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/jp/ - Otaku Culture


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13110872 No.13110872 [Reply] [Original]

Unudapted pastebin :
http://pastebin.com/TsTKaRCy

Dialogues for Touhou Crossing :
Dialogue Suggestions: https://docs.google.com/forms/d/1ebZ-eXZmWUFQ6v7wBQCZyk0tOFmGXFwK2Elb_3eL738/viewform
Dialogue Responses: https://docs.google.com/spreadsheets/d/1KdVbNuGDM3eqgeqTYiafguKtCA3nXTbUidcGNv_v3HU/edit?usp=sharing
Now with 20% retarded memes.

Suika Fortress :
>yukkuris don't like camels, inabas coming soon™

Dominions Gensokyo :
>no recent news, seemed to be working fine, major issue is balancing

>> No.13110890

Last thread (for archive purpose) :
>>13079750

>> No.13110892

>AGDG
We're not affiliated with them and shouldn't be.
Please keep our fangame thread slow and free of drama.

>> No.13110922
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13110922

>>13110872

>> No.13110941

>>13110922
This game isn't going to happen just like Paper Cirno. Let it go already.

>> No.13110970
File: 376 KB, 790x578, Joke1.png [View same] [iqdb] [saucenao] [google]
13110970

>>13110941
Are you saying that posting fakeshots isn't going to make the game appears from thin air?
Are you atheist, Anon? Don't you believe in magic, in a young Anon's heart?

>> No.13111003

>>13110970
Magic doesn't exist in the real world.

>> No.13111005
File: 336 KB, 1280x720, f222b1a88cf3649ba8f49d9bc9b22b78.jpg [View same] [iqdb] [saucenao] [google]
13111005

>>13110941
>Paper Cirno
Please don't remind me

>> No.13111141

>>13111005

I've been having the urge to make a game similar to M&L with Cirno at the helm. I've been writing out a whole story and everything.

>> No.13111240

>>13111005
Do you think I'd get sued if I start to make a game with the same graphics?

>>13111005
.. nevermind, I just remembered that I can't draw or animate actually.

>> No.13111371

Well, I asked for the backgrounds, but as I feared, they want to see something done first before getting to work. And they also mentioned pizzas, I'm not sure why.
Backgrounds are now in the last place on the priority list.

>> No.13111389

>>13111371
>they want to see something done first
I always snort when I read this. Can't blame them though, the OC thread had a lot of people claiming to make a game with nothing to show at the end.

All of this makes a nice infinite loop :
- programmers want graphics to start working
- artists want a program to start working

>> No.13111398

>>13111389
It's always easier to add to someone else's work than start it yourself.

>> No.13111454

>>13111389
As a programmer (main) and composer (sub-class), I say that the programmer should be the one starting, using shitty programmer art. I know from my experiences that it's much harder to compose without a game prototype than it is to code without assets, and I'm fairly sure it's the same for artists.

>> No.13111462

>>13111454
You mean I should start coding before I even get the dialogues/descriptions?

>> No.13111470

>>13111389
That's why placeholders are a thing.
It's kinda annoying to make detailed art only to find out it won't work after one minute.

..Also most of the time the average "I want to make a game!" people will drop the project after a week or two.

>> No.13111475

>>13111462
Do you need dialogue (i.e. assets) for the engine/game mechanics/whatever? No. Just make up whatever as placeholder if you really need some test data during development.

>> No.13111489

>>13111371
Touhou Crossing wouldn't have gotten as much support if I had nothing to show beforehand. That's why I show, don't tell.

>> No.13111498

question 1: can I learn to program well by myself
question 2: will people hire me without a degree from a college or uni or am I destined to NEET it up forever

>> No.13111525

>>13111475
In my case, the engine is already written. All I have to do is literally drop the rest in it and organize it.

>>13111498
People don't hire, even with a degree.

>> No.13111591

>>13111498
You can learn to program by yourself just fine, you just need drive and motivation. School hasn't taught me anything about programming that I didn't already know beforehand. Just find something to work on, and if you get stuck, look it up. But don't ever copy someone else's code without fully understanding what's going on.

>> No.13111936

>>13111498
>will people hire me without a degree from a college or uni or am I destined to NEET it up forever
The most important thing when looking for programming work is a portfolio. If you can show off what you can do, nobody gives a shit about what pieces of paper you have.

>> No.13112003

I think at this point, I'm just running into problems with Game Maker since it crashes really arbitrarily

>> No.13112156

>>13111591
What are the rules/laws surrounding plagiarism of code, anyway?

When learning, can I still use other people's code as a reference to write my own programs?

>> No.13112227

>>13112156
If they didn't want people looking at the code, it wouldn't be open source.

>> No.13112233

>>13112156
>can I still use other people's code as a reference to write my own programs?
Of course.

I was going to write a long, hateful comment on elitist idiots but fortunately this is /jp/ so I can take it easy.

>> No.13112446

>>13110892
What's AGDG?

>> No.13112526

>>13112156
That's a rabbit hole of its own, but I was referring more to knowing and understanding what you're writing.

>> No.13112620

>>13112446
Amateur game development general. Threads on /vg/, its the except opposite of what you would expect. No games, and no development. Just shitposting.

>> No.13112647

>>13112620
So basically, what happens when actual creators leave the thread.

>>13111470
>..Also most of the time the average "I want to make a game!" people will drop the project after a week or two.
I'm gonna be honest here.
That's basically how it went with the Hatate game mentionned in >>13107157

>> No.13112675

>>13112647
Pretty much the opposite for me.

Had tons of games and prototype that I dropped when I entered the sprite and animation parts.

>> No.13112852
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13112852

>>13112003
I'm just about ready to quit. Game Maker is being a piece of shit and is crashing for reasons outside my control for no reason and I'm getting fed up with this bullshit.

>> No.13112865

>>13112852
Are you sure your computer is stable right now?

>> No.13112924

>>13112865
Even on my laptop, which I rarely use, it crashes. Albeit at a different point. I'm fucking pissed off from this and just don't want to work on it anymore.

>> No.13113012

>>13112852
Wait, what is your game?

Don't tell me it's touhou crossing?

>> No.13113016

>>13112924
Stupid question, but have you updated it?

>> No.13113040

>>13112852
What kind of crash are you getting?

>> No.13113139

>>13112620
That's exactly what I would expect.

>> No.13113199

>>13111141
>M&L
I'm assuming you mean Mario & Luigi with this.

Who'd be Luigi? Dai-chan?

>> No.13113326
File: 111 KB, 654x516, 2015-02-27_18-42-10.png [View same] [iqdb] [saucenao] [google]
13113326

Manually deleting breakpoints changed where it crashes now.

>>13113040
Pic related. Game Maker isn't helpful about it either because it crashes in a way the runner doesn't expect. Not that I expect to get any help here. I'm just ranting 'cause I'm pissed off.

>> No.13113344

>>13113326
>Not that I expect to get any help here.
Rude.

>> No.13113360

>>13113326
>Touhou Crossing
Don't give up, anon.

>> No.13113369

>>13113344
Didn't mean it in a rude way. Meant it since I doubt there are many people experienced enough in GM with this one specific issue that could help me. I'd get more help somewhere else, but I haven't found anyone else with this problem.

>> No.13113388
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13113388

>>13113369
People with experience don't browse /jp/.

>> No.13113447

>>13113388
Go away buddshit.

>> No.13113473

>>13113447
rude

>> No.13113475

>>13111371
I guess we should just use placeholders like >>13111470 said. Where do we go from here?

>> No.13113523 [DELETED] 

>>13113326
>Game Maker
gross.

>> No.13113550

>>13113475
Well, now, I suggest cutting the story into several parts, and writing them. I mean writing the dialogues, description, and Aya's thoughts, not a recap, but the real deal.
This is going to be the slow, annoying part that you'll have to do (I'd like to do it, but English isn't my native language, I'm rusty with writing stories, and a guy told me once he'd rather kiss Cthulhu than read something I wrote). Which is why I suggest writing the different parts separately, it's a bit less annoying, and you'll feel like you're really progressing. Plus it'll make it easier to correct things and connect the different "blocks" together.
After that, you'll send me the parts you already wrote, and I'll put them in the game, one after another. That way, I'm not going to be bored until you're done.
And it'll mean having a demo ready to request help.

Otherwise, I'll just photoshop a few google street pictures. That'll be ugly, but it's better than the placeholder I just made (they're basically black screens with a huge "SENKAI GOES HERE" in white, Impact, 80pts).

>> No.13113569

>>13110872
>Suika Fortress

So what's this about my mod project that I've been hearing about getting a re-modding? I'm remotely kind of curious since I've been out of the loop.

I've only now started working on 0.40.24 since I sat out to wait for Toady to work on bugs and now someone has decided to go remake my mod? I'm actually kinda pleased and curious about it. So if anyone would be interested in filling me in on the details on it, please let me know.

>> No.13113575

How's the Dominions mod going?

>> No.13113617

>>13113550
>a guy told me once he'd rather kiss Cthulhu than read something I wrote
That's harsh.

I'll start writing now I guess. Sounds easy enough.

