Archive for November, 2012

Progress Log #1

So I’ve decided to log my progress every few days, maybe once a week, and summarize my progress in a log. So here’s my current project as of today. I’ll do one probably every monday of every week.

What I have so far is a job/class system going on with instead of sub-classes, or mixing both classes together, it’s more of a passive skill called Traits, where it levels up with you, while increasing your stats, giving you new spells, or even allowing you to equip stronger weapons. You can only have one trait equipped at a time, but when you “master” a trait, or just get it to reach a certain level you can unlock other traits, with better benefits, or even unlock a completely new class. You can also learn skills by gaining JP or Job Points, and spend them on any skill you desire, so if you must, you can grind. But spells have a level requirement, and sometimes a previous skill requirement as well, so you can’t learn your super-ultimate-KO-poison skill at first. You’ll have to spend some time in that class to do so.

Until next time!


My bad habit of restarting everything

I feel like I’m the only one who has a problem like this…

I restart every project I’ve ever started every single time.

I tend to start strong, when I create my RPGs, I write a basic plot, create some characters, even start working on the first stage of the design process… But then I get an idea. An idea that cannot squeeze into my current project, but I love the idea more than the current project, so I scrap what I’ve done, and go after this new idea. I’ve been doing this for years, ever since I obtained my first RPG Maker(Which was RPG Maker 3 for the PS2) and that continued on and on, even still it’s happening. Hence why I’ve created this blog, but I have yet to overcome this habit.

Sure I can see improvement, I’ve gotten WAY better since my early days working with XP, and even VX, my mapping has evolved into something I’m greatly proud of(When I put in enough effort) and my strange passion for working with the database has gotten ever stronger… But I’ve never gotten from beginning to end in any project! Arrggh It makes me so mad… I’ve never had any practice making a complete story from beginning to end yet, (I did get close though, I got up to the final boss, and everything, then… I saw my whole game was crappy and gave up on it) and I just have to finish a game…

So just recently I looked at my intro, and saw that I couldn’t get all that into it, and it didn’t draw me in, so I thought… How could I make the player understand why these characters are doing what their doing? A cheesy hooded man barking orders doesn’t make anysense… Well enough spoilers, but that’s kinda how I think, and I decided to scrap the whole intro, and add a completely knew character, a slightly insecure thief, to fill in the gap that I mistakenly created. The gap was the lack of communication from the characters to the player describing what to do and why these characters are doing it. SO I SCRAPPED PART OF MY CURRENT PROJECT! AHHHHHHHHHHH Well one could say that’s great, I improved the game, but I say… WHY AGAIN!?… I’m sticking with the new idea and the like, I even created a 2 sentence plot summary as well, to go along with this change.

So why am I constantly replacing parts of my current project, and am I actually doing a good thing? This is surely slowing down my game progress, but I need to figure all of this out…

Until next time!

Tutorial #1: Using those pesky RTP Water Auto-Tiles

If you’ve ever used RPG Maker VX Ace, or it’s tile sets, you’ve come to either love or hate the water auto-tiles… I personally dislike them because they become really confusing pretty quickly and then become an eyesore. However if you use a mix of all the auto-tiles, along with some regular tiles(to hide the deformities) you can create pretty good looking scenery in your RPG. Here’s how I did it:

I used the deep water looking tiles mostly, however I did use the shallow cliffy water at near the top to make it less monotone. While keeping that whole theme going, I came across a problem when There was only one tile high, leading to two tiles high, the deep water became ugly and an eye sore, so I used a single tile tree to cover that up. Looks good right? Also by putting the auto-tile water grass tiles near the one tile high areas, It hid the ugliness while also adding something new. And if you notice the lily pads, some of them are the auto-tile lilies, which I would recommend using in small amounts, (They become too repetitive and ugly) but also use the single tile lilies as well, to add some more variety to your maps.

That’s all really, I’ll probably be adding more in-depth tutorials later, with actual step-by-step instructions. Maybe even do some Database tutorials, since I’ve noticed a sheer lack of those, and the ones around… are kinda too general and vague. And simple.

Some screenies to show, nothing major just yet.

My first progress for my RPG. I feel I need something to show, and then compare to later. So here are a few screenshots of my WIP RPG:

Please feel free to comment, I’d like some feedback!

Well, let’s hope this get’s me more motivated…

I’ve decided that in order for me to ACTUALLY FINISH AN RPG I’ll have to be more motivated, and adamant on working on my project. I believe just blogging about it would hopefully help, and also, you know, use this blog for other, RPG related thingamajigs.

I’m currently working on a RPG Maker VX Ace project, that I started…. 2 weeks ago(?) that I’ve been widdling away at it every now and then, and I believe it’s coming along great, but I’ve just been too distracted lately, (With the purchase of Dragon Age: Origins – Ultimate Edition on Steam for $15…) and I haven’t been working on it as diligently as I’d hoped when I first started this project…

So that’s that I guess.