#Digital Odyssey: Clean Shift

1374 messages ยท Page 2 of 2 (latest)

pulsar pollen
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Awoga?

haughty garnet
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Since people here have projects they've been working on for many years (or a decade, in the case of Eternal Memory), having a sixteen month long development cycle for my game (currently ten months) doesn't feel so bad for me

I'm working on Chapter Five but I feel like I need rework Chapter One a bit to make this one better

I'm not gonna reorder Chapters Five to Seven out of sheer laziness, but there will be dialogue and gameplay changes if you play them out of order (your chapter choice could make the other two chapters easier)

haughty garnet
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I haven't made the galactic map yet but if it isn't clear by now, this game works a bit like the OG Star Ocean: interconnected maps with no minimap
Thankfully there's a lot less backtracking

haughty garnet
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Not dead but I've been away from home the whole weekend and friday
Gonna lock in to finish Chapter Five, needs a few more enemies

haughty garnet
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Gotta speed up development so I'm gonna have to make some cuts and changes

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For example, vending machines will no longer be interactable objects since they effectively replace inns and were always designed as background decorations

pulsar pollen
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No vending machine

rain thorn
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I understand why you did the same in this situation, but the one thing I didn't really like about chrono trigger was the lack of interactable objects.

haughty garnet
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I like to do these, this time a bit more realistic

Development Completion:
CH1 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ ๐Ÿ
CH2 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ ๐Ÿ
CH3 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ ๐Ÿ
CH4 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉโฌ›โฌ›
CH5 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉโฌ›โฌ›
CH6 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉโฌ›โฌ›
CH7 ๐ŸŸฉ๐ŸŸฉโฌ›โฌ›โฌ›
CH8 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉโฌ›โฌ›
CH9 ๐ŸŸฉโฌ›โฌ›โฌ›โฌ›
CH10 โฌ›โฌ›โฌ›โฌ›โฌ›
CH11 โฌ›โฌ›โฌ›โฌ›โฌ›
CH12 ๐ŸŸฉ๐ŸŸฉโฌ›โฌ›โฌ›

haughty garnet
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Added a new enemy for Chapter Five and slowly the rest of Terranova and its cutscenes
It'll probably be the first chapter I get to finish in a long time
Not super confident on what the quality of the dialogue will be

Pics and vids will come later

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To be frank, Chapter Three (the one where you escape the Pynzers) is currently my favorite chapter of the game
Chapter One is more of a tutorial and Chapter Two still needs a lot of TLC, I'm kind of ashamed of how I shipped it in the Demo

haughty garnet
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rat mafia castle test

haughty garnet
pulsar pollen
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mannyi1Eye oh wow.....

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Hold up is he nak-

haughty garnet
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That is a mystery I cannot reveal yet.

pulsar pollen
haughty garnet
haughty garnet
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WIP Galaxy Map
The purple parts will be the asteroid belts and there are two planets that aren't accessible in the game (story reasons)

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Some of these letters correspond to space stations, like Terranova

haughty garnet
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me when uhhhhhhhhhhhhhhhh

haughty garnet
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It's funny how with the power of Furnace Tracker in my hands the rest of the tracks sound a little less impressive (because there were made with the built-in tracker, which isn't as good)
That's mainly because of the weak percussion, I'm gonna put the new bass drums and kicks from Reign of Hatred into the rest of the soundtrack

Also Pearl Coast is getting more fleshed out

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...completely forgot about this minigame, dang it

haughty garnet
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As I'm writing the dialogue, it's clear that Chapter Four will be the comedic chapter

haughty garnet
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I'm tempted to redraw most (if not all) locations to optimize tile usage and make the game look better in some parts

haughty garnet
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For example, the alien palm trees in Yangamaya look a bit awkward to look at, specially in Color due to the color bleed (the tiles use all four colors per tile)
In contrast, the pines of Ganood have a nice contrast between the lighter leaves and the darker stump

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To be fair, that palm tree design is a really old one

haughty garnet
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Yangamaya rework done

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It's not perfect but it's leagues above the original

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I redrew nearly every single scene in Yangamaya, mainly to reduce the amount of unique tiles in them
The tileset is still huge (253 tiles), so this is more of a "eh, why not" thing than an optimization or storage thing

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I could condense all of the single screen scenes into one big scene, for the same reason:
Because I can (and it looks more tidy)

haughty garnet
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No exams left now, but the heat is making me very slooooow
I haven't picked up the PC since yesterday

weary seal
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it's suuuper hot where I am too, I completely get you; our work computers are upstairs and neither me or my wife want to go lol

pulsar pollen
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And even your computer doesn't want to be on because he will be screaming in pain

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Neither the fan is enough to cool him

haughty garnet
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At last, fresh air

pulsar pollen
haughty garnet
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I don't know what Field Ability Ralphina will have
The first one was breaking walls with bombs, but it wasn't much in her character so I gave that ability to Rexford (he uses his fists instead)
The other was repairing objects, which while it does fit with her being a mechanic, it's a boring ability that screams "throwaway idea"

Instead, she could throw and push blocks of ice (like Kickle Cubicle), I wonder how I could pull that off in GBS

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For context:
Scrappy mops hurting tiles (like broken glass).
Maroon stuns (most) enemies.
Yaejani cuts down plants and cables.
Rexford breaks things with his fists.