>> No.13113634
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13113634

>>13113617
>That's harsh.
It was deserved. I was really bad back then. Through I'll never admit it.
>I'll start writing now I guess. Sounds easy enough.
>Sounds easy enough.
>Sounds easy
Heh.
Be strong.

>> No.13113648

dear fortressdev,

decrease masterwork rate
decrease strange mood rate

>> No.13113835
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13113835

Everytime I try to fix it, including doing a complete reinstall of GM, it starts crashing somewhere else. At least this time it gave me the courteousy of telling me where it crashed the first time. Though it makes absolutely zero sense why its crashing.

I'm at my limit.

>> No.13113848

>>13113835
Why not port to something that isn't Game Maker?

>> No.13113851

>>13113835
That means it's time for a break. Go play a relaxing game like Dark Souls.

>> No.13113856

>>13113648
I think it's impossible, strange moods and masterworks are hardcoded.

>> No.13113857

>>13113835
take a break
watch good anime like
fooly cooly

>> No.13113896
File: 51 KB, 1165x619, 2015-02-27_21-24-51.png [View same] [iqdb] [saucenao] [google]
13113896

This is fucking retarded. It works every time except the time it crashes. I don't want to give up but I'm banging my head against a wall. I can't solve this because GM is being retarded.

>>13113848
I don't want to start all over from scratch again. I'm not going back to C++ nor do I know anything about Unity and Unity isn't good for 2D.

>> No.13113992
File: 3 KB, 435x32, Suikas_1.png [View same] [iqdb] [saucenao] [google]
13113992

>>13113569

Totaku, is that you!? I've been trying to find a contact for AGES!

Er, but where to begin? You see, for the longest time, I've been lurking around /jp/ and soku, building up a respritory of fairy sprites for a project that ultimatley ended up failing, so I turned to the one programming venture I know a decent amount about; modding dwarf fortress. That's when I started building the fairies into a full blown civilization, using your files as the base, and my sprites for the stone sense overlay (stonesense has matured to the point it can be used as an GUI now, though it's a bit buggy), though without anything else, the fairies felt a bit empty, so I started porting over some of your yukkrui, then some of your sukusukus, and eventually I ended up on the course I am now slowly reconstructing your files for DF 2014 while also adding other stuff (like some of Patchy's content from her? incomplete 2hu mod; the Tsukumogami being a major example) and experimenting with modding further to add in more interesting stuff. I also vowed to give full stonesense support to everything, so I've been spriting as well. Progress has been slow and steady (I'm only one anon, after all!) but everything is shaping up wonderfully when world generation doesn't crash.

Right now I'm mostly playtesting and working with reactions while also working on porting the inbabas, as well as give them as SS sheet. Also working on giving each creature its own unique ID, to make the coding less difficult to poke around (no offense tacoman, but the yukkuri are a pain to find scattered among all the vanilla DF creature files), which also gives the side effect of making SF itself easier to mod; if one wanted to, they could insert New SF on top of vanilla DF and it'll play files from both for a joint dwarf/oni alliance, or even insert it on top of another mod, so you can have suikas working with toads or something.

I'm more then open to hearing any feedback you're willing to give! Great to ya!

>> No.13114044

>>13113896
>Unity isn't good for 2D.
You know, I'm not going to argue against that one only because we're on /jp/. But I disagree. A lot.

>> No.13114049

>>13113992

Current status of the Project:

Races Currently In:

Suikas (Minor Mod: Suikas have higher strength but lower focus then dwarves)
Fairies (Come in both friendly and thieving civs. In contrast to Suika, fairies play an above ground game centered around buildings which generate free materials, but at the cost of them having less services then most other civs, and being unable to either chop trees or live in underground without becoming sick. Come in many castes.)
Humans (Modified to be closer to Patchy's humans. This will be more relevant when work on youkai begins.)
Elves*
Kobolds*
Biokuri (Modified somet; notably, they don't currently use weapons anymore, but they also now have a special troll-like caste that are brutal wrestlers, feel no pain or fear, and can tera down buildings [told apart from normal yukkuri by their radioactive appearance]. This is because the Biokuri are simply one antagonistic race, with the factory itself being in the works as the main antagonist, along with two more races with are also factory experiments)
Kappa (Directly ported from SF with minimal changes except switching their settlement type from dark fortress to town due to changes in how dark fortresses work, though they don't have shell iron yet. Considering splitting them apeparancewise; males will look as they do currently, while females will look more humanoid like you'd expect in touhou. Also trying to find a way to make robotic creatures more likely to end up being domesticated by them rather then the fairies.)
Tsukumogami (Ported in from Patchy's mod with some changes, mostly to simply make them functional. They behave weirdly currently; most of them explode in gore when killed instead of deanimate into an item like intended, and some of them crash the game when they appear, so they're currently commented out. They're hidden in caves in-game, making encountering them a fun surprise!)

*Placeholder Races, shall be removed once the proper replacements are reintegrated.

>> No.13114095

>>13114049

Creatures in:

A quarter of the Yukkuri. Bones have been removed from them because yukkuri don't have skeletons, and most of them have their size reduced and breeding rate increased. Also, all of them now spout their own phrases in adventurer mode, so you can hear them shout variations of "Take it easy!"

A couple minor youkai, like the earth spirits and kedama, as well as Jiang-Shi (though not sure if I added them in properly, as I have yet to encounter one). They're not differentiated from other monsters yet, but a buttload of yooks are going to be added later along with a rudimentary extermination system for humans in adventurer mode.
A couple touhous. Cirno has been replaced with Cirno? (evil doppelganger assassins akin to the type fought in Soku), and is now instead playable in adventurer mode, with the objective being to become the queen of a fairy civ. Trying to figure out how to make Keine not get assassinated within the first decade of world generation like what typically happened in SF 2012, while slowly placing all the other minor touhou characters as I find suitable, with thoughts of using DF mechanics in clever ways to emulate a few like Seiga.

Almost all the Sukusukus, with a few minor errors that don't break the game that I shall never the less see to remove later.

A couple robotic entities. For now, they're just big bad hazards that might wander in and are relatively hard to destroy, but I have a faction planned that uses them a lot, as well as the kappa. Among these machines are a robot maid who is basically Ruukoto/VIVIT and playable in adventurer mode as well as an extremely rare luxury pet that acts as a super-powered pest exterminator.

Some mega beasts, including Evil Eye Sigma and the Goliath Doll. More beasts like Tensoku and the like are planned, as well as touhou megas and yukkuri beasts.

>> No.13114105
File: 22 KB, 673x160, fae3.png [View same] [iqdb] [saucenao] [google]
13114105

>>13114095

Misc:

Items from SF like weapons have been made into their own separate files for sorting's sake as well as somewhat modified; wazikashi for instance are closer to sabers and scimitars in function then they are to vanilla short swords. Many of the clothes from Patchy's old mod are in as well, so fairies for instance will have frilly bonnets and thigh-highs while Suika wear ribbons on their heads.

>> No.13114121

>>13114044
Why? Should I convert Touhou Crossing to Unity? I don't know anything about Unity or working with 3D spaces.

>> No.13114160

>>13114044
>You know, I'm not going to argue against that one only because we're on /jp/. But I disagree. A lot.
Wasn't involved with this discussion until now, but please do. If you've found a way to do pixel perfect positioning (as in, 'render this sprite from exactly (5,5) to exactly (37, 37)', not just 'roughly do that and mess up the sprite because it's not rendering it 1:1 and/or leave background partially visible between sprites next to each other') I'd like to hear about it. I know about the new sprite system, but I haven't managed to set my screen to, say, 1280x720 and position the sprites exactly right even with that.

>> No.13114178

>>13114160
I'm the 2hu crossing guy

I've toyed with Unity before but I've found that it sucks for 2D because it works very differently from conventional 2D (and Game Maker by extension) do. And I'm much more versed in working with 2D than 3D. 2D usually works by manipulating the pixels on the screen while 3D is more about manipulating the camera. Unity is built with 3D in mind, so you have to build around the camera, not pixels. Drawing UI in Game Maker is piss easy because it just renders on another layer on top of the game screen. But Unity has no concept of a "game screen" which makes its UI awful to work with. For example, a mouse click at (160, 100) could mean anything in 3D, but it means only one thing in 2D.

And getting the camera to render the screen properly has also been an issue I've had with Unity. You can't specify a game resolution and build everything around that like you would in 2D. I haven't found Unity good to work with 2D with, but I am open to learning how it can be used for it.

>> No.13114213

>>13114178
I'm >>13114160.

>Unity is built with 3D in mind, so you have to build around the camera, not pixels.
This is precisely my issue. You can setup the camera such that it views practically 1280x720 units allowing you to approach it like you do in a pixel-based approach, but it isn't perfect (it instead renders from 0.0004723485 to 1280.000853457, for example), ruining both rendering (because it's not exactly at a pixel) and positioning (because the screen isn't exactly 1280x720).

>For example, a mouse click at (160, 100) could mean anything in 3D, but it means only one thing in 2D.
There's a function for converting mouse location to coordinates that you can use for this.

