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Ray's RPG in the works |
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May 24th, 13, 03:12 AM
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#1
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Senior Member
RayKamiya is offline
Join Date: Dec 2008
Posts: 132
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Ray's RPG in the works
so I have been working on my own RPG game for the last little while and have crated a pretty sizable demo here for test play.
the game is made with RPG maker VX ace and is about 5 game hours long with quite a few unique characters and stories.
If you wish to play this game but do NOT have RPG maker VX ace you need the RTP file installed first which can be found here:
http://www.rpgmakerweb.com/download/run-time-package
the games link can be found here:
http://www.4shared.com/zip/Gyq4yqwr/...Adventure.html
I will update the link as I make progress with the game and feedback or issues can be posted here or just pm me.
please keep in mind the game is NOT focused around the AB/DL community, there are only hints at it and jokes nothing more, none of the characters are incontinent.
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May 24th, 13, 06:20 AM
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#2
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The artisan of war
Darius chishiki kojitsu is offline
Join Date: Mar 2013
Location: Only given when
Asked personally.
Posts: 2,197
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Mind informing me(us if multiple people want to know) what the game is all about, and if you are going to add any AB/DL characters/customization items?
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May 24th, 13, 10:42 AM
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#3
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Senior Member
RayKamiya is offline
Join Date: Dec 2008
Posts: 132
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it's a basic save the world from evil story, involving multiple worlds, and a classic final fantasy style story and experience, with more than 40 playable characters, several guests that come and go and various twists and turns.
so far this is a pretty basic build of the game but after i get the story finalized I'm gonna work on side quests and such to make the game more open ended.
and no, there will not be any ab/dl characters or options, I have found while having a game with ab/dl options and characters is fun at first, it does distract too much from the story and wears on you over time, especially when you have a beta build and your constantly tweaking the script to make it so that the characters don't need to be changed so often.
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May 27th, 13, 06:40 AM
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#4
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The Otaku
brabbit1987 is offline
Join Date: Nov 2010
Location: Canada
Posts: 637
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=^.^= neat ... will test it out later when I get the chance.
BTW how do you like RPG maker VX ace? It's a pretty neat program. I have used it in the past, but I never get enough time to actually focus enough to make my own games. Course doesn't help that I am constantly involved in alpha tests all the time XD. Alpha tests for mods, games, and I even do some dev work now and then.
Are you using the default code for all of RPG maker mechanics, or are you using custom code? Also how about the artwork? Using what it comes with? Just curious.
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May 28th, 13, 04:34 AM
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#5
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Senior Member
RayKamiya is offline
Join Date: Dec 2008
Posts: 132
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Quote:
Originally Posted by brabbit1987
=^.^= neat ... will test it out later when I get the chance.
BTW how do you like RPG maker VX ace? It's a pretty neat program. I have used it in the past, but I never get enough time to actually focus enough to make my own games. Course doesn't help that I am constantly involved in alpha tests all the time XD. Alpha tests for mods, games, and I even do some dev work now and then.
Are you using the default code for all of RPG maker mechanics, or are you using custom code? Also how about the artwork? Using what it comes with? Just curious.
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Well, I find its alot more stable than passed RPG maker programs, I found in the past XP and VX would suddenly crash if the game files got to a certain size for an example on XP when my game files hit the 100Mb mark, RPG maker would start to run into errors or bugs during test play and data compression.
VX got a bit better but still ran into errors after the games went passed a certain size, then again importing the game data to a new project seemed to help, but yeah it was better.
Ace, I gotta say I LOVE because its more streamline, organized, and I don't have to select who equipped what individually, and can make weapon specific skills without the use of a script.
As for mechanics, I'm using a hybrid of the preset VX ace engine with a few custom codes in place, most of them enhance the battle system, like better graphics for your character stats displayed in battle, showing characters battling, getting rid of the fight log that takes up 1/2 the screen at times, showing enemies Hp and stealing to name a few.