They're all meant to spice up dungeons

haughty garnet
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I feel a bit overwhelmed with Chapter Four, maybe because of the size of it:
Santarina is a huge city, you take the metro to a huge baseball stadium, then you get marooned (bah-dum-tss) in a huge desert and you return to the city through currently undecided means to fly to the Rangers' outer space base

haughty garnet
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Also I'm tempted to redo the entire soundtrack in Furnace Tracker

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And maybe a new demo because the original one just isn't as good

haughty garnet
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nah, just the percussion

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although any new songs will be made with Furnace
I can't stand using the built-in tracker

short marsh
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You gonna be using fur2uge?

haughty garnet
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Uh huh

short marsh
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I see

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Do you just prefer working in Furnace or is it something else?

haughty garnet
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Preference, it's much more capable

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I started making music with Famitracker and then I jumped to Furnace
The built-in one and hUGEtracker feel very janky

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I'm planning on replacing the main battle theme, Duel, because it pretty much is a placeholder track
Even with flourishes it wasn't meant to stick around for that long

short marsh
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hUGE is easy enough for me to use but it's been getting annoying with all the clicking when I change volume

haughty garnet
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Both Furnace and hUGEtracker sound the same, but I'd much prefer Furnace's extra tools and flexibility

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Although since most of these songs need better percussion, I can use the GBS tracker

short marsh
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Subpatterns are the key to making that percussion work

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7 bit noise is also very underrated

haughty garnet
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This is my secret sauce for good percussion:
I use B5 for Bass Drums and B4 for Kick Drums
Because of the way the subpattern works, higher notes sustain the hissing part of the drum less, while lower notes sound crunchier

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I found a way to make good, single-channel Game Boy percs
My other game, Millennium Gun, has more of a Sunsoft flair (although I was inspired to make it sound like that from the Xerd no Densetsu OST), so it sacrifices the Wave channel for the punchier part of the drums

short marsh
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Should give that a spin

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This is my secret sauce #audio-help message

haughty garnet
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Here's what the Amen Break sounds like, with only the Noise channel
(the cymbals are simple short decay instruments)

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In Furnace the drums are E3 and E2, but in GBS it's B5 and B4

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Due to the way the two trackers handle noise note inputs

haughty garnet
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WIP galaxy map

haughty garnet
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making the caves

haughty garnet
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Soundtrack tweak finished, time to make some new songs
I've still got to redo an exam gb_skull but that won't impact development

haughty garnet
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Better looking asteroid belt and a portion of the near-finalized cave

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Tomorrow I'll start making the town tileset for Ganood

haughty garnet
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Template for Ganood house interiors

pulsar pollen
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This guy is a machine

haughty garnet
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When the weather turns you into a popsicle, your best shot at surviving is underground

haughty garnet
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No updates, been out of town

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I wonder why some of y'all have compared this game to Undertale
Like, I get the comparisons and I've played it too (up until halfway through Snowdin, I haven't beaten it yet) but I dunno if there's anything extra that got into this one subconsciously
Because I'm making this game more with Mystic Quest and MegaTen as inspirations
The player's actions don't really change the narrative, I didn't plan the game with that in mind, and if I did it would've looked way, way different

haughty garnet
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Crazy idea: join all of the single screen scenes into one

woven sorrel
weary seal
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I think it seems """quirky""" to an extent, and I feel like there's a subsect of the gaming community who have only experienced UT as a """quirky""" title. I don't personally think UT first thing when looking at your game.

pulsar pollen
haughty garnet
haughty garnet
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Making the rest of the Terranova station (for Chapter 5)
Medical and Trading sectors

haughty garnet
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I just finished a major cutscene but it is HEAVY spoiler material
So I'm not going to show it...

Let's just say that there was darkness the half-blind wolf couldn't see.

haughty garnet
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Development Completion:
CH1 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ ๐Ÿ โญ
CH2 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ ๐Ÿ โญ
CH3 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ ๐Ÿ โญ
CH4 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉโฌ›โฌ›
CH5 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉโฌ›
CH6 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉโฌ›โฌ›
CH7 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉโฌ›โฌ›
CH8 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉโฌ›โฌ›
CH9 ๐ŸŸฉโฌ›โฌ›โฌ›โฌ›
CH10 โฌ›โฌ›โฌ›โฌ›โฌ›
CH11 โฌ›โฌ›โฌ›โฌ›โฌ›
CH12 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉโฌ›โฌ›

Game Completion: Around 60%

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While not very accurate, the blocks give a feel for what's left to add
The stars means that the chapter is completely done, no more changes will be made in it

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The middle has a lot of reused scenery from the first three chapters, CH8 is rather short and only the shmup level and wild west towns are left to add there

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CH4 and CH9 are going to be longer than the others, which is why they haven't advanced much in development

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Once CH2 gets the โญ, I'll make a new demo to replace the old, not very good demos

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Sounds strange, but there's only around four months left until the end of the year, and I'm confident I can finish this game before Christmas
(not sure about releasing on Halloween, that's a bit of a stretch)

haughty garnet
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Gonna experiment with GBVM to see if I can improve the battle system flow on Monochromes
Because it stutters a lot

haughty garnet
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Well I learned a different way to do tileswapping, but the improvements are very slight
I have to look deeper into my Battle System code, it can't be just the tileswapping
(although tomorrow I'll try to disable all of the tileswap events to see if that's the root of the stuttering)

haughty garnet
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Saving this for later...

VM_SET_CONST VAR_TEMPCOUNT, 0
draw_loop = .
VM_GET_TILE_XY VAR_TEMPTILE, VAR_TEMPX, VAR_TEMPY
VM_REPLACE_TILE VAR_TEMPTILE, ___bank_tileset_font, _tileset_font, VAR_TEMPTILESET, 1
; BG Tile Index, Tileset Bank, Tileset,
; Tileset Tile Index (start), 
; Tileset Tile Index (end), 
VM_RPN ; Notation Polish Reverse
; Increment TEMPX
  .R_REF VAR_TEMPX
  .R_INT8 1
  .R_OPERATOR .ADD
  .R_REF_SET VAR_TEMPX
; Increment TEMPCOUNT
  .R_REF VAR_TEMPCOUNT
  .R_INT8 1
  .R_OPERATOR .ADD
  .R_REF_SET VAR_TEMPCOUNT
  .R_STOP
VM_IF_CONST .NE, VAR_TEMPCOUNT, 8, draw_loop, 0
; If it's not 8, GO TO the label```
haughty garnet
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The game's entire movelist, gonna experiment with this tileset

short marsh
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Oh that's really cool

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I love how the icon is part of the name, might have to nab that

haughty garnet
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Holy cow the GBVM method is REALLY FAST

haughty garnet
haughty garnet
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I've already saved like 10k from my game from just changing two of the custom scripts to GBVM equivalents

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Awesome

haughty garnet
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The damage and health display scripts still need the new method, but combat is no longer sluggish in Monochrome!