>I haven't found Unity good to work with 2D with, but I am open to learning how it can be used for it.
+ It handles sprites (+ animations, scaling and the like) for you
+ It can handle physics and collision detection for you
+ It allows for easy multiplatform support (PC, Mac, Linux, Web, Android, iOS, several consoles)
+ It can do lighting (though I've never used 2D lighting in Unity)
+ A whole bunch of other features you don't have to make yourself

The big disadvantage is that you're bound to Unity. That means you have to do things the Unity way, and if there's issues with Unity, they're out of your control.

I still use XNA for my games.

>> No.13114222

>>13114213
So basically it does pretty much everything GM can do, but less focused on 2D.

>The big disadvantage is that you're bound to Unity. That means you have to do things the Unity way, and if there's issues with Unity, they're out of your control.
That's precisely the issue I'm running into with Game Maker at the moment. There's absolutely nothing I can do about this issue and 2hu Crossing is roadblocked because of it.

>I still use XNA for my games.
That is a possible solution, but after using GM I don't want to go back to coding things by hand again. I've done thing in GM in hours that would have taken me weeks before.

>> No.13114246

>>13113896
Wouldn't (var i = 1; i <= len; i++) reference an index position that doesn't exist, or does Game Maker have strings start at index position 1?

>> No.13114262

>>13114246
http://docs.yoyogames.com/source/dadiospice/002_reference/strings/string_char_at.html

The code works perfectly fine unless I talk to someone after a building is finished or I place more buildings. It makes no sense and I've exhausted every option.

>> No.13114265

>>13114262
Have you tried looking back at your old code to see if it still works/compare it to the new code?

>> No.13114276

>>13114222
>So basically it does pretty much everything GM can do, but less focused on 2D.
And better. Lots better. Just less focused on 2D.

>That is a possible solution
XNA is obsolete. Microsoft no longer supports it. If you want to start XNA-like, use its open source clone MonoGame. I just haven't switched yet because tiny differences make my libraries not work.

>I've done thing in GM in hours that would have taken me weeks before.
Libraries and portable functions are your friends. (Well, self-written libraries; third-party libraries will have issues that are real headaches to resolve (assuming they're open source in the first place).) I have a sprite library that does all of my sprite management and so on that I use for pretty much every game I make, and when I need something like collision detection or pathfinding, I have functions I can just completely copypaste into my game to instantly have that functionality.

Of course, it IS still slower (creation time) than doing it via a Game Maker-like program, but it allows for much more control and in debugging you're not dependent on stuff others wrote that doesn't work the way you want that you have to work around.

>> No.13114330

Should I make Touhou Crossing open source?

>> No.13114343

>>13114330
Sure why not?

>> No.13114358

>>13114330
From where did you pick the sprites? For the hell of it I'll try to see how it renders in Unity later.

>> No.13114364

>>13114358
The characters are from Shin Touhou Musou, which you can find all from the game itself. The Animal Crossing tiles are from Animal Island.

>> No.13114394
File: 903 KB, 1366x768, richard stallman.jpg [View same] [iqdb] [saucenao] [google]
13114394

>>13114330
You should make it free software.

>> No.13114401

>>13114394
On non-free software

>> No.13114406
File: 2.70 MB, 3504x2336, Richard_Stallman_by_Anders_Brenna_01.jpg [View same] [iqdb] [saucenao] [google]
13114406

>>13114401
Why would you not make your program free software? Everyone benefits from it.

>> No.13114417

>>13114406
>Everyone benefits from it.
Players benefit as long as it's playable.
Make your own game you lazy leech.

>> No.13114427
File: 9 KB, 460x276, stallman1.article.jpg [View same] [iqdb] [saucenao] [google]
13114427

>>13114417
Perhaps you misunderstand what free software is. “Free software” means software that respects users' freedom and community. Roughly, it means that the users have the freedom to run, copy, distribute, study, change and improve the software. Thus, “free software” is a matter of liberty, not price. To understand the concept, you should think of “free” as in “free speech,” not as in “free beer”. We sometimes call it “libre software” to show we do not mean it is gratis. A program is free software if the program's users have the four essential freedoms:
>The freedom to run the program as you wish, for any purpose (freedom 0).
>The freedom to study how the program works, and change it so it does your computing as you wish (freedom 1). Access to the source code is a precondition for this.
>The freedom to redistribute copies so you can help your neighbor (freedom 2).
>The freedom to distribute copies of your modified versions to others (freedom 3). By doing this you can give the whole community a chance to benefit from your changes. Access to the source code is a precondition for this.
A program is free software if it gives users adequately all of these freedoms. Otherwise, it is nonfree. While we can distinguish various nonfree distribution schemes in terms of how far they fall short of being free, we consider them all equally unethical.

>> No.13114432

>>13113896
Is it always crashing in relation to this event? Like, do you think this error is consistent (even though it's crashing in different places) or do you think the "can't find local variable i durrr" error is misleading?

Additionally, can you comment out that enqueue so that the message queue just stays empty and see what happens? I imagine you've tried this already.

>> No.13114433
File: 1 KB, 64x160, Megagap.png [View same] [iqdb] [saucenao] [google]
13114433

Darned stonsesense and its 32x32 size limit. I've had to squish down lots of sprites and redraw others completely.

>> No.13114434

>>13114427
wld u suck my cock 4 fress?

just askin...

>> No.13114435

>>13114427
I know what free software is, stallman is nothing but a fungus eating hippie with retarded ideals and the GPL sucks.

>> No.13114441

I'm starting to regret asking now

>>13114432
It crashes when I have the dialogue box open when a building is constructed. Before, it was because the string(val) would crash the game, but apparently deleting all my breakpoints (and reinstalling GM) fixed that. Now it crashes there instead. The error is most likely misleading or an underlying GM problem. I'm placing my money on the latter. The message queue is responsible for showing each page of dialogue. It's kind of vital for dialogue.

Part of the reason I'm debating posting the source is to get help, but most of the time I don't need help. This is just a one-time issue.

>> No.13114474

>>13114441
Still, the software crashing because of a string(val) is unacceptable coming from GM. I mean, seriously?

As for the source I think it's a good idea if you want to share, but not a good one if you just need help. Showing your code will just trigger a code-habits>your-code war.

>> No.13114501
File: 31 KB, 700x540, Megatank.png [View same] [iqdb] [saucenao] [google]
13114501

Shame I won't ever be able to use the rest of this sprite for something. Come to think of it, what was it even for?

I started working on the inbabas, but then got bored trying to get the ears right and went back to doing suikas. Hehe, my WIP sheet is a cluttered mess now.

>> No.13114510

>>13114501
>doing suika
Lewd, dude

>> No.13114545

>>13113575
He's still around the Dominions threads but I think he hasn't had time to work on it lately.

>> No.13114547

>>13114474
I don't know how to get help without sharing the whole code.

>> No.13114550

>>13114547
Find one person to share it with and do so privately.

>> No.13114559

>>13114049
Aren't fairies already a suitable replacement for kobolds?

>> No.13114561

>>13114550
I might do that instead. This rage has really been getting to me.

>> No.13114606
File: 5 KB, 496x64, Suikas_2.png [View same] [iqdb] [saucenao] [google]
13114606

>>13114559

By that I mean re-adding the Daiyouseikuri from last SF, who are more in-line with how kobolds work. They're also the thief!fairies' first trade partners; a couple threads ago, I detailed all the planned sentient races to be put into the game, and since then have added the tanuki to the bandits' side, generic youkai (i.e Rumia) which are allegedly part of the main Gensokyo faction, but are so morally backward that they're almost always at war with humans and have a good chance of being at war with the good!fairies, and possibly something to do with the Lunarians, if not necessarily the Lunarians themselves.

>> No.13114696

>>13114561
>>13114432 here, I would volunteer if this were an issue of programming in general, but I have no experience with any deep intricacies of GM. Sorry I can't be more of help, I'd like to see this thing go forward.

>> No.13114735

I hate to do this because I'm not anonymous anymore, but add me on Steam if you're interested in helping with this: http://steamcommunity.com/id/KillerJaguar/

I would still rather post here and in /v/ soku than talk in private.

>> No.13115163

>>13114044
Wasn't Frozen Synapse made with Unity? That's pretty much 2D.

>> No.13115255

>>13114435
He's actually fungus+hippie.

>> No.13115261
File: 30 KB, 620x332, infected_female_hn_03f_24567.nphd.jpg [View same] [iqdb] [saucenao] [google]
13115261

>>13115255
Kill him.

>> No.13115863

>>13113896
Have you considered LÖVE?

>> No.13116816

>>13114330
Wouldn't have a reason not to unless you just don't want people to copy

>> No.13118942

Even trying to do new things and ignoring the crashes, I'm getting roadblocked by random crashes. This is extremely demotivating.

>> No.13119104

Thread was slow today.

>> No.13119270

>>13119104
Because I can't do anything without my game crashing

>> No.13119316

Touhou Crossing is effectively dead since nothing fucking works anymore for no reason

>> No.13119545
File: 5 KB, 435x64, Gobrinu.png [View same] [iqdb] [saucenao] [google]
13119545

>>13119104

Sorry to disappoint ya slick, but spriting is long and slow work; all I have aces to is MSpaint right now.

Going back to coding is rather daunting when I'm already four days invested in the current test fort. One of the things I loathe about Dwarf Fortress is the fact that any major modding requires you to discard existing worlds in order to generate a new one.

