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

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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.

Finished Stuff
And Another Thing
The first collab I ever ran and it seems to have gone over well? An official release is close, with a release candidate out for now. Feel free to look forward to the LP, I am NOT reading the comments.

Things You Could Call Projects
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.

Currently halted, but it's cute enough that i'll get back to it.

old post:
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,
Joke RPG
A jokey project that's basically an attempt to make an RTP using project on RM 2k3 that actually feels good to play rather than just being a boring asset flip like RPG Maker is stereotyped as. I haven't really worked on this much, but a short, simplified game that is close to say, Shiroki Majo on Saturn with only a few mandatory battles and not much in the way of random encounters is good.

"Koba-rutal Mario"
A sort of ASM hack started due to how terribly Brutal Mario affected my life. Other inspirations include Japanese hacks of the era as well as Betterified and Tangy's SMBX work. I'm just hoping I can make fun bosses, though. I'd like to make it as ridiculous as some of the Japanese hacks that inspired me as well as the humor seen in say, Mischief Makers, Bangai-O, Gunstar Heroes and such, though I will probably be not putting some of the chaff Brutal Mario was saddled with, like an RPG level system and Vivian's Shop, the latter probably for another project.

Will be debugging Carol's work on said latter one to see how they did it though.

SMW levels
I started a small level pack hack the other month, and I kind of forgot about it! I'm thinking of mostly making a bunch of levels for fun, like SIG did back in the day, and compiling them for stuff they might be useful for. I see Tangy, as well as many others in the SMW level making community tend to do that (I guess Kaizo exempted, but I'm not 100% sure). It'll be good practice for making ports, graphics, bosses, uberasm gimmicks, as well as level design, and exploring uses for other people's asm assets.

Isometric Tactical RPG "template" of sorts
There's one aesthetic I really love in Strategy RPGs and it is Isometric Bullshit. It's currently halted for now, but I'm first gonna get used to the basics of isometric shit on both Godot and Game Maker, for a smoother development process. A basic skeleton to tinker with before doing anything remotely ambitious.

Non-games
Lunar: Silver Star documentation
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 (Gens KMod). I may have to write a program to help me properly analyze the files instead of just using a pirated Hex-Rays IDA with the MegaDrive 68000 plugin, thus I'd need to learn data compression algorithms and cracking them.

Things I'd love to do
More expansive 16-bit style Action RPG in Game Maker
Retro Western CRPG style game (Baldur's 1&2, Fallout 1&2, Planescape Torment)
Legend of Heroes Gagharv Trilogy (Windows versions) style game (maybe some FF12 influence)
non-RPG shit
SMBX stuff
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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)
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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

I got the RPG Maker MV and MZ bundle earlier for no purpose other than shitposting through programming. Currently just amassing some scripts and plugins to repurpose and edit (and study from), went straight for Moghunter's VXA LMBS first off.

I'll also try to make some custom systems on 2k and 2k3 to later repurpose as well, going from wrangling pictures to make custom battles and menus straight to normal development is pain.

I'll try to make some premade ripped chip sets to repurpose, I don't like standard RPG Maker VX onward style stuff, too gaudy. Do need to practice pixel art again, it's been ages, and making it is pretty fun. I'm glad I'm at a point where if I need FaceSets or Summon Night style portraits I can just draw and color them in roughly 3 hours a piece.

Need to find a better coloring process though.

Sorry I haven't been doing any gamedev (or art for that matter). Video games!
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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

I was trying to make an ABS (action battle system) in RM2k3, not using event characters and preset characters but picture based character facsimiles. I've done this before but I was trying to make one from memory just to memorize how to set things up.

It's the sort of thing that's too challenging for most people to do in RM2k/2k3 (and it's really not recommended in RM2k due to the lack of picture slots), but it's fascinated me due to it. It's something that gives me anxiety because some people in rpgmaker.net feel like Action RPGs in RM2k3 are a no go, which fair. A lot of people default to using the default systems and, while I like the jank, it's doesn't make for very good games!

But it's the sort of thing that makes me feel I'll get clowned on by some of the edgier members. Some people there were lovely, though, like LordBlueRouge, but! Anxiety!

The thing about action battle systems in RM2k3, is that, if you want something that feels good, you have to make concessions and get a feel for programmer's logic. This is something I have experience in, to the point I'm fine with refactoring not only complex RPG Maker events but also SNES Assembly.

You also have to use picture characters for proper pixel movement, which Yadot is nice enough to detail here, in Japanese though. For the enemies, I'd personally also go with picture characters, and for collision detection, I feel like in terms of walls and such, Yadot does have it detailed pretty nicely with a sample game as well.

However for hitboxes, I'd probably take the X and Y of the attack graphic, the player, the enemy and use the math functions in the variable controls to generate hitboxes through the use of other variables.