Overworld encounters are still laggy though (OnUpdate shenanigans) but thanks to Script Locking they don't move during the battle transition animation

EDIT: All display scripts have been updated

haughty garnet
haughty garnet
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venting

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makai toushi saga lookin-ahh dungeon

haughty garnet
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Chapter Five is kind of close to completion, nice
I've got the enemies ready, I just need to draw the rest of the station and stage the cutscenes

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I need to think well about the writing because it's gonna be a mild tonal shift
And also add more janitorial stuff to the game

dreamy igloo
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This looks pretty cool ngl

haughty garnet
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Now all characters have a Field Ability

short marsh
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What waveform are you using for the bass? I really like it

short marsh
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Hella

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So it's like a doubled sine wave?

haughty garnet
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Sort of, it's an unique sound
You tend to see this waveform in Konami's MSX games, whenever they use the SCC sound chip, hence the name

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Although it's also a waveform used in PC Engine games

haughty garnet
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Other than the Casino (which is for a later chapter), all of Terranova's scenes have been made

Tomorrow I'll handle the NPCs, enemies and cutscenes - and after that CH5 will be finished

haughty garnet
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It took this long to get here because of college and getting burnt out from exams and studying
The next uni year will have a lot more classes so I don't know how much of the game I will be able to work on, gonna try to have most of the important things done during August

But I think after finishing this game, I'll never make another game under a deadline (unless it's a game jam)

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No deadlines gives me a lot more breathing room
Surprisingly I don't think a lot of ideas will be left on the cutting room floor with this game, it's looking better than I've imagined

Making your first game your passion project RPG is doable, but a pain in the neck if you've got a (self-imposed) deadline to meet

haughty garnet
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Man, the baseball stuff is giving me such a headache...

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Not just making the minigame, but also the graphics for the stadium itself
I need to pull off an isometric angle, but my tileset and the rest of the game weren't designed with that in mind

haughty garnet
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Going back and forward between working on CH4 and CH6's backgrounds, with some tweaks to the other ones

haughty garnet
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I gotta manage my ambition again, the kind of thing that happens when you plan a story as you write it...

This project is nearly a year old but that was to be expected

frosty knoll
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Game Development is time consuming, especially when you put passion into it!

haughty garnet
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Oddly enough, GBS is not working as intended now
Troubleshooting...

haughty garnet
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For some inexplicable reason, the Set Position event isn't working as intended
Is there a limit to that event that I don't know...?

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I've restarted my PC, reinstalled GBS, edited project files...
It really seems to be a GBS bug

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Well, I found out one of the bugs: Tiled has an Opacity option that was messing with the color interpreter

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And apparently I'm not the first to discover that Set Position just... doesn't work sometimes when calling Actors from off-screen

haughty garnet
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Problem fixed, I'll finish the NPC dialogue for Yangamaya tomorrow
Chapter Six is mainly just a dungeon and some cutscenes, so after that I won't have to touch Yangamaya again

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And with it I can make a new demo to replace the old one

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The same can be said about Terranova: except for the Casino (CH9), all of its scenes are finished

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Hopefully to make the crunch a little smoother

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I know in my mind how the baseball stadium will look like on the inside, I'll probably shrink the scope of the baseball minigame - I'm not going to try to make a fully-fleshed game, maybe just that "bat the bombs, dodge the bombs" concept I had originally
I mean, I already have most of the assets for it, and it's just a segue into the boss battle

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The minigame doesn't follow regular baseball rules, but neither does Bang:
Bang and the Pynzer goons throw either baseballs or bombs
You have to hit the balls, missing them will give you strikes - and if the party's out, she blows up the stadium and you lose
But you have to intentionally miss the bombs they throw, so that the catcher gets knocked out and replaced with the next one - this doesn't count as a strike
If Bang's team is out of catchers (and she won't be one because she doesn't like losing), she gets mad and the boss battle begins

haughty garnet
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Now the game is (hopefully) Monochrome compatible and with that burden gone, the rest will be quicker to make

haughty garnet
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I'm feeling like demaking Mystic Quest

haughty garnet
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cooking once more

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It'll be funny to add all of the spectators as background elements

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Coloring them on the other hand... gb_skull

haughty garnet
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added the crowds

haughty garnet
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And added the colo(u)r

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Placeholder sprites for the players, and the other characters (pictured here Rexford, Maroon and Ralphina) need "seated" sprites to look less out of place

Also no Bang and her hooligan league yet

frosty knoll
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Oh I love it so much honestly, it feels like an alive stadium with the spectators honestly

haughty garnet
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making the league (ft. Gnarpy)

weary seal
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Your sprite work is impeccable

haughty garnet
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Update to the Pearl Coast Shrine

Did you know that the Jamano (Yaejani's species) lay eggs?

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This is part of a larger scene, where most single-screen scenes were joined into one

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And now all of the players are on the field
Unfortunately, I'll have to duplicate this scene for the cutscenes since VRAM fills up quickly

But it's nothing a jump cut can't fix!

haughty garnet
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Pausing development a bit to finish the game jam project

haughty garnet
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Future me, remind me to not put a deadline on my next project

haughty garnet
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Working on the final boss battle, especially on the second phase
The battle AI needs some work, it's not hard enough

short marsh
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I'm struggling to get my head around how you pull off convincing battle AI in GBS

haughty garnet
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RNG, Conditions and Switch Cases

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The final boss does work slightly differently

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Basically you generate a number from 1 to (number of moves the enemy uses), and then you use a Switch case to select the moves
You can also add health checks to use different moves if the enemy has low health, for example

haughty garnet
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Hmm... I wonder how could make โฌ›โฌ›โฌ›โฌ›โฌ›โฌ›โฌ› more terrifying...

