First things first,
booktom123, blazerice, alyysayed here's a save link. It should put you outside of the boss room equipped and ready to go. Blaze if you still have issues with your save let me know. I'll see what we can do to fix it. I apologize for the delayed response.
Save link:
Google Drive
I get where your coming from now. When I started DAZ I did focus on that for a while first before getting into rpgm vxa much. See, I'm terrible at your normal 2D art like drawing and such. My stick figures even flip me off. So I had to figure something out like DAZ for the artwork side of game making. Now when it comes to scripting, I really don't know much outside of how to read and use plugins whether it's in ruby or java. (if I did I wouldn't need to use 'Walt's Gift' in order to allow the player to change some of the game settings) Now that I can officially say I know enough about these 2 programs to make some games I really want to do so. I think the only way I'd poke around in a new engine is if someone experienced could guide me with it. In most cases you don't need to know 100% of the program you're working with to make content. So I guess what I mean to say from one ol dog to another, if you ever decide you need to learn a trick that I may know hit me up. I'll do my best to
save you some of the headache.
p.s. I have a lot of respect for anyone who can modify and make scripts. That shit is a headache to say the least. My first project was in rpgm vxa and what I could learn to do with ruby does not exactly transfer that well to MZ.
Y'know what? This entire premise here, including the after sex cuddle, is something I need to keep in mind when making scenes. Especially game over scenes. (to be honest I like scenes where the after sex cuddle happens, then the enemy just continues her assault relentlessly for that absolute game over feeling) An issue I notice myself running into is cutting content short at points. It seems I either want to focus on making mechanics work or focus on scenes/dialogue/sound effects etc. Sounds stupid and all, but its 2 different mindsets. I think my problem is once I start going down the mechanical part of a fight the rest (sexy time thangs) gets forgotten. I just need to change up my workflow a bit to keep them separate. It helps me to talk about this with other players and game makers though. I may not be able to fix or add everything that's suggested, but it brings me back to thinking about the game visually. The end goal is for the player to be lost in immersion and mechanics
alone just won't do that. Thank you for how detailed this part of the response was. I'm going to save it for later use in my post work.
Psh, rant all you want to me man I don't mind. I apologize to my playtesters for my rants often as well. I think it's just part of the creative process is all.
I get what you mean about adding mining and other mechanics to the game so it doesn't feel like it was just a linear story with not much else to it. The only issue I have about adding it to Onyx is I never really meant for Onyx to be a big game project. So it almost feels like a waste to add it now instead of another game that could have more to it. I actually want to make the Onyx a constant item throughout the game series. So having a mechanic like mining would be a better way to introduce it into a game. I'm sold on working this in to a bigger game project, but I'm just not sure about this one.
Oh man those are some good name drops for games. I've supported Tot for a while now and DDB is another one worth supporting imo. I admit I need to chill sometime and catch up with those games. I keep wanting to just make more content when I get free time because I view Onyx as a backlog. I fell out of game making a few years back without a word, so I really feel like I owe the old fans of Onyx up until the dark summoner fight at least. Necropanzer actually gave me some feedback for this version of Onyx that I plan to implement to the best of my ability. So I only have 4 fights planned for the rest of Onyx, but they each have some different mechanics. They are basically all boss battles. Here's a break down:
Alice - Mainly I'll be testing item mechanics with this fight. It wis out now on my DA and pixiv to try out. (this will only be the scenario and fight) I also wanted to see how learning a new skill would work if I branch it off of the item mechanic.
The Giantess - This one I'll be testing out a different offering mechanic. You'll get to play as a dark summoner
who can sacrifice a summon to break free of the enemy hold. I figured if I can make a sacrifice break method like
this, I can most likely make any break method I want to make in the future.
These next 2 fights were not implemented in the original version of Onyx
??? - This fight will be my first attempt at working in multiple enemies. I plan to work in all previous enemies
seen in the game except for The Giantess. You will only be fighting one enemy, but it'll build up the next fight.
Siona, the Goddess of Nightmares - This fight won't just utilize all of the enemies from the previous fight, but
I'm going to shoot for a size changing mechanics too. I'm also going to aim for a boss battle that will take the
player in and out of combat frequently. Since Kylin can't possiblly win this fight alone, a storyline scene will
take place beforehand. The player will get 4 new skills to use in the final battle. Not only will there be
a main boss sprite to worry about, but there will also be feral sprites on the map as well. If the player loses to
a feral, that feral will steal/seal one of the 4 new skills. Finding and killing that feral will unlock the skill again.
The boss sprite will run away from the player unless all 4 new skills are locked. At that point the final boss will run
towards the player to kill you. To be honest, I really don't know if I can make all of this work how I want it
to yet. But damn if I'm not going to try.
I do have some lore and storyline put together. To be fair, there is supposed to be an opening scene that gives a slight bit more of backstory to Kylin but it's not much. I also don't like the original intro. So I'll be changing it for the most part before I add it in. I also really like how this game engine has been handling battles. The 3rd party tilesets I'm using mostly just need tweaked a bit here and there to make them work. Also helps that I could make character sprites in DAZ easily enough. But anywho, let me put the lore in a spoiler here incase anyone wants to be surprised when they play a later version of the game:
I have more I could share, but keeping a mystery is part of the immersion I think.
I apologize for the walls of text my good sir Speidel. But I guess you just asked the questions that made me want to word vomit for a bit. Now that this is all spilled out, I'd say Onyx is more of a test project for me to brainstorm some and try some battle mechanics. Mostly just a straight forward story to build into a project with more substance to it later on. By making all these battle mechanics now, I'm also making templates for myself to use in future projects using the same engine. They'll copy and paste easily enough then I can just tweak them to fit different enemies. Then I can throw my head at learning some of the other aspects of game making to add.
But thank you for your interest Speidel. I don't think I've written all this out to share until now. You did me a solid with your
post.
Thank you all for the replies and support. If you'd like, I released a test version of the Alice fight on my DA and pixiv. There's still more I want to add to it, but its at least playable for the holiday. No saves required.
Happy holidays to you all!