Also, Totaku, you still here?

>> No.13119552

>>13119316
Goddamn. You don't happen to be able to roll back to a point before it started crashing, do you? It makes sense to make a dummy copy and start removing stuff until it stops crashing, rather than trying to go forward with fixes.

Also possibly a dumb suggestion since you said you've reinstalled before -- have you tried a previous version of GM, in the case that this version is what's problematic?

>> No.13120241
File: 140 KB, 640x535, 23a6a00513db6b66a3f98eecd9d92d8d.jpg [View same] [iqdb] [saucenao] [google]
13120241

>>13119545
>MSpaint

>> No.13120608
File: 5 KB, 160x144, 1007_gameboy mockup.png [View same] [iqdb] [saucenao] [google]
13120608

>>13119545
Since you're saving as .png I suggest to try out GraphicsGale free edition. The free version can't save or open .gifs but is pretty good and far better than MSPaint. Other common sprite tools that don't cost anything are grafx2 (which might be interesting for you since it has a big script support) and Asesprite (which you either have to download an older version or have to compile on your own, if you don't want to buy it). I haven't gotten around to get into the latter two, so I can't give you more feedback on them.

>> No.13121578
File: 191 KB, 500x500, 1418769513686.jpg [View same] [iqdb] [saucenao] [google]
13121578

So I let some random guy try out Touhou Crossing, repeating the same exact steps I do to crash it but he never got it to crash. I just don't get it. Game Maker hates me.

>> No.13121670

>>13121578
Try again anon-kun. Don't give up.

>> No.13121674

>>13121670
I don't want to give up. I'm asking for help on the official forums. At the very worst case, I'll rewrite the game in something else.

>> No.13122347

>>13121674
>gamemaker
>steam
That may be your problem. Maybe try reinstalling gamemaker from their or just in general on steam

>> No.13123050

>>13121578
If he didn't get it to crash, that's a good thing. If you can confirm it's just a problem with your setup somehow a fix is suddenly so much closer.

>> No.13123329

>>13123050
It did actually give me hope unless he's lying, but I'll have to wait to see what they say.

>> No.13125881

I've been doing some research for suitable songs for the touhou game.
And I reached an interesting conclusion : I have shit tastes.

>> No.13126194

No Dominions mod update, but the game is at -50% on Steam, so if you're interested, give it a try.

>> No.13126685

>https://www.unrealengine.com/blog/ue4-is-free
Time to remake Touhou Crossing in Unreal

>> No.13126692

>>13126685
Now you're just pushing it, agdg-kun.

>> No.13126701

>>13126692
Well I can't do anything while Game Maker is being retarded so I'm open to alternatives

>> No.13126732

>>13126701
Do not go for ue4, at least not now. Give it 3-5 months.

... that being said, if you really want to switch engine and never tried before Unity nor UE4 then you can pick the one you want since you'll have to learn a new thing here anyway. Then again I'm a Unity user so my opinion is probably biased.

I would recommend you to make sure that GM really isn't working anymore though.

>> No.13126758

>>13126732
Well I mostly just want to take a look at it since it's free now. I'm not sure how serious I am about it. I've also re-installed Unity to give it another chance. Just exploring my options.

As for GM, I've made a post on the official forums and on >Reddit asking for help, even going as far as posting the project to let others try. Everyone else (that's responded at least) says it crashes for them too. I'm at loss for how to fix it.

>> No.13126817

>>13126758
>>13115863

>> No.13126828

>>13126817
I have, but Game Maker has spoiled me so much in how easy it is to get things up and running fast. I've also been considering Java/libGDX, favoring that option more, but I don't want to write generic code again just to get animations to play or displaying the world. I'm tired of writing that for the hundredth time.

>> No.13126833

>>13126828
Fair enough. There are a bunch of libraries out there for menial tasks like animations though, so I'd say it's worth another look.

>> No.13126846

I might as well post it here as well if anyone wants to try it for themselves:

http://dl.dropboxusercontent.com/u/3877425/temp/TouhouCrossing.gmz

Steps:
1. Press "I" to show test dialogue and test ticker.
2. Press B, then H and place the house.
3. RMB on the Fairy and then the house.
4. Press "I" while the house is building.
5. Press "I" after the house finishes building.
6. RMB on the fairy. The game should now crash.

You can do other things as well, but it should still crash in the end. This is the method I do most consistently to trigger the crash.

For a more in-depth explanation see: http://www.reddit.com/r/gamemaker/comments/2xncka/gamemakerstudio_runner_has_stopped_working/

>> No.13127013

>>13126846
I have a grudge against GM so I'm not going to reinstall it. Still, just had a look at your project and you've indeed worked a lot it seems.
May I use your pictures to see how the whole thing renders in Unity? Would give me a reason to start coding again.

>> No.13127021

>>13126828
Are you going to be the next kyrieru?

>> No.13127023

>>13127013
I've completely rewritten everything since when I first released it. And sure, go ahead! It's not like I own them. I'm trying out UE4 at the moment, but I'm also going to try Unity again in a bit.

>>13127021
Who?

>> No.13127313

>>13113634
Hm, I guess it is kind of hard to write without making things cheesy.

>> No.13127535
File: 310 KB, 690x665, 37d88b60abadbee8753233ec072c5fa2.png [View same] [iqdb] [saucenao] [google]
13127535

>>13127313
Heh.
Don't worry too much about it, it can be rewritten and improved later.

>> No.13127550
File: 144 KB, 1366x768, 2015-03-02_00001.jpg [View same] [iqdb] [saucenao] [google]
13127550

Dominions anon here.
I'm working on the UFO cast and should be done by the end of this week. Expect a release soon.

>> No.13127568

>>13127550
While you're here, is there any undead commander/unit/summonable? The idea of making Flandre my prophet and then having her creating ghouls is pretty fun.

>> No.13127583
File: 161 KB, 1366x768, 2015-03-02_00002.jpg [View same] [iqdb] [saucenao] [google]
13127583

>>13127568
MA Genso will focus on TH 10-12. Murasa will be a summonable commander, and zombie fairies will be autosummoned by the Kasha Necromancers.

>> No.13127601

>>13127583
Good.
Another question : is it possible to recolour generic units to differenciate them from heroes units?
I'm sure most people will be confused if they see Sanae sprites being used for X the wind priestress. I dunno, just coloring the hair would do. A generic brown/blond colour.

Other than that, keep going, you're doing some god's work.

>> No.13127616

>>13127601
Will do, they're placeholders as of now.

>> No.13127625

>>13127616
You're a winrar. I'll happily send you to Tartarus where you'll be tortured for eternity while I'll be making demigods with blood virgins.

>> No.13127635

>>13127313
I don't post here often

Are you the moonbitches VN guy?
Post a paragraph or two from your draft, I'd like to read it

>> No.13127647

>>13127635
>moonbitches
Fuck off you double moron.

>> No.13127675

>>13127013
I've been going through the Unity tutorials and I found they have a 2D Roguelike tutorial for 4.6. I'm starting to like Unity a lot more. Touhou Crossing might be ported to Unity. No guarantee though.

>> No.13127711

>Touhou fangames
Does it often greatly do the spinout?

>> No.13127718

>>13127711
Hi Saijee.

>> No.13129502

>>13127535
The Hetzer has such great armor coverage, and then you stick your head out like that. Do you want to die or what? Also, just how big is she?

>> No.13130761

So Unity 5 just came out, and coincidentally enough I was playing with Unity 4.6 last night. I have gotten something, but nothing I want to show yet. It's looking viable though.

>> No.13131080

>>13130761
Well Unity 5 is being retarded and destroys my net whenever I run it. I must have bad luck when it comes to game engines.

>> No.13131199

>>13131080
Try Source 2.

>> No.13131204

>>13127635
I'm the Aya VN guy.

>> No.13131446
File: 44 KB, 699x451, 3dpd.jpg [View same] [iqdb] [saucenao] [google]
13131446

>>13131199

>> No.13131518

>>13131446
A link between worlds was a very convincing 2D game, despite being actually in 3D.

>> No.13131783
File: 18 KB, 551x490, Zerg_Rush.png [View same] [iqdb] [saucenao] [google]
13131783

SF fellow here, and good and bad news everyone. Laptop is kill, rendering yesterday's work with the inbabs null until I can get at the hard drive's data. The good news is that everything from before that point was stored on my desktop (though, I'm a bit worried, as said desktop has been around since EoSD), so work has resumed in other fields, namely the exiles and tsukumogami because I like me some robots. Pictured here is the basic exile unit, Pu (that's what 2hu wiki says they're called). Roughly half the size of a fairy, they're tiny fragile little buggers that can be destroyed by even their basic bullet attacks, but come with a nasty surprise; if they manage to close the distance with a target, they'll discharge a ray of electricity which paralyzes them, severely slowing their reflexes and movement speed. As a result, while a lone Pu is hardly threatening to even a child, a swarm of them can surround and take out an ogre, or even a hydra or dragon, not taking into account the physically larger and stronger types of exile they'll likely be accompanying. Nevertheless, their copper fangs can't pierce decent armor, so clad warriors should be able to fend them off if they're the main composition. Thinking bout' nerfing.