How about a bit of survival horror?

haughty garnet
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I've been working on confidential parts of the project, mainly related to the final chapter

haughty garnet
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Thinking about delaying the release date or removing the deadline all together
Sucks that I've already wrote in the itch page that I was gonna release the game this year...
But I doubt I'll be able to finish this in four months, we'll see

haughty garnet
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University will start in a few weeks, that's why I'm worried

haughty garnet
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Tomorrow I'll resume development, and I'm wondering ways to speed up my workflow

haughty garnet
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I have returned from the crunch dungeon

haughty garnet
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Alright... where was I?
Oh yeah, Chapters Four and Five

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Going from the simple code of Millennium Gun to this one, I can't tell if the code here is optimized or somewhat bloated
Then again, it's 1h40am over here, brain might not be braining

haughty garnet
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nvm

thorn wyvern
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BASEBALL STADIUM!

haughty garnet
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Pre-snooze dungeon sketches

haughty garnet
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lil' repair shop (for a sidequest)

haughty garnet
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Forgot to show this earlier, these are all of the items from the game
The question marks are for scrapped item ideas, and a few from the first section don't quite work yet
Try to guess which ones do what!

dreamy igloo
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You're doing great so far

haughty garnet
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that moment when you open GBS to finish one part of the game

and then you do something else entirely in it

weary seal
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I just got caught in that trap

haughty garnet
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sloooooowly filling Terranova with enemies for CH5
Final boss finished but not fully tested, I could start making the end cutscene and credits too to have them already done

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Also, I'm getting rid of the non-linear progression with Chapters Five, Six and Seven, it was an idea that stuck around since the pre-alpha when I had no clue how big the game would get
If the whole game had a non-linear focus I would have done that already

haughty garnet
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peak unproductivity

haughty garnet
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no updates 'cus i've entered the two week minecraft phase with my mates

haughty garnet
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Two weeks after returning to this project and not much has been added...
It be like that

haughty garnet
haughty garnet
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My (assuming I pass everything) last year of uni is starting off well, but I'm gonna have a lot more work to do and not much free time (although its better than having only two/three classes in a whole semester)

So I might have to delay this game again, but I don't care anymore about deadlines - I've met my "have at least one game made by the end of the year" criteria
Still gonna try to make as much as possible this year, but I won't crunch it for Christmas
I also don't feel the need to post something literally every single day on these forums, y'all are still gonna check the devlog regardless if it's daily or weekly

Should probably make an itch post later

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As for actual updates:
I've changed some of the high-detail cutscenes to have a letterbox frame (saves tiles and in turn lets them be more expressive)
Chapter Four is finally getting worked on, only a few parts of Santarina are left to finish
Fixed a bug with Yaejani's Field Ability where it wouldn't cut bushes unless you held ๐Ÿ…ฑ๏ธ - that was actually a bodge because I didn't get the Projectile collisions right, but now they're fixed

haughty garnet
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by some miracle getting a cold gave me energy to write dialogue again

about damn time for it

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also Rex needs a new avatar, it looks nothing like what the art shows

haughty garnet
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waves slick enough to surf on

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perfect

haughty garnet
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All of Santarina's interiors have been made, just need to add NPCs and their dialogue

Slowly but surely we get back in business

haughty garnet
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been hooked on PvZ lately, my bad

haughty garnet
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needed a testing background for the big ahh shmup fight

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maxwell โค๏ธ

weary seal
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So cute!

lunar plank
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do you think in digital version? i will buy one

haughty garnet
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?
The game is free, and I'm not planning a physical release at the moment

haughty garnet
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Dunno when the next update's gonna come, but I'm gonna go through another round of tileset optimizations

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And another thing, I think the soundtrack needs the drums and flair that Millennium Gun's OST had
Time to head into Furnace to rearrange them all

haughty garnet
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Been thinking about the state of this game's development, and I think some changes need to be made:

The story will now be told in ten chapters instead of twelve for pacing reasons (some parts I had little to go off of)
The intro to Chapter Two still bugs me because of how many people couldn't get/find to the cutscene trigger (the last beach towel to the left), so I'm making it a scripted cutscene and Scrappy will move by himself

Again, no self-imposed deadline this time

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Development Completion:
CH1 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ ๐Ÿ โญ
CH2 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ ๐Ÿ โญ
CH3 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ ๐Ÿ โญ
CH4 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉโฌ›โฌ›
CH5 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉโฌ›
CH6 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉโฌ›โฌ›
CH7 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉโฌ›โฌ›
CH8 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉโฌ›โฌ›
CH9 ๐ŸŸฉโฌ›โฌ›โฌ›โฌ›
CH10 ๐ŸŸฉ๐ŸŸฉ๐ŸŸฉโฌ›โฌ›

marsh goblet
#

10 chapters is insane

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please finish this

haughty garnet
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Gonna take a while but I surely will

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The chapters are just for organizing plot points, they're like 5~15min each

haughty garnet
#

Working hard or hardly working
Just working on a few things at a time, my uni schedule is killing me from 10am to 8pm

haughty garnet
#

What I have worked on lately:
The end credits
First cutscenes from CH4
A new mid-game outfit for Scrappy
A cutscene from CH8
Trying to prevent enemies from casting defensive spells on the same target twice

haughty garnet
#

The mid-game outfit

haughty garnet
#

I'm thinking about changing this menu a bit, since it's not clear how it works and the code behind it is a mess

Selecting a Trinket normally just lets you swap its moves but to equip a Trinket (to change a character's elemental resistances and weaknesses) you select the orange icons
(Also you can't get your original moves back, which is a big oversight)

It feels strange to not need to equip a Trinket to use its moves, so I also thought of changing the system so that the player's moves evolve over time, and two slots are reserved from Trinkets

haughty garnet
#

omw to redesign the menus for the third time

haughty garnet
#

"Something is wrong in this galaxy."

