10/26/17

The Other Lass is Half Empty

Nearly everything can sink into the quicksand, and my Player and Followers can get states by sinking into the quicksand.  Therefore, my Events should sink into the quicksand to get those states.  Of course, I could probably call on Self Switches to change pages or behavior...

But I decided to try and give my Events the ability to have States.  Ideally, the Event scans a notetag that will assign an Enemy to an "actor" variable like Game_Player or Game_Follower does with the party.  Through the State Character script, the Actor was the class that changed the character graphics, so one similarly for Enemy ought to work similarly.  In short, the Event should draw the new appearances from whatever is put in the enemy.

So far, I managed to get the states to work on the events, in the sense that the graphics change when stacks of states are added.  However, it should be noted that these Events don't naturally support all the features of states like walking it off or turning around, so I might put those in.  For now, I'm distracted by Destiny 2.

10/23/17

The Lass is Half Full


I use Himework's State Charges back in The Fates We Weave to manage "stacks" of states, such as the Guard Removals and the Webbings.  This is partly because I'm partly afraid of script compatibility if I were to use Hime's Conditional or Progressive states with say CP's Graphic State script.  Yesterday, I began working on modding Himework's State Character so that the graphics will change based on stacks of states rather than just one state.

...State Character isn't on Hime's site because I modded that from her State Face script, though you may have seen this script in effect if you played Stupid Rubber Peril Game.

Anyway, the pic shows no state, 1 Charge of a state, and 2 Charges of a state.  If state is removed by walking, charges drop off one by one, so it kinda "washes off".  I managed to get the script to work with assigning multiple graphics and a "general graphic" so far, and I just transplanted the code to work with faces and battlers.

Oh, and I tested this using a snippet in conjunction with the Quicksand script (which I just tinkered again to account for non-visible Followers)


10/21/17

Boss: Monitaur, Corrupted AI

I got distracted by South Park: The Fractured But Whole and Don't Starve Together...they're mainly for research purposes.  For example, the first Time power you get in South Park allows you to "reset" event positions.  At a basic level, I could have a parallel process event check if I activate a state or switch to relocate a moved boulder that hogs a hallway.

But anyway, here's a boss to make up for the week:



He would have a different name, but the Monitaur is a two-phase boss you'll encounter in a crashed airship.  His "main phase" is pretty tame, attempting to heal itself and "sanitize" the party one at a time.  However, if an Intruder enemy jumps in, it will "exterminate", dealing damage to the whole party and the intruder.  To make the battle a bit more difficult, Modules will jump in when his HP drops to certain points:  Gun Module will deal damage and Defense Module will negate damage to Monitaur as long as they are active.


10/17/17

Script: Self Switch Reset

 

Script: Self Script Reset
Link: http://bastianfanworks.dreamchaos.net/downloads/SelfSwitchReset.txt
Difficulty: Easy
Short Version: Reset an Event's Self Switches when changing maps.


10/15/17

Sinking Time Into Something

Some of you might be familiar with Trivel's Quicksand Script if you played Kei-Waza's Esthe Hunter or Coilfreak's Deadly Safari.  If you haven't every found this script yet, it makes the player sink into the map.  Trivel has also created a MV Plug-in version.

I was going to put this script inside The Fates We Weave (because all the fetishes), but it wasn't compatible with the move script I used.  I decided to take another look at it today.


10/14/17

Repl F Beta and Furnitures


Game: Repl F
Status: Beta
Link: https://www.mediafire.com/file/2osw92fxoot4uj4/HauntedHouse.zip

Version: 1.0.0.1
- Missing character file has been corrected.
- An event now checks correctly for a key.

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Here we go, the release of the Halloween game...Or at least a part of it.  It has enough content to be a full game, just a bit plain.  Despite the holiday, this game isn't scary or fetishy.  I can't say if I will polish this until Halloween or start another project, but I'll try.

Anyway, it's somewhat of a short game, just hunting some treasure. If you run into any enemies, I heavily suggest you run away from them.

Also, here's a pack of Furniture Battlers you can use:

http://www.mediafire.com/file/nqbnkg9crfax1av/Furniture.zip

10/10/17

Repl F Update: Near the End and Beginning

I think I have one more questline to complete the base of the game, then I might release the Beta of the game.  From that point, I plan to spruce up more of the gameplay like changing the room layouts and adding more foes, perhaps add a few more "little treasures" to collect.

Also, if you have played the title demo, you would notice that if you save the game and come back it it later, the game changes.  Even starting a new game is different.  If you wanted to start the new game as normal, what you need to do was get rid of your save files.  However, I realize that would be a bit cumbersome when it comes to testing, so there is a "cheat code" that allows you to start a new game regularly even after you saved.  Of course, you're going to have to find that cheat code in the game.

10/8/17

Update: Still Dialoguing

Huh, I suppose the reason I didn't do much with Repl F the past weeks was because I hadn't worked on the base of the game.  It's like making an ice cream float with a whole can of coke; you have to stop when it almost foams over the top and work away the foam.

So while it doesn't seem like much work, it is still good progress.  Putting in hints of what I currently have, sorting out the quests, generally getting stuff's that's already there out of the way.  I still need to take care of the final treasures and the enemies, though.  Hopefully enough things get done so I can pretty the game up.

10/3/17

Boss: Digita and Halloween Update

In The Fates We Weave, Digita is an AI of a crashed airship.  In the initial draft, she first helps out the party by providing information on enemy nests and activating security measures.  However, when you actually reach her airship converted into a base, Digita is actually storing people and creatures of the island as her purpose isn't to help humans win but to help humans survive, even at the cost of victory.

One of her likely boss battles doesn't have you fight her.  Instead, she sends out test subjects and then inject them with a Mutation that could make them attack twice or unleash a stronger attack.  Her last test subject would eventually be used to test permanent Mutations, meaning this boss has to be defeated quickly.

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...If you noticed the lack of updates for the Halloween game/Repl F, I'm not sure I can continue on this game.  Last week had me extra-busy leaving me little time to fiddle with the game, but I haven't really added much to the game even with the free time.  I believe the problem is that the core mechanic of the game (face-stealing ghosts) and the room progression (looking for treasure) went in opposite directions, and there wasn't any fetishes added in yet when focusing on those two concepts.  With just a month remaining, I don't think I can rearrange the storyline for the best flow.

So instead, I'll have to polish up the dialogue of what I have and release it as an alpha demo.  This means a game without much fetish or story in it, sadly.  Perhaps when next Halloween comes, I'll avoid making the same mistakes again, perhaps start earlier.