Most of the progress is from adjusting the database. Here is what will be featured when the next rubbery demo comes around:
-You will earn EXP and Gold by playing with rubbery victims, escaping any time. You can earn more by making them collapse. However, patrols might come to ruin your fun (and you can't earn partial/escape EXP from them).
-Hybrid enemies are powered with rubbery "cores". You can fight it normally, but you can also play with the core to drain its MP and mess up its strategy.
-Tactical enemies are too small and quick to fight properly.
-And stuff.
Ideas for future release:
-Perhaps human guards and a state to turn them into rubbery playthings.
-Try to have the Battler Layers reset for transformations and certain revives.
Showing posts with label game update. Show all posts
Showing posts with label game update. Show all posts
8/24/19
8/13/19
Patting is Not Damage
A few adjustments to the battle system. As you may know, I'm planning for this project to have 2 main skill types, where one type can only target Fun enemies and the other can only target Fighting enemies.
-Adjustment 1: Skill Types determine damage motion, where Fun skills would make an enemy quiver while Fight Skills has the normal animation. Since animations don't seem to be based on items, I simply add a state inside the damage method so that the battler can be used inside the animation. This also means keeping the state on death and removing it at the end of the animation.
-Adjustment 2: Using a Fun skill on a Fun enemy will deal HP damage. However, using a Fun Skill on Hybrid enemies (tagged with both Fun and Fight) will instead deal MP damage, then deal leftover as HP damage. For example, Battery Armor is considered a Hybrid since it is a Robot with an exposed rubber person as a power supply; having Fun with the enemy would drain that power supply which can mess up their battle behavior.
-Adjustment 1: Skill Types determine damage motion, where Fun skills would make an enemy quiver while Fight Skills has the normal animation. Since animations don't seem to be based on items, I simply add a state inside the damage method so that the battler can be used inside the animation. This also means keeping the state on death and removing it at the end of the animation.
-Adjustment 2: Using a Fun skill on a Fun enemy will deal HP damage. However, using a Fun Skill on Hybrid enemies (tagged with both Fun and Fight) will instead deal MP damage, then deal leftover as HP damage. For example, Battery Armor is considered a Hybrid since it is a Robot with an exposed rubber person as a power supply; having Fun with the enemy would drain that power supply which can mess up their battle behavior.
7/31/19
Skills to Play the Bills
Continuing on with updates, I started on a few skills for the project. In the demo, the player's commands wasn't the standard Attack-Skills-Guard-Items but something like Play-Battle-Tactics-Items, where three of the commands were their own trees. In addition, Play and Battle targeted their own array of enemies, meaning you'd have to prioritize which enemies you had to face. It also means that Battle skills could never strike an enemy marked for Play, and the tree will even seal itself when there are no Battle enemies.
I could also restrain these skills further. Anything that requires a mouth, arms or legs would be sealed regardless of which skill tree it's in. Items would be delivered by a drone, which I can seal by having an enemy emit an EMP. Perhaps instead of a paralysis, I would simply seal the rest of the skills.
I could also restrain these skills further. Anything that requires a mouth, arms or legs would be sealed regardless of which skill tree it's in. Items would be delivered by a drone, which I can seal by having an enemy emit an EMP. Perhaps instead of a paralysis, I would simply seal the rest of the skills.
7/27/19
Who to Smack
Don't have a pic right now, but I managed to work the Vore DBS into the Rubber project. As a reminder, the Vore DBS's key feature would change what you can target. For this project, your targets are mainly influenced by your skill type.
Currently, there are three skill types planned:
-Fun- These only target rubber-bound enemies.
-Fight- These only target normal enemies.
-Survive- Aside from skills that help your party, the skills here can target any enemy (but can't damage them).
-Items- Pretty standard in any project.
Currently, there are three skill types planned:
-Fun- These only target rubber-bound enemies.
-Fight- These only target normal enemies.
-Survive- Aside from skills that help your party, the skills here can target any enemy (but can't damage them).
-Items- Pretty standard in any project.