haughty garnet
#

I told y'all university was gonna make these things slow, lately I just get home and go to sleep
My schedule is wack

haughty garnet
#

I guess this month's a break month... absolutely nothing new has been made so far

bruh.

haughty garnet
haughty garnet
#

The Trinket system is currently being redesigned, might post a vid later
Basically now you have two empty move slots that are filled when you equip a Trinket

I'm also gonna add a bit of code to upgrade the party's moves once they reach specific level goals:
Aggressive Magic (Fire, Ice, Thunder and Earth) upgrade at Lv. 30 (Burn -> Pyro) and Lv. 60 (Pyro -> Pyrodan)
Physical Attacks upgrade at Lv. 20 (Bash -> Punch), Lv. 40 (Punch -> Ryuuken) and Lv. 60 (Ryuuken -> Berserk)
Level goals might change since I have yet to find out when the player reaches those levels
The level cap is 100 but judging how the game goes, you'll reach the end before getting to Lv. 60

haughty garnet
#

New Trinket system, now with 80% less spaghetti code
Just pick a Trinket and you'll be equipped with its moves and affinities

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Currently fixing a major annoyance for a lot of players - the cutscene trigger in the start of Chapter Two (the tower without a parasol) will be removed and the cutscene will now be fully automatic

In hindsight, the old method really wasn't a good idea

haughty garnet
#

Auto cutscene done

haughty garnet
#

I am definitely seeing this project taking two years - and we're more than halfway there timewise
Good grief

haughty garnet
#

New idea: Scrappy can disarm landmines with his mop.
He's a minesweeper. ๐Ÿฅ

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Also started working on the Knuckleheads' floating castle
and the final boss needs to be harder
3000 HP in both phases isn't enough

haughty garnet
#

colour
now I gotta figure out how to animate a charging beam

haughty garnet
#

makin' yeehawland

haughty garnet
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"Gee, I wonder who lives here...?"

haughty garnet
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Watching this highlight reel to see how to choreograph the baseball game cutscene
I think I've got a rough idea of what it'll be like, but I need to watch more
https://youtu.be/DBqp0q8Jn2Q?si=UlxjzyJnHZHj8AXD

MLB

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โ–ถ Play video
#

I should probably change the baseball players to be of different species, if I have the VRAM for it
All humans (or demielves, supposedly) won't cut it

haughty garnet
haughty garnet
haughty garnet
haughty garnet
#

that feeling when you have cool things to share but they're spoilers gb_skull

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Gonna write this like an SCP or something

I need to tweak [REDACTED]'s combat behavior because they're not hard enough, the second phase needs its animated segment
Finished two cutscenes for Chapter Eight, one where Ralphina finds [MEGA REDACTED] and another where [NOT THAT REDACTED] but she turns her back on him, leaving him alone, [REDACTED]
Chapter Five needs its Actors and the cutscenes where Scrappy gets [REDACTED] by [CAN WE STOP WITH THE REDACTED] and he meets [TETRAGRAMMATON] in the [UNKNOWN PLACE], gets [REINCARNATED] to kick Mr. Pawlter's furry butt

hey that last past was a spoile-

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Also maybe I should make a Christmas demo, with the new Trinket system and everyone's wearing Santa hats and the lands have holiday decorations

haughty garnet
#

I should probably make a Bandcamp account to post my soundtracks (and other assorted songs)
I'll figure out the pricing later

haughty garnet
#

working on them impact frames

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The final boss is finished, both its behavior and animations

Yes, I'm still working on the game backwards.
(Chapter 4 is a mental roadblock, especially because it sets up things for later chapters)

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Might need a baseball expert to help me choreograph the cutscene, even though it's less than a minute long

haughty garnet
#

I kind of wish I had someone else helping me out on this project, but I'm too afraid of spilling the beans to do it

It is my precious ๐Ÿ’

haughty garnet
#

Finally started making the baseball cutscene

haughty garnet
#

On my merry way to make a cover of The Entertainer for this

This game takes place in the 2480s btw ๐Ÿคญ

haughty garnet
#

On a second thought, maybe Maple Leaf Rag is better, it's more energetic

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I'll be arranging this:
(source: Wikipedia, arrangement by the user Apatterno)

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Using a (in-universe) 581-year old song for a baseball match feels really funny ngl

(currently 126 years old)

haughty garnet
#

It is literally just a single instrument because piano

haughty garnet
#

Before I jolly this up I should finish the baseball minigame

haughty garnet
#

I think my game is haunted
(cheekily swapping my game's spoilers with Deltarune spoilers)

haughty garnet
#

Development Completion:
CH1 ๐Ÿ
CH2 ๐Ÿ
CH3 ๐Ÿ
CH4 ๐Ÿ™‹ ๐Ÿ“ฝ๏ธ (5/6) โญ
CH5 ๐Ÿ™‹ ๐Ÿ“ฝ๏ธ (0/4)
CH6 ๐Ÿ™‹ ๐Ÿฐ ๐Ÿ“ฝ๏ธ (?)
CH7 ๐Ÿ™‹ ๐Ÿฐ (?) ๐Ÿ“ฝ๏ธ (?)
CH8 ๐Ÿ™‹ ๐Ÿฐ (1/3) ๐Ÿ“ฝ๏ธ (1/4) ๐Ÿ•น๏ธ
CH9 ๐Ÿ™‹ ๐Ÿฐ ๐Ÿ“ฝ๏ธ (?)
CH10 ๐Ÿ™‹ ๐Ÿฐ (0/2) ๐Ÿ“ฝ๏ธ (?/8) โญ
OST: 27/36

Description:
๐Ÿ™‹ (NPCs/Shops/Inns)
๐Ÿฐ (Dungeons/Towns)
๐Ÿ“ฝ๏ธ (Cutscenes)
๐Ÿ•น๏ธ (Minigames)
โญ (Current Priority)