I'm useing the preloaded character generator for custom characters but I do plan on getting origanal art done and concept art done later on after I finish a "rough draft" of the game's playable story.
so far I have:
Over 40 playable character
700 different skills
500 pieces of equipment
60 maps
and over 1000 events.
I also have a cameo set up with some of Carottes characters from his game he started ^^'
Last edited by RayKamiya; May 28th, 13 at 04:53 AM..
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May 28th, 13, 06:27 AM
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#6
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The Otaku
brabbit1987 is offline
Join Date: Nov 2010
Location: Canada
Posts: 637
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Quote:
Originally Posted by RayKamiya
Well, I find its alot more stable than passed RPG maker programs, I found in the past XP and VX would suddenly crash if the game files got to a certain size for an example on XP when my game files hit the 100Mb mark, RPG maker would start to run into errors or bugs during test play and data compression.
VX got a bit better but still ran into errors after the games went passed a certain size, then again importing the game data to a new project seemed to help, but yeah it was better.
Ace, I gotta say I LOVE because its more streamline, organized, and I don't have to select who equipped what individually, and can make weapon specific skills without the use of a script.
As for mechanics, I'm using a hybrid of the preset VX ace engine with a few custom codes in place, most of them enhance the battle system, like better graphics for your character stats displayed in battle, showing characters battling, getting rid of the fight log that takes up 1/2 the screen at times, showing enemies Hp and stealing to name a few.
I'm useing the preloaded character generator for custom characters but I do plan on getting origanal art done and concept art done later on after I finish a "rough draft" of the game's playable story.
so far I have:
Over 40 playable character
700 different skills
500 pieces of equipment
60 maps
and over 1000 events.
I also have a cameo set up with some of Carottes characters from his game he started ^^'
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Dang o.o I can see you really been working hard at this. Good job on sticking to it, I am impressed. Many people who try end up giving up half way through.
It's good you are using some custom code for the battle system as I felt the defaults are a bit generic.
I may start trying it out tonight and will check back in here and let you know how it is. Though it maybe a while as I am probably going to want to play for a bit before I place any judgement on it. Never did like when people judge a game after only a few levels.
I will almost certainly reply back if I find any bugs or any issues at all and let you know to help correct them.
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May 28th, 13, 11:48 AM
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#7
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Senior Member
RayKamiya is offline
Join Date: Dec 2008
Posts: 132
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thanks, and yes one issue I'm already aware of is spelling and grammer mistakes all over the place -.- It's not horribly bad, but it is hard to narrow down all the lines of dialogue and make the corrections at once.
I know with several story events I will make major changes as time goes on.
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May 28th, 13, 03:35 PM
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#8
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I BELONG TO THE SMILER :)
hymek7076 is offline
Join Date: Oct 2011
Location: manchester england
Posts: 2,143
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that's the way to do it get a playable game first then iron out the kinks as you go along
(sounds simple in theory but complicated in real life )
nice one for sticking to something that you believe in (my attention span is low but when it comes to things that interest me i can stick to them (its weird how the brain works lol) 
__________________
is dinner time mister wolf
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May 28th, 13, 04:10 PM
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#9
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Senior Member
RayKamiya is offline
Join Date: Dec 2008
Posts: 132
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thanks Hymek,
I have been working at it for a while now and it's alot of hard work, I try and keep myself inspired to work on it when I can, this project is HUGE and getting the bugs worked out can either be simple, or a nightmare >_<
but it's still a fun process and the feedback is greatly appreciated. As I try to work in critiques and praises as well as suggestions into this game ^^
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May 28th, 13, 05:51 PM
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#10
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I BELONG TO THE SMILER :)
hymek7076 is offline
Join Date: Oct 2011
Location: manchester england
Posts: 2,143
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the way i think of it is you love something do it,there's no point in doing it if you don't like it 
and that useably goes with everything *unless it needs to be done but you hate doing it like doing chores around the house etc... lol"
but there's always light at the end of the tunnel and when you've reached the end you can turn around and admire the work you've completed and think "i so hope it doesn't fail" 
__________________
is dinner time mister wolf
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