7/25/19
Prob Solved
Changing how the face got randomized in the enemy didn't work somehow. Instead, I placed the randomization at the next imporant place: the sprites. Thankfully, this solution works and multiple copies have their own faces. Also, I've changed the randomization as well; it used to rescue into another branch when files didn't exist, but now I use the directory to find all related files. This means that I also removed the "default face" and the "number of faces", reducing the guesswork needed.
That is, you no longer need to label pictures as face1,face2,face3. You can name them as facebearded,facecheeky,face1.
Also, I added the Face-Toggle to this script. By typing a string into this method like "face", you can hide the face of battlers. Namely, if you happen to have a 2-faced naga, you can remove both of their faces.
That is, you no longer need to label pictures as face1,face2,face3. You can name them as facebearded,facecheeky,face1.
Also, I added the Face-Toggle to this script. By typing a string into this method like "face", you can hide the face of battlers. Namely, if you happen to have a 2-faced naga, you can remove both of their faces.
7/24/19
One Prob For Another
So far, I managed to upgrade the script to paste a face on a battler to have multiple layers, front and back. However, this currently works on one copy of an enemy (aka ABC). If I had two copies of an enemy (AA), the randomization doesn't take effect, though the default face will still work. I might have done something different with where the randomization takes place, so I'll look into that when I get home.
7/23/19
Rubbery Preview Garnered
I started a new side project to take a break from my main project and hopefully gain a new perspective. This is what I have so far: 3 battlers and a few faces to start. I have a snippet to randomize the hue and am using a script to randomize the face.
Features to add:
-More layer support for the face script, so I can add back hair and even tails/wings.
-"Battle System" to play with these foes. You'll still have regular skills to deal with interlopers.
-Some more randomization. Perhaps change the size and positioning too.
Tip: As I just discovered, RPG Maker's naming system is based on the name, not the battler id. This means that if you have three enemies with the same name, you can set up different poses or minor stat alterations.
7/22/19
7/19/19
Randomly Posting
If you couldn't tell, I'm posting each time I make minor adjustments. Hopefully I would have actual content sometime.
The last post was about Free Formation, turning a party of 1-2 into x-1-x-2. Now, if you have Hit 3 Random Enemies, you would be hitting one of those two twice, but with Free Formation in mind, it got me thinking about rocks that would hit a spot even if the actors weren't there. At the time, the snippet that would hit a spot regardless of whether it hit players or now had attacks based on its position.
I made a copy of that snippet and got it to work as a replacement for Random Attacks, even getting it to work on groups rather than one by one.
The last post was about Free Formation, turning a party of 1-2 into x-1-x-2. Now, if you have Hit 3 Random Enemies, you would be hitting one of those two twice, but with Free Formation in mind, it got me thinking about rocks that would hit a spot even if the actors weren't there. At the time, the snippet that would hit a spot regardless of whether it hit players or now had attacks based on its position.
I made a copy of that snippet and got it to work as a replacement for Random Attacks, even getting it to work on groups rather than one by one.
7/16/19
Free to Be Where I Be
I decided to add Himework's Free Formation to my main project. Normally, a party only has order so a party of three would be 1-2-3. Free Formation adds some "blank spots" so that I can arrange the party as 1-x-2-3. In a normal RPG Maker project, this is purely aesthetic. However, my main project does use "Line Attacks", or attacks that will strike a certain line (example: if an enemy only attacks the character in front of them), and it is surprisingly written for Free Formation's party placement.
That's not saying that the script was fully compatible with the game. While the battle side had no surprises, I had three other snippets that also played with party placement:
-Party Formation in Battle - This snippet swaps around characters in battle. I made a small edit to cap the swap to the current party. May have to change this again to see how the formation affects outside of battle. Also, should make a variable that functions like the battle switch but would limit the 4+ party swap outside of town.
-Party Formation in Menu - My current snippet would keep characters at their position, so swapping the leader would not place one person in the front. So far, I managed to make this snippet work by inflating the clone array to be similar to the positioning array and compacting it after the swaps, yet swapping a character to the 4th empty position would set that character to the spawn point. This may be because I've written non-existent characters to not really move, so I may have to update the movement system to move empty characters with the party.