#

[edit] Gave Scrappy a stutter that lasts from CH2 to CH5
He got his Vocal Interpreter damaged when he fell down the chute in Terranova (CH1)
Gives a bit more to his shyness

haughty garnet
#

There's like, one or two rough edges, but it's done

haughty garnet
#

Scripting this was weird, it's a web of Actors activating their On Update or On Hit scripts in a way so more than a single actor would move at once, while also moving the camera at the same time

I have not tested this on DMG but hopefully that shouldn't have any issues there, other than running slower

haughty garnet
#

returned from the party and oh crap there's 11 days left until christmas

haughty garnet
#

Finally in holiday break, working on other projects and generally not doing much

The beta for 4.2.0 came out but I'm gonna hold off using it for a while so no new bugs creep in
The tileset optimization feature will take time to fully implement in my project

I think I'm gonna fork the current build to make the Christmas Demo

haughty garnet
#

same mood

#

skill issue

haughty garnet
#

Tested the cutscene on DMG, the scripting runs fine if a bit slow (as usual)

haughty garnet
#

Recently added:
2nd baseball cutscene from CH4 (video will be posted in a bit)
Scrappy now stutters from CH2 to CH5
A "what should I do?" option in the pause screen
Minor DMG-related bugfixes

haughty garnet
haughty garnet
#

Holiday Demo code done, I've decorated the UI but not the world yet

haughty garnet
#

New icon for the itch page and forum

haughty garnet
haughty garnet
#

Conlang script test, this is part of the worldbuilding

dire cradle
#

How did you make your blitter?

haughty garnet
#

Blitter?

woven sorrel
haughty garnet
#

I call it the Mazhran language, which is one of the languages spoken in Gaburduregh (aka, The Red Planet).
Lorewise, it's related to a major war whose aftermath is tied to the story of the game. (spoilers!)

It's an agglutinative language (like Finnish or Turkish), where parts of speech are glued onto others to convey meaning.
The phrase itself is structured like this:

English:
"The sands of the Red Planet shed the tears of the fallen."

Mazhran, grammar analysis:
Red Planet-genitive sand-plural fallen-people-plural-genitive tear-plural release-present-continous
(Genitive refers to possession.)
(There are no articles, and word order dictates subject, object and verb.)

Morphemes:
gabur-duregh-gha ashga-ni rah-nam-i-gha menish-i bil-a-m

Final result:
Gaburduregha ashgani rahnamigha menishi bilam.

Literal translation, no regards to correct grammar:
Red Planet of sands fallen of tears released.

With correct word order and grammar:
(The) sands of Red Planet release (the) tears of (the) fallen.

#

The writing system is an abugida, created by the Tughrenians as a common script between languages of the same family, which includes Mazhran.

In an abugida, each character contains a consonant sound and a vowel sound, and the embedded vowel can be altered with extra symbols or removed with a virama.

In this case, the 7 character represents the syllable "gha" (like ch [x] in loch, but more aggressive if needed [ฯ‡])

To suppress the vowel sound, a ' symbol is added next to a character, so the sequence W' just represents the sound [r].

In Mazhran, only two marks exist for the 3 other vowels, being the single slash (either [e] or [i]) or the double slash ([u]), both added at the top.

The [e] and [i] vowels are written the same in Mazhran due to sound changes between Old Mazhran (which only had [i]) and Modern Mazhran. (where the [e] sound is an unstressed allophone of [i])

#

The phrase sounds like this:
Latin:
Gaburduregha ashgani rahnamigha menishi bilam.

IPA:
[Gษ‘burษ–u'reฯ‡ษ‘ อกษ‘ส‚'Gษ‘ni rษ‘ฤง.nษ‘'miฯ‡a me'niส‚i bi'lษ‘m]

English approximation:
gah-boor-doo-REH-ghash-GAH-nee rah-nah-MEE-gha meh-NEE-shee bee-LAHM

woven sorrel
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Wow that's really interesting. It's impressive how you've managed to create such a complex conlang. I guess it's not the first one you've made. I have my own history with conlang and I must say this one's really cool, especially how you made the alphabet to work well on gb !

haughty garnet
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I have many more conlangs, most of them for projects like this
I focus more on the feel of a language, mainly what sounds it has and the words used (which tend to be unrelated to existing languages, and old related to other languages if the lore says so)
Grammar takes second place, but still important

haughty garnet
#

January is gonna be hellish with all the exams I have to make

haughty garnet
#

Still busy with exams, haven't touched the game in a while
Gonna figure out what the Rangers HQ is gonna look like

haughty garnet
#

Testing a tileset for the Rangers HQ

haughty garnet
#

Man I gotta be real, I don't like Santarina's current layout - it's way too big!
(with great size comes great emptiness)

I'm gonna change it to something more... โœจ Venetian. โœจ

haughty garnet
#

WIP, but I like it more

nova vine
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Oh yeah that looks nice, reminds me almost of a town in pokemon colosseum

haughty garnet
#

bellissimo

haughty garnet
#

Slight break as usual, the exam gauntlet has commenced

nova vine
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Good luck with exams!

haughty garnet
#

(fixed version, the ear didn't look right)

haughty garnet
#

Two more weeks of academic tedium left

nova vine
haughty garnet
haughty garnet
#

Corporate getting desperate...

nova vine
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"reply to your emails, I'm not asking this time"

haughty garnet
#

Renovated Bang's bunker to look less like a water bottle

haughty garnet
#

No more exams (for now)
Scheduled programming will resume shortly

haughty garnet
#

Spent a full week slumbering post-exams, time to update to 4.2

haughty garnet
#

Nevermind, time to return to 4.1.3
I think I'll stay on this version for all of my current projects (which are plenty)

The few cool things 4.2 has aren't that important for most of them (mainly the Platformer and Adventure reworks, whereas I tend to stick to Top Down 2D for my projects - with some exceptions)
Also there's a few bugs that interfere with how Clean Shift works, like screen shakes that wipe projectiles (Rhythm Game) and collision zipping (Shmup Game, which uses Adventure mode)