For example, take the X and Y of the picture - which corresponds to the center of the image - Subtract the X with say, 8 for the top and Add 8 for the bottom. Then Subtract Y with 8 for the left, and Add 8 for the right. Taking this into account we have the four dimensions of the hitbox. We can then use this to do quick math to see if the hitboxes intersect with one another making for basic attacks.

AI is more complex, but since it's an RPG Maker game, you can get away with basic projectile attacks when it encounters the player nearby, if the player does a specific spell (its fine to make it simple like Ys, game making is all about limitations), you can counter with another spell, and so on. Wrangling all of this is something that takes time and effort, but that's what testing is for, RM2k3's switch and variable editing debug function, the Variable Inspector tool.

Yadot is indispensible for this, as well, their guides are great despite being in another language.

Speaking of limitations, I'd also recommend not going for scrolling due to the lack of native scroll control support. On DynRPG, it's fine as you can control the scrolling with C++, however with vanilla Steam RM2k3 (which is less weird to get a license for by just purchasing it and you also have EasyRPG support), you don't have this benefit, and instead you have to wrangle a bunch of pictures. And I can't recommend this. I'd like to see someone do it, but the amount of difficulty to wrangle all of this sounds super hard.

Trials of Mana did a series of rooms with minimal scrolling and a couple of enemies for their maps, and Relics Walker on RM2k3 does the same, but without scrolling. And it works quite well on both games, but it helps that Relics Walker has great gameplay, though they went too far on the effort that it wound up taking ages to develop.

As you can see it's quite the challenge, and as such it's something that's hard for the casual RPG Maker user who just wants to place tiles and write dialogue. It's similar to how a lot of Mario creators just prefer to make levels, and I understand. I'm just prone to power user-ing everything.

I just hope I'm not coming off as a huge idiot. Speaking of which I did mention I tried to code an ABS today as a thinking exercise of sorts, but I'm really rusty and really not in the best of brainspaces. Super anxious, the heat isn't helping. I'll keep trying my best, custom systems are really fun to make, and I'd like to try Ruby and Javascript nonsense soon, as well as DynRPG's C++ nonsense.
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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

i started another smw hack? i might still do the other one as a thing to syphon levels from bc it's always nice to repurpose levels for your mario shit or on collabs. Everyone Who's Good At Level Design Does That

brutal mario has ruined my life and the specter of its unfinished nature has haunted me forever more. so im making a sort of comedic asm thing, inspired by brutal mario, betterified, tangy's smbx shit, vip 1-5 (and the parts of 6 i like), aspe, totally smw yeah (tottemo yeah).

im hoping it's horrible.

so far i dont have anything to show for it, i'm working on a basic stage for now that might not be in the final game, and if it's not it might surface on something else. currently coding some smw yeah style "comedy sprites" to put in certain parts of the stage, i have the first part set up with a visual note of what i plan for the Goofs And Gabs on a map of said first part, in the game's project folder.

------------------------------

beyond that i'm also trying the asmt action rpg project i may have brought up earlier (i hate reading my posts outside of making sure they're not cringe), again in rpg maker 2003 steam, which isn't a good platform for it, but due to how ghetto an action rpg done with pictures can be in RM2k3, i'm gonna simplify it and make it a short, one dungeon affair, similar to an advent game.

gameplay wise i may go for something close to terranigma, in terms of simplicity of controls. i'll try to see if i can make a jump feel good or not, for a sort of divekick attack like ark's dive lunge, maybe use that or turn it into a sort of jump dash move tech. if not, then it's scrapped. no scrolling since i dont wanna use dynrpg and old rm2k3 for this project, just vanilla steam rm2k3.

i'll probably take the time to make some tech demo projects for remaking stuff from 2d commercial jrpgs to repurpose code for later use as well. i was thinking about the reflections in tales of phantasia psx and star ocean for one, as well as battle systems and menus.
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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

and another thing is out bitches #chadwardenn

studying ruby on vx ace, tinkering with custom systems on rm2003, thinking abt opening game maker later. trying to figure out an arpg attack animation on 2003 using the "replace x numbers at the end of the filename" pointer feature on show picture added in the steam versions (or steam 2003 only?), i'll have to make a flowchart.

planning on tinkering with lmbs, a star ocean style battle system, parallax maps with pixel movement (and the npc movement that involves) as a test of how far i can go, and a tales-style cooking system.

ruby is kinda neat looking into it from the outside, but i may still use other people's script code for quick code snippets. wondering if i shouldn't mess around with smw too - tinkering with other bg modes like 0 and 7, boss design practice, tinkering with enemies from other games as practice, reading up on code from other snes games to do stuff, also music porting eventually, making some edited rips - but i can't really overload myself with work, even if it is fun!

i'd use mv and mz but i feel hesitant around coding in javascript. something about vx ace and 2003 feels cozier to me.
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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

Giving Godot another go. My strategy for now is following tutorials for older versions (2 and 3) and seeing how to convert them to 4 to learn the ins and outs of 4. It's clunky, but it seems to be a functional strategy. Practicing isometric movement right now.

