9/24/18

Mumble Mumble

Weekly update to let you know I'm still doing things (besides Monster Hunter World).  Apologies, but rarely take pics of my work.

So here's what I've did:

-Muted message now work with numbers so that affected party members can join in.  This is set for the party, for specific actors, and forced.  Deaf and Blinded messages remain as they are as it's assumed that the NPC is speaking to the player character, though I could probably change ithem to fluctuate based on how many party members can overhear.

-Finally transferred my OCs' heads from their swimsuits to their clothes.  Also corrected some sprites so that they don't have a wedgie and made an attempt with armbinders and behind-the-back arm poses.

-Put in Himework's Placeholder Graphics.  This uses a face/character graphics and replaces them with the referenced party member's own in the actual game.  No conflicts so far, and need to test this with states for both enemies and allies.  May consider "doppleganger" enemies.

9/19/18

It's not Stealing, it's Chancing

After a week of Monster Hunter World, I decided to back up my ABS and DBS and work on an ABS project.  I will attempt to make a small spider-fetish RPG for now.

Of course, there isn't any new content yet, but here's one thing I'm thinking to add:

This is a modded version of Grimoire Castle's Shoplifting script (link to original).  What the original script does is provide an option in a Shop to have a chance to acquire an item for free or turn on a switch and leave the shop if you fail.

What I changed is making this scene more Action-oriented; once you run out of Actions, the scene automatically closes.  The Gold Window shows how many Actions you can take (default of 5).  An Item will show how many actions it can add or remove, and some items will not give you more items so it can be designed like an ability of sort.  And if an item takes more Actions than what you currently have, it will decrease your stealing chance.  (Since this scene is part of the Shop menu, I had the Purchase option act like the regular shop).

There are two examples I can think of using this in.  One example is to try grabbing items from a web before it breaks.  Another is attempting to unwrap a cocoon by using up all the Actions.


9/11/18

Layered Dip State Idea

The main reason I don't simply post whatever comes to mind is because this blog will have a lot of posts.

Anyway, you can see that most states tend to be...coexisting.  Let's take possessed clothing for example.  You could be affected by Gloves, Boots, and Corset.  However, if you were affected by Armbinder and Legbinder, it would be weird to be affected by Gloves and Boots afterwards.  One way I could solve this is to use Himework's Conditional States to prevent Boots from applying if Legbinder is pressent.  But...

I'm thinking about doing a Layered State script.  In that script, some states will be tagged with a number, and that number acts as a barrier against lower-numbered states.  So for example, I have Gag <1>, Hood <2> and Cocoon <3>; if I get a Hood, I cannot receive a Gag.  In addition, I'll have the Layered State "preserve" the lower state, so if I use Remove Hood to take my hood off, it won't work if I am cocooned.


Peril Pit Idea

Sometimes, it may be best to have a simple structure in mind.  In this case, the story is that your party are "entertainers" that get thrown into a pit where you have to survive.


The pit would be full of enemies like worms that will eat you.  You are given a choice of a timed match (small reward) or an elimination match (big reward).  Sometimes, you will be offered to gain a bit more money by adding in more features like traps or straitjackets.

There may be more features depending on how the story goes.  Perhaps the side-story involves trying to tunnel your way out, or perhaps you simply live your life bound up forever.


Haunted House Salesman Idea

Here's a idea that popped into my head after looking for some Monster Hunter World tips:

When you are searching an abandoned office, a ghost "hires" you to clean out your ancestor's debt by kicking a few squatters out of some old houses.


9/10/18

How Do I Crash Game?

I have been helping a guy with his game from time to time.  This usually consists of making edits to some of his scripts.  However, his most recent requests were to fix some rare bugs.  More specifically, one of those bugs has only been encountered twice and is supposed to make the game crash.  Yes, the two encounters took place in two rooms that has the same gameplay (defined as one enemy), yet I haven't been able to replicate the error, and I had pretty much tried this plain and changing the events. 

I don't have any other theories remaining, but I will try one more day before I can call it quits; this search is taking up time and mental energy that can be used elsewhere.  However, this isn't a complete waste of time as I did find another bug that he could fix.

9/3/18

Taking a Pic Dump

I've done a great injustice of not posting pictures for awhile.  So here's what I've ben working on, mainly a review of what I posted.