Until there's big changes in later versions, I won't be updating any time soon

haughty garnet
haughty garnet
# haughty garnet
poll_question_text

How should I release my game's spoilers?

victor_answer_votes

6

total_votes

6

victor_answer_id

2

victor_answer_text

Don't post the really important bits

victor_answer_emoji_id

1127308937864167564

victor_answer_emoji_name

LinkPain

haughty garnet
#

Important analogue odyssey news:

The second semester started today and I'm wrapping up the last preparations for my internship (at a videocall software developer, no less!)
Obviously I won't be working on this during the job (they probably won't let me be on Discord to not get distracted) but I got a smaller workload at my university now

I'm making the last cutscenes for Chapter Four atm

haughty garnet
#

Also currently making the big pre-Final Fightโ„ข cutscene

๐Ÿ˜„ sdrawkcab semag ym on gnikrow ekil I

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Only if I could show you... but I must keep the presents secret

haughty garnet
#

cutscene coming soon

haughty garnet
haughty garnet
#

At least half of Chapter Four is done now, the other half is a desert dungeon that'll also be a location for Chapter Eight

I like to think I have limited cart space when I know for a fact this won't surpass 2 megs, it's easier for planning

#

Also I was about to finish the baseball minigame but I'm gonna have to do that when the sun comes up
(Needs lose/win conditions and more field animations)
'Twas a long internship day

sour sluice
#

Damn, this game looks like something that could be made by Nintendo, really nice
Looking forward for it

haughty garnet
#

Reworking my desert tileset and I fell in love with the cacti

haughty garnet
#

Started making The Thorny Desert
(The main location for CH8 and half of CH4)

nova vine
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Wonderful palette and sand tiles.

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and the shading is really the cherry on top.

warm magnet
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Agreed. The shadows make it look like itโ€™s popping off the screen.

haughty garnet
#

lil' doonworms

haughty garnet
#

wip cave

haughty garnet
#

Didn't post any updates for the whole week, damn, my bad
The internship got hands and I got distracted with other things (namely C programming)

Started working on CH8's minigame (shmup boss against Krabmeat) and I want to finish CH4 ASAP
Also need to spice up NPC dialogue and add more lore stuff

#

Like, embarrassingly, the game's dialogue hasn't explained yet why Magic uses your own Energy instead of something like MP ๐Ÿคฆโ€โ™‚๏ธ

The short explanation is that Magic comes from Amayo (traditionally Divine Energy, scientifically as atomic flow), and Amayo circulates throughout all living beings (including Robots), so your body acts as a fuel tank for Magic
That's why you die faint when you cast too many spells

Not a spoiler because... uhh...
...it'll be more important in these future chapters, trust me

nova vine
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Oo I like that spells have that extra risk factor, mechanical and diegetic/part of the world

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and the existence of Amayo implies the existence of Aketchup

haughty garnet
#

Actually had a bit of dialogue that mentioned Amayo (the fisherman's first lines before the shopkeeper) but didn't go into detail about it, so I expanded it

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A lot of NPCs mention plot-relevant things, via things they've seen or heard, gossip, rumors or even folklore and religion
I'm won't add anything like a library where the books just spill the beans on the lore, since I want players to piece together how the world works
(j-just pretend I didn't explain what Amayo was earlier ๐Ÿ˜… )

haughty garnet
#

Dark Cave layout done, time for the enemies, chests and gimmicks
It's so big that it doesn't fit in the Image Viewer

silver stag
#

This game looks really cool so far

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I wanted to ask, how did you make the battle transition? I saw it in one of your earlier posts and I can't help but be curious

haughty garnet
# silver stag I wanted to ask, how did you make the battle transition? I saw it in one of your...

Funnily enough, that's like the only part of the game I didn't code myself, I used the code from @nova vine's Pokรฉmon demake (with permission, of course)
#tutorials-and-resources message

The code itself is split into two parts, the "renderer" (which uses submapping and it needs to have a black tile at (0, 0) to replace a meta tile plugin that it used) and the transition animation (which is a zipping pattern that I made, while the original had a spiral pattern)

The GBVM renderer in question:

;Battle Transition Code
;Credits to: 
;  2bitcrook
;  Bryan Rollins
;  Proximity Sound
;  pautomas
;  gud_graphics

VM_RPN               ; Copies background to overlay
  .R_INT8 0          ; Overlay X
  .R_INT8 0          ; Overlay Y
  .R_INT8 20         ; Region Width
  .R_INT8 18         ; Region Height
  .R_INT8 0
  .R_REF_MEM .MEM_I16, _scroll_x
  .R_INT16 8
  .R_OPERATOR .DIV   ; ScrollX / 8
  .R_OPERATOR .MAX
  .R_INT8 0
  .R_REF_MEM .MEM_I16, _scroll_y
  .R_INT16 8
  .R_OPERATOR .DIV   ; ScrollY / 8
  .R_OPERATOR .MAX
  .R_STOP            ; End of RPN
VM_OVERLAY_SET_SUBMAP_EX .ARG5
VM_POP  6
VM_SET_CONST_UINT8 _show_actors_on_overlay, 1
VM_OVERLAY_SETPOS 0, 0```
#

I now understand how the code works but not when I started this project (nearly) two years ago

silver stag
#

oooooh interesting, thank you!

haughty garnet
#

I like the vibe of this place

haughty garnet
#

Relocated Bang's home to be right next to the crash site and cave entrance
Where'd you think she got the dynamite from?

