :reimuko: :reimuko: :reimuko:
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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

im getting back into smw mama

doing level studies (more derivative work to study level design i enjoy) while im not working on my main hack and will be looking into boss design grinding later.

apparently wp is very heavily inspired by shmups beyond just treasure so. im gonna take that whole subgenre into account in my field research as well as the rpgs im used to, mostly focusing on what it feels like to play rather than simply copying stuff tho. will probably look at how games like devil may cry, virtual-on (the bosses), castlevania, mega man zero, 3d marios, gurumin feel combat wise, the movements and such rather than just boss patterns.

i'll look into rpgs like star ocean, tales of, ys, mana, saga, ff, grandia, summon night, arc the lad, treasure hunter g for attack concepts and influence from super bosses and harder battles, as well as other mario world and smbx bosses.

studying beyrevia style puzzle design (vip4 and 5 maze castles) rn

gonna go to bed now pewdiepie
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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

still feels not real that i did asm today, but i think it's also bc it only took me like 30 minutes to an hour. like im rusty but im still kind of decent at it

worked more on a level design study to figure out how beyrevia's vip4&5 maze castles work (need to test the custom blocks) and made a practice sprite to turn into a proof of concept boss to study boss design.

thinking abt grinding smw porting later too, mostly focusing on practicing ear listening so as to not rely exclusively on midis

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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

Remember when I said I wanted to make a sidescroller RPG

Okay, so the context of this was like. Valentine going "i should make a fire emblem hack" when we were talking abt the VGM contest and I was like "i wish making basic games on rpg maker didn't feel so uneventful to me because i kind of have a handle on the basics of event commands from fucking about with custom battle systems"

And this dumb bitch was like "i think you should sit down one day for literally 3 hours and try to make like an rpg maker game that's dogshit but complete during that time"

And I've done these maps so far.
help.png
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Val is probably begging me to STOP THINKING but honestly the only plans I have for myself is like:
  • Default ATB system from RPG Maker 2003
  • 30 minutes? tops of playtime
  • Lighter RPG similar to Saturn White Witch and Xuan Yuan Sword 7, fixed encounters that advance your levels linearly to avoid needing to account for grinding and low level runs
  • Linear progress, kinda like Undertale
  • Stick to ripped, default or free assets, clash doesn't matter
I'm also doing a small Game Maker project to practice GML Code, top down Action RPG. Gonna stick to simple Zelda/FF Adventure combat and three NES Zelda-style dungeons max, also ripped assets.

The Mario hack is still in the books, I'm just taking a break and going through RPGs I started but haven't finished.

I'd like to practice a 2D isometric Strategy RPG a la FFTA, Tactics Ogre or Front Mission, but that'd require drawing some graphics (maybe I can steal from Tactics Ogre? YK may have ripped the maps), but that's harder so, in a while once I get more of a grip on Godot and GM's coding syntax, which I heard are both pretty terrible (and in Godot's case, not well documented) but y'know.

Let me know if my scope is too high. I think I can handle this, but still, I'd appreciate the feedback.

EDIT: "why are you making rpgs" ever since i found out about spiderweb software i've found the idea of making my own rpgs to be a fascinating prospect. that's where the brainworms are from
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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

still working on shaun/sara spalding (i think they're genderfluid????)'s arpg on game maker tutorial. commenting my own code and cross referencing with the gml code manual to proc how stuff works

let the record show a friend was bitching about a piece of pixel art she did for a private thing that looked perfectly fine outside of a detail looking wrong meanwhile my pasty white faggot ass is out here with a bunch of poorly done galuf from ff5 sprites that are poorly edited from locke's in ff6 and also

The Snail
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and i'll probably not change it outside of The Snail and even then that shit's a stretch goal because this is just a practice game im making for myself (gameplay AND learning how to make things)
Image All nations are on a single continent shaped like Australia. Image
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
backloggery
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oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
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