The second of the completed exiles is the V-30 (name taken from the Japanese Wiki), another silicon-based micronoid, armed with a miniature rocket launcher as well as a laser gatling and stinger which acts like the Pu's discharge. Currently, 9/10 they'll blow themselves (as well as any other nearby exile) up with their own missiles before they do any serious damage, but when said missile does manage to hit the enemy, it causes mass fun. Else, they have a rapid attack speed with allows them to mince unarmored targets like archers, but their lack of normal attacks means that any well equipped warrior can slay them, even with the crippling stinger.

>>13120608

Acesprite was what I used when it was available. Should likely download it again some time.

>> No.13131805

>>13131783

Oh, and that screen is a bit of a mock-up: I had to completely change the sprite sheet between rendering the first and second E^2 unit types, as I an bad@ssense. The screenshot is actually a composite of the two renderings.

In related news, the error log is flashing like crazy with the Yukkuri, meaning I forgot to port something important in from v .34. It be hard to take it easy.

>> No.13134187

>>13131805
>that screen is a bit of a mock-up:
New rule : no mock-up or fakeshots.
That also applies to the moongirls tripfag.

>> No.13134248

>>13134187
That's bullshit. Mockups are great for conceptual feedback.

>> No.13134347

>>13134248
The problem with mockups is that they are like fakeshots, you never see the game being finished.

>> No.13134444

>>13134347
And you think not posting mockups is magically going to make them succeed at finishing the game they're posting about?

>> No.13134452
File: 141 KB, 788x577, Joke2 copie.jpg [View same] [iqdb] [saucenao] [google]
13134452

>>13134248
True.

>> No.13135394

>>13134187

To be fair, even though Stone Sense support is likely my largest contribution and the biggest difference between 0.34 and .40 content-wise, the game itself could run perfectly fine without it (if you could stand staring at vague 16x16 tiles all day).

>> No.13135414

>>13134452
Never going to hang around moon bitchs

>> No.13135603

>>13135414
Because you're pleb with shit taste and you're proud of it, yeah, we all know.

>> No.13135727
File: 43 KB, 1280x400, Test_Battle.png [View same] [iqdb] [saucenao] [google]
13135727

To compensate, here is a decidedly not mock-up arena battle in which all the current existing exile variants square off against a brave swordsfairy and her kedama companions. I still haven't gotten the animations quite right for the sprites with more then two frames, but they at least differentiate now, and I've also figured out a trick to get them to differentiate in 16x16 mode as well.

Onto the units themselves, V-30 is far more lethal then I initially anticipated; given the iniative, one unit was capable of annihilating four human footmen clad in full iron armour with professional training at once. One should not underestimate the power of automatic laser-weapons.

Additionally pictured is the Mo (also known as the android), a humanoid robot based off of the 90s era Honda P series, keeping in theme with the exiles being obsolete discarded technology. Unlike most units, it has no special secondary ability, but its as large as a man and weighs twice as much; most of its machinery is also composed of either aluminum, steel, or titanium, allowing it to shrug off most unarmed attacks with impunity, acting as a damage sponge for the far more fragile microchip units (while their greater strength allows them to deal killing blows to enemies already crippled by Pu). Else, its relatively underwhelming in single combat; it will kill an unarmed human 9/10, but its bulky figure betrays the relatively delicate electronic components that can be easily disabled with a well placed hammer, while its clunky movement speed makes its attacks easy to avoid provided you aren't grappled, though they've been observed to kill fully armed and armored humans regardless, so do remain cautious.

In contrast to the glass-cannon Pu and V-30, as well as general purpose Mo, Hoppers are industrial powerhouses. Animate industrial robots that move by well, hopping around, hoppers have factory-grade steel bodies which are nearly impervious to the conventional weapons initially available to (Cont)

>> No.13135731

>>13135727
Uh.. uuuh... okay...

>> No.13135746
File: 797 KB, 900x1330, 1425123337571.jpg [View same] [iqdb] [saucenao] [google]
13135746

>>13135727

>> No.13135755
File: 453 KB, 1023x723, aabbafda80670550e33dfb73d6c48c22.jpg [View same] [iqdb] [saucenao] [google]
13135755

>>13135727
Wrong picture.

>> No.13135782
File: 140 KB, 1280x400, Test_Battle_Not_Doing_Well.png [View same] [iqdb] [saucenao] [google]
13135782

>>13135727

either the fairies or suika, making handling them if you are unlucky enough to encounter them without a sufficient military daunting (especially for the fairies, who likely won't have access to the spoiler-grade metals until the endgame) indeed. Their claws can effortlessly tear an oni (of the big red kind) apart limb by limb, and a hopper proves to be a match even against the mighty roc with the strength behind its hydraulic muscles. Nevertheless, it does possess vulnerabilities to be exploited if you know how to exploit them. Firstforth, unlike most exiles, hoppers rely on their still functional sensor in order to see, and disabling this relatively fragile component is possible even if you can't actually damage the rest of the machine by swarming it with a large group of units. Secondly, hoppers are very slow, often lagging behind the other exiles, allowing a tiny, clever commander to box them inside of a group of walls to be dealt with later. Finally, hoppers can't swim, so swamping them into a body of water will effectively disable them. Any bleeding of their hydraulic fluids also spells certain death to them, as they have no way of clotting it once it starts leaking, dooming them to a slow demise (though not necessarily before they kill whatever caused said leak in revenge).

-

In other news, I figured out a possible way to insert Marisa and Alice into the game, while still making them be classified as humans, using the caste and noble system. Basically, the human faction will have a specific Alice and Marisa caste which has a low population ratio compared to the other variants (hey, we all have look-alikes, on?), while the entity for humans will have two noble positions, "doll master" and "ordinary magician" which are only available to these specific castes. In addition, Alice and Marisa will also pursue additional world generation secrets, increasing the chance of them becoming immortal magicians and not dying of old age during world gen.

>> No.13135805

>>13135755
>>13135746
>>13135731

Apologies for the incessant rambling. When you stare at Toady's game long enough, you'll want to record everything down to the last insignificant details as well. It's contagious.

>> No.13136693
File: 78 KB, 1280x400, Muhrisa_Is_Kill.png [View same] [iqdb] [saucenao] [google]
13136693

We now resume the part of the mod you blokes are actually interested in.

Er, need to find a way for it to not kill the caster. Master Spark will most likely be a separate secret that the Marisa character might or might not actually learn in world generation as she seeks out magical secrets, though she'll have lots of other innate spells.

>> No.13136727

>>13135782
Interesting. Are Alice and Marisa eligible for other positions of nobility as well?

>> No.13136796

>>13136727

Theoretically, it is possible for either to become any of the existing noble positions as well, though the chances of it happening are relatively slim unless there are multiples of them present in a civilization and one of them manages to become a queen while another becomes a magician as intended, which would mean there would be two historical figures titled "Marisa" or "Alice".

Then again, half the premises of the game is playing as an army of Suika clones, and even in last version there were multiple Rumias, Wriggles, and Mysterias (and attempting to set the number of each to one runs into the same problem as Keine suffered last version; they get assassinated by a dedicated exterminator before they get to interact with the world in any meaningful manner), so its not like its real important.

If it weren't for the fact their tiles were dependent on their noble positions to display properly, I'd likely expand the roster of Adventure Mode playable characters, though it should still be possible to play as either through convolved DF-hack dickery.

>> No.13140384

Time for a bump.


define o = Character('Old Man', color="#000000")
label cavestart:
"A familiar sensation."
"I am moving quite quickly."
"This is really familiar."
"Through not in a good way."
"Moving is good, as it helps one achieve his objective of moving from one horrible place of pain and suffering to another place of less pain."

>> No.13140473
File: 142 KB, 1143x935, 2hu crossing preview.png [View same] [iqdb] [saucenao] [google]
13140473

It's a little too early for me to post anything yet, but I do want to let you guys know that Touhou Crossing isn't dead, despite the lack of updates. I just haven't gotten to a point where I have anything cool to show yet.

>> No.13140495

>>13140473
The color palette seems a little too strong for me, I think it's the grass, it also mixes with the trees.

>> No.13140516

>>13140473
What was the bug and how did you fix it?

>> No.13140522

>>13140495
Maybe it'd be more obvious when we have shadows

>> No.13140617

>>13140516
He didn't. He was using Game Makers before. Now he's using Unity.

>> No.13141113

Yay, I fixed the problem with Unity 5 so now I can use it!

>> No.13141336
File: 513 B, 32x32, Terminator.png [View same] [iqdb] [saucenao] [google]
13141336

>> No.13142246
File: 187 KB, 1280x720, 2hu crossing for android.png [View same] [iqdb] [saucenao] [google]
13142246

Still nothing notable to show yet, but I did experiment with Unity exporting to Android. Pay no attention to the placeholder text. Just making sure the UI scales properly.

>> No.13142352

>>13142246
>those eyes
It fucking doesn't.

>> No.13142445

>>13142246
Charge your phone fgt

>> No.13142458
File: 288 KB, 1280x800, 2hu crossing for android2.png [View same] [iqdb] [saucenao] [google]
13142458

>>13142352
It's an issue with compression. Fixed that now.