-Party Rotation- Himework's script that rotates the current player of the party, aided with a snippet to keep characters at their position. It works by copying the formation code, but I'll have to see how this is affected by a party bigger than 4.
Also, the current Line Attacks are written with the enemy's position in mind, but I will probably write a Random Line Attack in case I want random attacks to strike positions rather than the remaining actor.
---
Edit: Solved it mostly. When sorted or summoned, the relocated character should appear 1-2 spaces from the next person. The bug was in multiple places, though I believe the main bug was because I have a return code in a method designed to return things, meaning it doesn't even return a proper nil.
That's not saying that the script was fully compatible with the game. While the battle side had no surprises, I had three other snippets that also played with party placement:
-Party Formation in Battle - This snippet swaps around characters in battle. I made a small edit to cap the swap to the current party. May have to change this again to see how the formation affects outside of battle. Also, should make a variable that functions like the battle switch but would limit the 4+ party swap outside of town.
-Party Formation in Menu - My current snippet would keep characters at their position, so swapping the leader would not place one person in the front. So far, I managed to make this snippet work by inflating the clone array to be similar to the positioning array and compacting it after the swaps, yet swapping a character to the 4th empty position would set that character to the spawn point. This may be because I've written non-existent characters to not really move, so I may have to update the movement system to move empty characters with the party.
-Party Rotation- Himework's script that rotates the current player of the party, aided with a snippet to keep characters at their position. It works by copying the formation code, but I'll have to see how this is affected by a party bigger than 4.
Also, the current Line Attacks are written with the enemy's position in mind, but I will probably write a Random Line Attack in case I want random attacks to strike positions rather than the remaining actor.
---
Edit: Solved it mostly. When sorted or summoned, the relocated character should appear 1-2 spaces from the next person. The bug was in multiple places, though I believe the main bug was because I have a return code in a method designed to return things, meaning it doesn't even return a proper nil.
7/10/19
One of a Kind
Surprisingly, the loot table snippet was shorter than I expected.
For the loot table, I put a notetag in an item, then when the item drops, it would see if there is a loot array before selecting one of those items instead. And as a shortcut, the item/armor type of the loot is based on the drop item.
As a reminder, the Smash Power/Difficulty slider would drop more items on higher difficulties, so a "drop set" can grant me Potions and Ethers.
For the loot table, I put a notetag in an item, then when the item drops, it would see if there is a loot array before selecting one of those items instead. And as a shortcut, the item/armor type of the loot is based on the drop item.
As a reminder, the Smash Power/Difficulty slider would drop more items on higher difficulties, so a "drop set" can grant me Potions and Ethers.
7/9/19
Pulling Out of the Tar Pit
I've been lazy, have I? Just trying to get back into RPG Maker. Started with two things on my current project:
1. The Smash Power concept of determining overall loot and damage (by comparing both sides) was replaced by a difficulty "slider". While it uses the same base code, the change would remove the extra layer of complexity on enemies and items.
2. The encounters were updated. Before, a map would have generated an enemy based on progress in a dungeon. The current change would have stronger fights show up with higher difficulties. I am also thinking for certain encounters to show up based on certain states or switches, but too early to tell at this point.
1. The Smash Power concept of determining overall loot and damage (by comparing both sides) was replaced by a difficulty "slider". While it uses the same base code, the change would remove the extra layer of complexity on enemies and items.
2. The encounters were updated. Before, a map would have generated an enemy based on progress in a dungeon. The current change would have stronger fights show up with higher difficulties. I am also thinking for certain encounters to show up based on certain states or switches, but too early to tell at this point.
2/25/19
Tank
Back in the early days, RPG Maker meant big flashy skills. Obviously, I didn't get anywhere.
One day, I decided to jump into Warcraft around the launch of Lich King. I started as a Rogue as my brother had a PVP guild, but the heals from damage and the pet aspect of the Death Knight would make this my main in the future. Talent trees were soon upgraded from points here and there to points under designated roles, which translated into a Blood Tank and two DPS. I feared being a Tank since it looked like a big responsibility, but eventually, the Dungeon Finder's queue and the Blood DK's self-healing won me over.
