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I envy you artists. I wish I could draw, paint etc.And just an fyi, my songs are in mp3 format, but i can probably shrink it down to a low quality file if you decide to use any. Forgot to mention that in case MBs is an issue lol
What type of resources would you like to provide or make?
All righty. Another issue with MP3s is looping during gameplay. It doesn't loop like it should like the midis do. Unless there's a way to fix that, feel free to let me know! I also recommend downloading the David or Goliath patch. I also think I would regret it if I didn't do a chapter, so I'll be happy to do chapter 8 or 9 if nobody called dibs. I just need to know exactly how a chain game is properly made since I am new to it.
I think the patch stays within the RPGmaker folder containing the game once it's installed once, but then again, I don't really know how patches work. It wouldn't be a problem if you just tossed the zipped game folder around to each other if the patch stays in it. But if it would be a hassle, then no need for it. It's just a nice thing to have.
Sweet! I think someone should be responsible for damage percentages, etc in the database. Characters, equipment, items etc that focus on their own chapter can be created by them. How long do chapters need to be?
Double posting like a bad ***.Anyway these are the two main characters I have thus far. If anyone can find or make battle chars and face sets for them, that would be awesome. For the male character, I'm using the second one from the left, but I'm defiantly okay for heavy modifications for how the character looks. For the female character, I have lots of battle poses and a sample faceset, but again, I'm okay with modifications if it makes making graphics easier.BTW Daoman, your music is awesome, I would love to use some in the game!
Okay I like both, nice and original, but I have to ask if it's intentional that the male character's hair is blonde while his faceset has white hair? Also I want to say I think we should use basic poses as regular battle characters, but the attack/weapon pose should be a battle animation. There's more freedom to do what you want that way, heck I recently figured out I don't have to use whole sets of sprite sized weapons, but rather I use a few frames and I can lift them and put themanywhere in battle sprite and even with multiple poses if I dedicate a battle animation per weapon. I planned to try this in my Dentverse games and had some sucess with Jet. I made a weapon that changed the character's battle animation tomatch the weapon being used. It wasn't an FF8-like effect where you could see it in every frame, but it did allow me to do multiple frames and that lent great leisure in making a asualt riffle that fired more than three times in an animation. It can workthe same for swords, spears and more! Best part? No custom code needed. Just a little trick.
That's a good idea. Last chain game I was in, we just sorta winged it, then as the game became super unbalanced, people went in and adjusted the enemies and exp. As for chapter length, that's up to you. It's pretty much just what you can get done in a week. Anywhere from a few minutes to an hour. Though we should try to make chapters longer than a few minutes otherwise it'll be a very short game.