Tested on my tablet this time.

>> No.13142621

>>13140617
Then the cycle will repeat itself.

>> No.13142633

>>13142621
Then I'll move onto UE4

>> No.13142778

>>13142458
The sprite pixels are good but the character rendering has some kind of problem; the font pixels have blutty edges.

>> No.13143365

Whew, okay. I'm done with the first part.

Aya [inner monologue]: I need a new story. I've searched everywhere everyday for the last couple of weeks, but it's been quite peaceful here in Gensoukyo. There's nothing major for me to cover. Could this be the end of my career as a news reporter?! No, no no no no. I mustn't give up, for the sake of Bunbunmaru News!
*looks around*
*sees Byakuren talking to Ichirin and notices that she has a concerned look on her face*
*walks over*
Aya: Excuse me Hijiri-san (or maybe just Hijiri or Byakuren). What's wrong? You look worried.
Byakuren: Oh, well I was just discussing an incident that has been going on at the temple.
Aya: An incident?
Byakuren: Yes, an incident. Two days ago one of our temple's precious statues has been burned. Last night I caught the culprit trying to burn another. They noticed me and they got away before I could confront them.
Aya: Did you get a good look at the troublemaker?
Byakuren: I was only able to see the back of their had. The culprit had grey hair and an eboshi. I suspect the culprit is that Taoist, Mononobe no Futo. I'm not sure if Miko sent her to do this or not, but I've heard that she does have a history of setting fires on her own.
Aya: Hmm
Aya [inner monologue]: The Taoist and the Buddhist have always had problems with each other. Could this be the subtle and slow start to a religious war? Ah, who knows. If this is something I want to be the first one to cover this story.
Aya: Oh! Sorry for that rather long moment of silence. I was just thinking. I would like to confront the Taoist and investigate further. Can you tell me were to find them?
Byakuren: Well, I remember Miko speaking of a place called "Senkai", where she and her followers reside. Unfortunately I'm not sure where it is and how to get there. You'll have to either ask around or find a Taoist.

>> No.13143408

>>13143365
An incident is something that has already happened, it can't be progressive present tense.

Also *action* ought to be formatted as [action].

I have no real complaint.

>> No.13143476

>>13143365
So I need to make two Ayas, one that thinks, and the other that speaks.
Also, yeah, it bothers me a bit that Byakuren refers to Miko as just "Miko". Is it possible to slap a "lady" or something? I doubt Byakuren would refer to her as "crown prince", but even "miss" would be better than just "Miko". Sounds like they're bar buddies.

>> No.13143539

>>13143408
Hm, I see the problem with using "incident" in Byakuren's first line, but would it be okay to use it in the other ones? The statue burning and the attempt did take place on a previous day. Also, I'll be sure to keep the formatting for actions in mind in the next parts.

>>13143476
I don't mind changing the way Byakuren refers to Miko, but both "lady" and "miss" kinda sound weird. "Lady" sort of makes it sound like she views Miko as someone higher up, like how Seiga calls Miko "Lady Toyosatomimi". I guess using "miss" would be alright, but it's just strange.

>> No.13143544

>>13143539
If you can't find a suitable English word, you can still use the Japanese suffixes.

>> No.13143562

>>13143544
True, "Miko-san" wouldn't be bad. I'm gonna try searching more first.

>> No.13143603

>>13143539
>Byakuren: Oh, well I was just discussing an incident that has been going on at the temple.
The rest are fine.

>> No.13144273

>>13143603
>The rest is fine.

>> No.13144316

>>13144273
It's a good thing I didn't write that, because that would have been wrong.

>> No.13144463

>>13144316
>I didn't wrote that

>> No.13145475

>>13144463
Anon pls

>> No.13145529
File: 13 KB, 432x356, mach2.png [View same] [iqdb] [saucenao] [google]
13145529

Through weather manipulation, it is possible to make animals become animal youkai without having to dick through all of their respective raws! Basically, in every given region, there is a miniscure (roughly 1% chance) each tick that an animal (animal meaning a creature with both the [NATURAL] and [MUNDANE] tags might become a major youkai, given all the proper tags a youkai should while retaining its status as an animal. As such, an animal that remains on the map long enough will eventually become a full blown youkai, making them either a boon if they're tamed, or a menace if it ends up being something dangerous like a giant bark scorpion.

Exterminators have a special ability which they can use to strip an animal youkai of all its special abilities. In fact, this works on all major and minor youkai, and I might be able to get it to work on demons (including the randomized ones) as well.

Also, glad to hear your still alive Visual and 2Hu crossing dev anons!

>> No.13145736
File: 442 KB, 796x596, Sans titre-1.png [View same] [iqdb] [saucenao] [google]
13145736

>>13143365
I don't know what's going on with Notepad, but the font became extremely ugly and hard to read all of a sudden.
Anyway, I found a placeholder background, and I'm in the middle of making the "dialogue" between Ichirin and Byakuren. Currently I set the pause at 0.5s, and I still have the buddhists having an epilepsy seizure all over the place.
And because of how wide they are, it causes limited clipping issues. Nothing I can't fix with some tweaking so far.

The awkward thing with these sprites is that they're all more or less posing. You can't have a relaxed girl. Except Futo, she has a whole lot of poses. Fairly easy to see who's popular here.

>> No.13146566

>>13145736
>You can't have a relaxed girl
I guess we have to have everybody up and active then.

>> No.13146591

>>13145736
Change the left margin please. The text is so near the edge, my autism senses are tingling.

>> No.13146605

>>13142246
>>13142458
Is that a pokemon house?

>> No.13146849
File: 213 KB, 500x600, É_Äq_ô┴ÄÛ.png [View same] [iqdb] [saucenao] [google]
13146849

>>13146591
Aye I'll do it.

>>13146566
Especially Miko. Hard to suggest everyone's having tea when her sprite show her standing and holding that cricket bat. But I think the worst will be Tojiko. She's like Rumia, always with her arms up.

>> No.13147731

>>13146849
You could always photoshop a teacup on to Tojiko's hands. It could be like she's handing out free tea to everyone.

>> No.13147747

>>13147731
That would look like shit. Plus I'm sure the guy who made the sprites wouldn't like that.

>> No.13149727

>>13147747
I guess we could just say that Tojiko rests with her arms up.

>> No.13150152

>>13143365
So is this supposed to be like a Visual Novel or something? What's the whole going to be about?

Also,
>Hijiri-san
please don't. Use "Miss Byakuren" or something else. But please don't throw Japanese honorifics in an English game.

>> No.13150195

>>13150152
Things you've missed :
>pretty much everything

For future reference, please read the thread.
Namely, the posts >>13143539, >>13143544 and >>13145736.

>> No.13150360

>>13150152
>What's the whole going to be about?
It's going to be about Aya looking into a statue burning incident that happened at the Myouren Temple.

>> No.13153382
File: 191 KB, 500x600, ôjÄ®î├_Å╬éó.png [View same] [iqdb] [saucenao] [google]
13153382

>>13149727
Wouldn't work. The only sprite he made where she has her arms down also has her naked for some reason.
That guy really likes naked girls, I don't understand why.

>> No.13153426

>>13153382
>That guy really likes naked girls, I don't understand why.
Who doesn't?

>> No.13153442
File: 551 KB, 1000x1750, 屠自古.png [View same] [iqdb] [saucenao] [google]
13153442

>>13149727
The alternative is to use Hemoglobin's sprites, but compared to Kaoru's, they have only one expression, since they're mostly designed for that Poketouhou game, not for a VN. Plus the difference in style would be all kind of strange.

>>13153426
Most people making free stuff wouldn't like having their stuff used for lewd.
Kaoru is the only guy I "know" who doesn't really mind, and even seems to encourage it.

>> No.13153480

>>13153442
Hm, what could we do then? Try drawing some sprites ourselves, stick with the ones we already have, or maybe find an artist who's willing?

>> No.13153496

>>13153480
The solution is to make sure Tojiko doesn't speak. Make her an extra, but don't have her speaking anything at all, because her lack of relaxed stance will create a dissonance between what she'll say and how she'll stand.
Plus I honestly can't tell if she's trying to attack the viewer or if she's trying to hug him.

>> No.13153864
File: 43 KB, 1280x400, bully.png [View same] [iqdb] [saucenao] [google]
13153864

>>13153480

Sorry mates, I can't do high resolution now that my laptop is dead (I used the built-in pad to draw), and even if I did, it would take months to crank out enough decent sprites with SF also on hand.

But back to Suika Fortress, the exiles are finally complete (I'll spare you the details, but expect a bunch of trial and error gameplay as you figure out the weakness to each individual robot) with the Tsukumogami up as the next major focus, with what I learned from the exiles being applied to them in order to make them more formidable opponents, though not to worry too much; they're still meant to be newbie tier.

Kappa now use modern composite bows as well as repeating crossbows, and use high-tech materials like plastic (which is pretty crappy for most purposes actually, but also light weight: plastic shields are surprisingly useful), titanium (the only other sources being destroying expensive pet robots for it or fending off the exiles), and of course, the illusive shell iron, a holdover from SF 34, though I'm not sure if it's still relevant to add with titanium already filling to role of a steel-like material.