nova vine
#

Etsy

#

Artisan dynamite from Big Boom Billies discount dynamite store

#

you get more BANG! for your buck

haughty garnet
#

Came stuffed from Easter, working on the next cutscene
I'll have think of ways to speed up the workload:
For maps, Terranova and Neema are mostly finished, Pacifica isn't far behind, yet Ganood and the last four locations (Rangers HQ, Knuckleheads base, Prison Colony and [secret]) need to be made still
New enemies are made as they're needed, like the Motomoles as shown in the video (dungeon gimmick in the works)
I'll add some victory animations since I've figured they're easy to do (just by swapping sprite sheets like the rest)
The soundtrack is mostly finished too, some tracks do need general reworking and I'll play around with the MIllennium Gun instruments to see if I can make the OST sound less... dated?
(Really it's just the percussion that's a bit flat)

haughty garnet
#

Animation tests, first time dealing with scanline limitations ๐Ÿ˜‘
Gotta think about how to plan this cutscene

nova vine
#

With each passing year I work with Game Boy limitations, the 10 on a line limit really does seem the most severe to wrestle with.

haughty garnet
#

Fixed the sprites, forgot about Scrappy's parachute
I hope he doesn't mind ๐Ÿ˜

haughty garnet
haughty garnet
haughty garnet
haughty garnet
#

Working on the next town, Tingrave

nova vine
#

love the corrugated metal rooves, and the water tower.

haughty garnet
#

Tingrave done, time to populate it

haughty garnet
#

what a mess

nova vine
#

Looks like someone dropped a bomb in there gb_think

haughty garnet
#

Tingrave's interiors are done

haughty garnet
#

weekend has risen once more

Yesterday I completed another cutscene (interrogation music missing tho) and I only have like two left to make (crash landing 2: eletric boogaloo and the intro to the Rangers HQ) in Chapter Four
Other than that, more of the same like NPCs and placing enemies
I'm gonna redraw the town and cave in Ganood because the rock walls look off, the forest will stay the same though

haughty garnet
#

Another cutscene done (crash landing aftermath), I'll show it after I make the first part since that needs bespoke graphics for the ships
Only 2 left for this chapter

haughty garnet
#

While I'm working on that cutscene, I've also redesigned the Shmup fight against Krabmeat (Chapter Eight) to a side view (took up less tiles)
Felt gradiulicious

#

I'm not sure what to do about the background though, maybe a cloud corridor but scrolling will be an interesting problem to solve

nova vine
#

The ships are looking excellent

frosty knoll
#

It reminds me of fantasy zone with opa opa ship!

haughty garnet
#

Working on a new song for Chapter uhh... Nine!
It's a preview since I started it today I don't know how the final version will sound like

Also that CH4 cutscene is almost done

raven yoke
#

This game is looking so cool and the music is AWESOME

haughty garnet
#

I think I'll make a Castlevania song for the Knuckleheads' base
This vid got me inspired
https://youtu.be/rpwiq8dKEco?si=VIdnPPrecJ1nWYzB

The playfully named Konami Kukeiha Club, or Konami Square Wave Club, is the group of composers responsible for some of the most iconic video game music of the 90s. And some of the most 90s music in video games. Let's dig in.

Get tickets to my show with the Winnipeg Jazz Orchestra! Use code 8bit10 at checkout for 10% off: https://www.wecc.ca/eve...

โ–ถ Play video
haughty garnet
#

Made sprites for the Knuckleheads, the (mostly) furry Mafia
Need to come up with a few more goon designs but most of the gang is here

raven yoke
haughty garnet
#

Made the first screen for the Rangers HQ, but everyone's out of duty at the moment
(need to draw NPCs)

#

Also finished the baseball minigame, I'll polish it and record the vid for it when the sun comes up

haughty garnet
#

Spent the entire work week tired from internship troubleshooting and sneezing from the spring sickness

haughty garnet
#

Redrew the Ganood town

haughty garnet
#

Redesigned the Diamond Stadium's surroundings to fit with the newer look for Santarina

haughty garnet
#

On a side note, I'm at the tail end of beating Lagrange Point, and playing it showed me how I should've planned my RPG better back when I started

Of course both games demand different things (Lagrange Point has random encounters which are more suited for open worlds, while my game has visible encounters that prefer a smaller world, kind of like Chrono Trigger), but man does this project show a lack of focus towards map design

I'm currently combing through the maps to see which can be optimized or removed entirely (like how the metro stations are just shortcuts to the galaxy map) and I'm also having second doubts towards the minigames
I really want to finish making this game, since I've got more projects down the line and I made the mistake of giving this one a deadline for some reason

haughty garnet
haughty garnet
#

New very plot important town added: Kizganaat (keez-gah-naht), what once was Ralphina's hometown

frosty knoll
#

I am so excited for your release - seeing it evolve over time has been a treat GBSpin

haughty garnet
haughty garnet
#

Internship crunch has begun LinkPain but I've been working on Chapter Seven (in Ganood) and tying the loose ends of Chapter Four
(Chapter Five is halfway done and Chapter Six needs just a few things)

I want to do something cool with the Crabmaton (the mech you pilot in the Rhythm minigame) but I don't know what BombermanWAT

haughty garnet
#

Been thinking about coming up with a different look for the title screen but I want y'all to voice your opinions first

haughty garnet
# haughty garnet
poll_question_text

To who played the demo, what minigames did you like?

victor_answer_votes

7

total_votes

10

victor_answer_id

1

victor_answer_text

Rhythm Minigame

victor_answer_emoji_name

๐Ÿฅ

haughty garnet
# haughty garnet
poll_question_text

What do y'all think about how the title screen looks?

victor_answer_votes

7

total_votes

7

victor_answer_id

1

victor_answer_text

Pretty good

victor_answer_emoji_id

944300591742586951

victor_answer_emoji_name

yea

haughty garnet
#

The council has spoken and I shall resume my mission

haughty garnet
#

For the penultimate cutscene where the trio head back to Santarina

haughty garnet
#

Added the Post Office for the occasion, with a Trinket chest

haughty garnet
#

Yapping with the courier is always a good time
(He's the Flightbun mascot as well)

haughty garnet
#

Giving off "taking the kids to school, urgh" vibes

nova vine
#

Great window sheen, and love the palette you chose to colour in the peeps back there.