For those that don't know what a Tank is, they are the characters made to take punishment so other characters don't have to. This translates to two parts: the Tank must draw attention away from the other players, and the Tank must live long enough to do so again. For the second part, a Tank can increase their defense, but they can also increase or regain their health and even dodge the attack they're supposed to get.
When I tried doing The Fates We Weave, Tanking was one of the systems I set up. I set up a custom formula and an altered target-rating system to alter the damage so that those who guarded were more likely to get hit and would alter the damage between them and the party. This was more obvious when fighting against the Boss, who had a powerful AoE spell that could be greatly reduced when one person was guarding. Though the custom formula it was in did take up much of the formula space.
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.
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.
9/10/18
How Do I Crash Game?
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.
8/6/18
A Small Snack
Working on the main file of the Vore DBS, so they're not likely to appear on the demo from this point. Here are some of the things I've been working on:
-Updated party battle HUD. Just a bit fancier.
-Updated enemy HUD to show their states.
-Escape message will let you know if you can't escape due to having Eaten members.
-Tested for death and corrected it. Now when a party member dies and was Eaten, the enemy will stop being Full at the end of the turn (because it would be odd just to expel the corpse immediately)
-To simulate vore even further, enemies will gain extra states if they manage to finish off a meal in their belly (HP to 0 and don't puke corpse out via damage). The states gained are based on their meal and themselves.
-Some states will be excluded from getting vored. For example, trying to eat a statue isn't recommended.
---
To Do:
-While regen is probably additive, it does not multiply Himework's State Charges. My current jury-rig requires too much manual input (before I knew HRG was additive), so I will have to see if there is a way to get the state's own regen.
-See what happens when battlers are confused. Hopefully enemies won't eat enemies.
-Need to update attack animation so enemies can visibly attack party. Also, I should see if I can change the animation target, like having them appear on the eater instead of the victim.
---
Vore to Try Out:
-Sequential like Lipucd, requiring several turns in belly before getting a worse state.
-Escape your bonds first before escaping.
-Expel eaten party to deal damage to the rest of the party like DeDeDe.
-Updated party battle HUD. Just a bit fancier.
-Updated enemy HUD to show their states.
-Escape message will let you know if you can't escape due to having Eaten members.
-Tested for death and corrected it. Now when a party member dies and was Eaten, the enemy will stop being Full at the end of the turn (because it would be odd just to expel the corpse immediately)
-To simulate vore even further, enemies will gain extra states if they manage to finish off a meal in their belly (HP to 0 and don't puke corpse out via damage). The states gained are based on their meal and themselves.
-Some states will be excluded from getting vored. For example, trying to eat a statue isn't recommended.
---
To Do:
-While regen is probably additive, it does not multiply Himework's State Charges. My current jury-rig requires too much manual input (before I knew HRG was additive), so I will have to see if there is a way to get the state's own regen.
-See what happens when battlers are confused. Hopefully enemies won't eat enemies.
-Need to update attack animation so enemies can visibly attack party. Also, I should see if I can change the animation target, like having them appear on the eater instead of the victim.
---
Vore to Try Out:
-Sequential like Lipucd, requiring several turns in belly before getting a worse state.
-Escape your bonds first before escaping.
-Expel eaten party to deal damage to the rest of the party like DeDeDe.
7/23/18
Pointing Fingers, Swords and Potions
Other than prototyping a few enemies for the upcoming demo and balancing the damage, I had realized that if the enemies were faster in eating you, the targeting system for whoever gets eaten was still basic (ie if Player 1 was eaten by Enemy B, Player 1 would still hit Enemy A). I managed to correct this and tested both my standard and gluttonous enemies after realizing that the target takes the current group into consideration (before, targets were based on members, but now they are based on different member groups like vored and notvored).
I'm also changing the battle HUD to show more of the face. Hopefully I can get the demo out with enough content.
I'm also changing the battle HUD to show more of the face. Hopefully I can get the demo out with enough content.
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