I've finally ported over the Oni from Patchy's old mod (with a few modifications: can't have them move as fast as the tengu, can we?). One of the major goals of Suika Fortress, particularly as the Suika, is to build up enough wealth, population, or production in order to attract them to your fortress, where they will trade otherwise unique objects like the giant kanabo and giant's cleaver, which sport stats reminiscent of weapon trap components but can be handled directly by the Suika. They're also freakishly strong of course, though the circumstances in which they become playable are really specific and might require that you play fortress mode first to actually "unlock them", as their hidden and appearance triggers use sort of ill-understood bits of coding that Toady made even harder to understand in between updates.

>> No.13154222

>>13153864
>it's possible to kill the spankfags
>it's possible to be a spankfag
I love you. In a platonic way.

>> No.13154376

>>13153496
Okay. Tojiko doesn't exactly do anything major anyway.

>> No.13155945
File: 107 KB, 1280x400, sparky.png [View same] [iqdb] [saucenao] [google]
13155945

Master Spark finally works, though it takes a few seconds after being hit for the excruciating pain and blood loss to take effect for some reason. Still, it can take out a major oni, who is otherwise able to laugh at humans and kill a full armed man nude.

>>13154222

Indeed, you shall be able to fulfill all your spanking desires. Spankers even have a special ability where they strip Touhou characters of their strength for easier bullying, inspired by those various terrible doujins where anons somehow manage to have their way with characters like Yuuka and Yukari, among others.

They ain't night creatures for nothin'.

>> No.13156471

>>13155945
So instead of boogeymen, night Gensokyo is populated by spankfags. This is going be to interesting.

>> No.13158107

>>13156471

Currently, only one spankfag actually generates per world, not counting any spankfags generated by the player for adventurer mode. Boogeymen are actually replaced/accompanied with bakebake, which serve as the general purpose trash mob along with kedama now that fairies are a civ.

Other night creatures include various youkai such as Jiang-Shi and those stretchy necked fellows whose name escapes me (the latter of which only manifests during a full moon, with the curious side effect that the user also strips off their clothing in spite of retaining human sized proportions), and Mysteria if I port her from last version as-is, though I wonder if I played with reactions enough if I could make her into an actual lamprey saleslady.

>> No.13158761

>>13158107
>stretchy necked fellows
Rokurokubi? Nukekubi?

>> No.13158764

>>13158761
nukikubi

>> No.13158768

The after-action reports are going to be hilarious.

>19th may
>a spankfag arrived at the fortress
>he managed to spank several fairies, bruising many lower bodies before the ballistas started firing at him
>after getting his hand severed by a bronze bolt, the spankfag ran away

>> No.13158854

>ruining your mod with épique /jp/ memes
Way to throw all of your work into the trash. I was ready to learn the game, but not like this.

>> No.13158915

>>13158854 is right. You should cater to him, because obviously he knows better than everyone else! He has a PhD in 4chanology, so he knows better than anyone else how to make a game!
Okay, he never actually made a game, but he still gives good advices, even if he looks like he's just whining!

>> No.13158958

>>13158854

To be fair, the mod already included Yukkuri in it as one of its core components. His work is already running the gammut of secondary, though I'd advise that you make these sort of things optional.

>> No.13158959

>>13158854
I feel the same way.

>> No.13159007
File: 514 B, 32x32, human_farmer.png [View same] [iqdb] [saucenao] [google]
13159007

>>13158854
>>13158958
>>13158959

Fear not.

I've actually built up a larger category of what I like to dub "Other" creatures, the Anon merely being one of them. These are things such as Weasanae, Yuukasaurs, and various things I pulled out of more obscure fangames just to see if they could be moddeled in DF which are not considered youkai, but certainly aren't considered mundane creatures, and are disabled in the default game via the "creatures_touhou_other" file, which is commented out by default. Think of it as Wild Wasteland; for those that want to experience a more serious game, they can easily chose to keep it off, but for those that want to experience something more on the surreal side, the option remains open.

In other news, I'm glad to say that soon enough content will be released that the game will reach a playable state; perhaps in a week's time, all the skeletons to the major factions will be completed.

>> No.13159130

>>13158854
>>13158959
We get it, you're butthurt. No need to samefag.

>> No.13159149

>>13158958

I will add however that removing the Yukkuri from the base game will not be an option, as they're (or more specifically, the Factory) actually rather important to the story of the game as its currently written. I've been holding off writing the synopsis of the SF for a while as I watch everything unfold in the actual game world, but I suppose I can dump the current background story as is.

>> No.13159205
File: 120 KB, 1366x768, 2015-03-09_00001.jpg [View same] [iqdb] [saucenao] [google]
13159205

Here's the recruitment roster for MA Gensokyo sans Shou and unit Ichirin.
Shou, Sanae, and all the Subterranean Animism characters except Orin are limited to the cap.

>> No.13159219

>>13159205
Oh and I forgot, Hina is as well.

>> No.13159333

>>13159149

http://dumptext.com/q5MLU7tI

First draft. It isn't pretty, and half of it is just a reworded version of Totaku's gab, but it explains everything well enough to someone who has no idea what a 2hu is I think.

In addition, the story will include bits of writing that shall be promped during specific moments of the game (say, when you attempt to interrogate an inaba), which will also explain the ultimate motives of entities like the Exiles and the Factory as a whole; kinda like an 80s era roleplaying game.

>> No.13159436
File: 506 B, 32x32, Sukusuku.png [View same] [iqdb] [saucenao] [google]
13159436

>>13159130

I'm not going to lie though, while this sorta dampens my resolve to work (especially after the laptop kill: did I mention that the PC I'm writing everything from was made in 2003? Making new test worlds is an arduous affair, which is why I've been sticking to the arena mostly), ultimately I'm gunning to please a large enough crowd to get more 2hu folk into DF, and perhaps some DF folk into 2hu.

Totaku himself walked a very narrow line when including what he did to the 2012 version of the game, and I would likely do him a disservice if I turned the game into a sweltering /jp/ / secondary fest, as it would give off the wrong image of the Touhou community, and enrage primaries.

>> No.13159481

>>13159436
Make the game you want, not what others want

>> No.13159494

>>13159436
I don't mind if there's just an option to have mundane creatures instead of yukkuris.

>> No.13159571
File: 124 KB, 850x821, 1288b239d8fd0b4f51b0e466b440d066.jpg [View same] [iqdb] [saucenao] [google]
13159571

>>13159494

The problem with that though is that the Factory is ultimately the driving force behind half the game's antagonists, unless I retconned that bit out for games with Yukkuri disabled and changed the factory to directly researching the fairies from the getgo instead of the Yuks (though, one can say then that Yukkuri are merely fictional metaphors made by the fairies describing the relationship between them and the factory). It would also mean that the first encounter you'll likely face are the redcaps, which are several calibres stronger then the Biokuri who are meant to be analogues to the goblins, though I've been looking to add in a bakabake civ loyal to the factory as another weak early game opponent; bakebake are already an artificial mass-manufactured minion in canon, and it wouldn't be a stretch that the Factory would start manufacturing them in order to keep the denizens of Gensokyo in line.

Though, talking about it, the Yukkuri were all combined into a single text file when I reformatted the game, so they too could be removed by simply commenting out the creature bracket in the file. Mundane animals already exist in the current build as well, so there wouldn't really be that much of an interruption of gameplay in that regard.

The mundane creatures were all re-added as well,

>> No.13159580

>>13159571
You could change the Factory to be a foreign group of scientists like the Probability Space Hypervessel from Phantasmagoria of Dim Dream.

>> No.13159594

>>13159436
Just like >>13159481 said. Make the game you want to play, and then cater to the pleb's taste. If you don't want Anon in your game, remove him. If you want to fight a spankfag invasion acting as a mix between child snatchers and goblin raiders going for your fairies, do it.
If you add things, and then remove them because of "muh opinion", you're only going to waste your time and motivation and you'll ultimately give up.

>>13159205
Playable demo when? I'm itching to conquer the world in the game of the Moon. If not, Byakuren will do.

>> No.13159614

>>13159594
>Just like >>13159481(You) said. Make the game you want to play, and then cater to the pleb's taste.
I meant more to not put shitty /jp/ memes like spanking in order to cater to them. The only person you should cater to is yourself. Especially if you're doing it >for free

>> No.13159635

>>13159614
It's literally impossible to cater to /jp/. If you put "fun" memes in your game, 50% of /jp/ will hate your guts, and if you remove them, there'll still be the other 50% hating you because you hate fun.
Hence why :
>The only person you should cater to is yourself
Is pretty much the best advice one can give.

Through I wonder if it's possible to make a game that would please all of /jp/ by making a game where you shoot MotK members in the face.

>> No.13159640

>>13159635
>>Through I wonder if it's possible to make a game that would please all of /jp/ by making a game where you shoot MotK members in the face.
Saijee pls

>> No.13159650

>>13159640
>Saijee pls
Have I insulted you, your mother or a story you wrote? Why the insult?

>> No.13159659

>>13159635
>jp memes
Of what are that isn't dumb and/or lewd.