I do wonder if having periodic LTS versions and having bleeding edge versions for those who really need the new features wouldn't be a better strategy? Game Maker is doing that, it's just that its licensing method for commercial devs (especially console devs) is complete dog ass. Godot's strat may be how Unity may have done it though, for better or for worse.

Gonna tinker with OHRRPGCE, the translation of Wolf RPG, Pico-8, Klik n Play (it's so old and bad I need to see this), Pixel Game Maker MV (no programming support?!?!?!??! HOW. I'll buy this legit in a sale I promis) and other weird engines later on.

Will say that, while I'm trying to not sound like I'm bitter about a former member, seeing Nathan the Talkmaus and MirceaKitsune (Romanian guy who did the giantess Krystal vore video from like 2012) under the same roof on one of the older OHRRPG forums and the deluge of Vore games on the front page made alarm bells go off on my brain, and I'm a kinky bastard.
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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by raekuul »

Yeah I mostly just mentally filter out the vore guy's stuff. Good artist, but definitely not stuff I'm interested in.
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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

raekuul wrote: 1 month ago Yeah I mostly just mentally filter out the vore guy's stuff. Good artist, but definitely not stuff I'm interested in.
Deffo. If I did nothing but horny macro stuff with gamedev I think I'd go nuts. (SFW, Pacific Rim-coded Front Mission with giant heroes, mecha-enhanced normal people and kaiju (good and bad) may work though... Could I still make the war drama aspects of it work in such an absurd context?)

Very interested in seeing how far I can push OHR's scripting, though!
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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

Isometric update: Basic movement for the grid cursor and position following on input code for the unit template done.

Will fine tune into grid snapping for the cursor next session on input, then some basic pathfinding for the unit template. Asking Rixi for help with following the cursor to the letter instead of stopping a bit away, and then I'll forward this to Github for safekeeping after commenting.
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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

KobaBeach wrote: 1 month ago Isometric update: Basic movement for the grid cursor and position following on input code for the unit template done.

Bideo of this

I also did a basic animation for a top down Action RPG type thing
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Re: Koba sometimes does Gamedev (but it doesn't go anywhere)

Post by KobaBeach »

i want to work on my brutal mario bootleg or my practice action rpg but im too lazy

kinda wanted to disassemble and step through how carol did their layer 3 intro in brutal mario with some advice from maks on making it work properly in accurate emus. it has more visual pizazz than just a vwf cutscene, which i may use with notes from daizo on expanding the visual window above the text like in aat.

a few machinima-style "cutscenes" using asm scripting - making mario walk through x speed, swapping poses with the pose pointer address, sound effects - may also be fun, i did that with an unfinished boss once.

maybe i'll do the layer 3 intro step-through today or in a few days? i imagine it's just respecting blanking intervals which carol was routinely bad at it, because old emulators let people get away with it due to inaccurate shortcuts in emulating snes games with better performance on old pcs.

my debilitating manic episodes have toned the fuck down and i really think it's just climate change causing summer SAD on me, need to prepare for this come next year. i love being old but man this sucks lol

hopefully i'll do some more work on any of my projects but still pace myself so i dont burn out

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

Post by KobaBeach »

Made the Game Maker Action RPG test area less of a blank void (stole RM2k3 RTP for that), and used the help of YouTube tutorials and such to make a basic camera that centers on the player (instead of having them reach the borders for it to start moving), a test enemy, and a basic attack.

Will consult further tutorials to try and refine the attack reaction at least, and refactor the code, probably also add more to the player's placeholder sprites, proper four way attack frames, walking. It's LttP Link, but the spritesheet is organized in a more utilitarian way than detailed. I'll reference this one afterwards.

As this is just a game for myself and my friends to play, I'll use rips where I can, but for the cast I do want to at least make them look semi-original.

RPG Maker wise, I've been reading some Ruby scripts for VX Ace, with the help of Ruby documentation, and I'm understanding how it works kinda.
I thought the

Code: Select all

Class preexisting_Class
   alias newname oldmethod

   def oldmethod
     Foo
     newname
   end
end
coding practice was bad practice, but no, it's actually comparable to hijacks in ASM.

It's basically making an alias for the "oldmethod" in the "preexisting_Class" class elsewhere in the program, running the new "oldmethod" in place of the one that has been alias'd, and with "newname" it runs the old one as is at the end. It's pretty neat.

Also been tinkering to see how to make VX Ace look more pixelly and less shit, I am definitely taking notes from the SFont script, in the process of making a basic font for it. Will do the same for MZ, I think.

I've been organizing my SMW folder too and I'd like to mess with ASM in a while. Also kinda felt like reading the source code of some romhacking tools to see how they work and make basic editors for practice, may try messing with SMW or NES Megaman for that.

Though trauma activated and tried to trick me into thinking people would expect Lunar Magic... 2 and the manic episode from having fun programming turned into a shutdown.

I do kinda wanna read FuSoYa's patched code to see how he solved some stuff out of curiosity, don't tell him lol
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