>> No.13159666
File: 1.83 MB, 1879x1500, 1425057024189.png [View same] [iqdb] [saucenao] [google]
13159666

>>13159659
>jp memes
>not dumb
>nor lewd
These aren't memes.

>> No.13159673

>>13159635
I don't think anyone is going to complain that Flan Fly or Hatate Spanking isn't going to be in

>> No.13159688
File: 153 KB, 600x450, B6MVhviCIAIx4kl.jpg [View same] [iqdb] [saucenao] [google]
13159688

>>13159673
I DO!

>> No.13159692

>>13159594

Ultimately, anything that I've devoted enough time to make a sprite for will stay as an option for inclusion in the game. A major reason that I separated out the game's code in the first place was so that other people who download it can tweak it to their liking; sukusuku, yukkuri and the like can all be disabled via configuring the raw files, while the raws are compatible with other mods and the base game so one can actually have goblins and dwarves by plopping Vanilla DF's raws over mine; this extends to other mods, so one can even mix other mods into SF, provided that they don't alter the base raws either (the Super Mario World mod for instance).

Suika Fortress 2000 is already a fork of Suika Fortress, which itself was partially inspired by an even older mod to dwarf fortress from version .32. If I'm ever successful in releasing this, perhaps another person will eventually take it and alter it further a version later and then re-release it themselves.

One thing I am going to add is a guide so people can figure out what file does what so they can hopefully configure the game to their own liking.

>> No.13159712

>>13159635
Since when /jp/ is supposed to like meme anyway?

Sure we do have lots of threads with people spouting nonsense but it's more like a state than a preference, and lots of people trying to fit in.
I for once wouldn't enjoy a game with >epic maymay and I'm a very old lurker.

>> No.13159734

>>13159571
Do >>13159580
Make them like the Ecologists from STALKER

>> No.13159744

>>13159635
i think a little bit of balancing + having a good attitude is the way to go, at least, homuha seems to manage to have a good spot there

>> No.13159751

>>13159635
All of /jp/ will hate your guts. The visiting vtards will applaud you.

>> No.13159784

>>13159734

Funny you mention that, since even in the original draft, the Factory is actually in Gensokyo because it's looking for hihiirokane as a clean source of energy; they're an energy company that's trying to find a renewable source of power in an outside world that's starved of resources: you know how they feed nuclear waste into Yukkuri? That's their actual purpose, the rest of it is just a front. The game takes place during the transition period between Maribel and Renko's time, where humanity starts to colonize the moon, and the Seihou timeline, where the world recovers from becoming a post-apocalyptic wasteland.

>> No.13159792
File: 585 KB, 1050x1400, 輝夜.png [View same] [iqdb] [saucenao] [google]
13159792

>>13159784
>humanity starts to colonize the moon
HERESY

>> No.13159802

>>13159635
There is a humongous difference between having yukkuris and having fucking "spankfags," and you're doubly stupid for not thinking the entire point of this place is pandering - caring more about the players than the game.

>> No.13159819

>>13159802
>you're doubly stupid
10/10 you totally convinced me with your childish insult.

>> No.13159862

>>13159819
>being insulting (I'm not, that's just what you are. You think Yoshika is chinese for fuck's sake!) invalidates an argument
I want under18s to leave.

>> No.13159881

>>13159792
MURRIKA STRONG, BRING IT ON MOON FAGS

>> No.13159887

>>13159205
What's this game supposed to be like?

>> No.13159939

>>13159887
It's a TBS that vaguely resembles Might and Magic/Risk

>> No.13159941

>>13159887
Turn-based strategy game where you give orders BEFORE the battle. Think Gratuitous Space Battles.

>>13159881
Armstong got rekked by a bunch of girls with old rifles.

>>13159862
Okay, so when are you leaving?

>> No.13159974

>>13159941
Once you stop replying.
I know you can't.
If you can, prove it. Don't reply to this post. Don't mention this or the previous posts in any future posts.

>> No.13160039

>>13159941
>Armstrong got rekked by a bunch of girls with old rifles
>old rifles
>rekked
1) The rifles weren't old.
2) It's wrecked.
and 3) Armstrong, arm stronged his dick through the military might of the bunnies with Buzz standing their in amazement.

>> No.13160064

This thread is dead, and it's all your fault SF anon.

But I forgive you. Please don't leave.

>> No.13160070

>>13160064

If anything, this thread is actually alive again because of it.

>> No.13160114
File: 40 KB, 500x500, 1396925407426.jpg [View same] [iqdb] [saucenao] [google]
13160114

Will there ever be a Touhou game like Dragonball Xenoverse?

I want one so bad!

>> No.13160188

>>13160114
Xenoverse is pretty bad, so I hope not.
I would rather BT3.

>> No.13160212
File: 7 KB, 250x166, 1425954401959s.jpg [View same] [iqdb] [saucenao] [google]
13160212

>>13159436

If found this from /tg/, continue working anon.

Speaking of which, is Touhou Crossing mang browsing? We know you're still working on it, but how's it coming along?

>> No.13160216

>>13159635

Isn't Toe-taco from MoTK anyway? That explains all the Yukkuri in the game; anon is merely being true to the base.

>> No.13160278

>>13160212
I'm definitely not working as fast as I was with Game Maker. I spend more time than I should structuring my code (and consequently breaking it) than making ground. Working with a good language makes me fall into a lot of my old traps.

That said, I should have something to show soon. I'm not exactly where I was before, but I'm near a good state to start building and showing off again.

>> No.13160335

>>13160278

Godspeed anon. We'll show those limey Kaleidoscope Maidens (and /a/) that /jp/ can into game!

>> No.13160435
File: 2 KB, 79x58, Fairies_Tank.png [View same] [iqdb] [saucenao] [google]
13160435

>>13159784

Are you that sprite fag that posted the big ass sheet many Soku threads ago with all those fairies? Didn't you also write a elaborate story about the fairies and a war against the youkai in /tg/?

Why don't you do that instead of le maymays?

>> No.13160508

>>13160216
Pretty sure MotK is just as tired of yukkuris as everyone else. I haven't been following for ages, but if I remember right, Totaku started on the game years ago when they were popular and it just stuck.

>> No.13161202

>>13160335
I prefer /jp/ but /v/ soku has contributed more

>> No.13161298
File: 103 KB, 1280x400, The_Hunters.png [View same] [iqdb] [saucenao] [google]
13161298

>>13160435

It started that way, but the last project I attempted crashed and burned, which is why I diverted attention to SF. Elements of the narrative were ported in (the chauns as well as the fairies getting pressed together into a civilization that might be ruled by Cirno) as nest as I could, but you can only do so much with Dwarf Fortress when it comes to writing a story; a large part of it is randomly generated, and will be different for each player, so the lore prompts explaining the background are really the most I can do when it comes to influencing how a player's individual experience will come out. Like I said though, the miscellaneous fangame stuff will be disabled or made into absurdly difficult to discover easter eggs, and even then, most misc. enemies only appear as single instances across the entire map; you'd have less then a 1% chance of encountering the night creature entities, for instance, unless you manually looked through the history file and pain-strikingly decided to settle next to their specific site. It's still sorta my fault for getting a bit too enamored in such inane things in the first place (and not mentioning they're supposed to be easter eggs/sub-content): I blame sleep deprivation.

In other news, though the Oni don't have sprites yet, they're functioning quite admirably in my adventure mode test. They don't seem to spawn with clothes (or weapons), which is problematic, but I'm sure that'll be ironed out in due-time, and might have something to do with the fact that they didn't have any sites beyond a camp and a cave.

>>13160216

You'll probably all hate me for this...but I originate from MoTK (well, technically, I came from another site before that, but that place is long dead and buried) as well. I got out of loop for a couple of months and when I came back everything was totalitarian; you can't even post anymore without going through a capcha system worse then 4chan's, and activity has gridded to a halt in many boards.

>> No.13161375

>>13159974
Nice job proving you're just a lying bastard, Anon.

>> No.13161406

>>13161298
>activity has gridded to a halt in many boards
MoTK had activity? I thought it was just a scoreboard plus a discussion thread that popped up whenever a new game came out.

There were also a ton of fanfiction threads that nobody read and that's all I remember from that place. Pooshlmer was the real hub of bad wrong people having bad wrong fun.

>> No.13161427

>>13161298
>the last project I attempted crashed and burned
Out of curiosity, what was it?

>> No.13161432

>>13161298
>when I came back everything was totalitarian; you can't even post anymore without going through a capcha system worse then 4chan's
uh that thing is only there for new posters to prevent spambots, it goes away after like three posts you dolt

>> No.13161478

>>13161432

He likely tried to make a new account or something. Why do we even hate MoTK though? Cringe-worthy fan-fics and hugbox aside, they're pretty benign.

>> No.13161480

>>13161478
>He likely tried to make a new account or something. Why do we even hate MoTK though? Cringe-worthy fan-fics and hugbox aside, they're pretty benign.
what's a hugbox?

>> No.13161519

>>13161480

A magical place where nobody ever criticizes anyone ever no matter how retarded or off-canon their writings are. It's why the place's writing quality is as low as it is.

>> No.13161565

>>13161519
To be fair, there aren't many places with writing quality worth anything. When people honestly critique stories (spoilers: you're not a writer, they're shit) it just means 99% of people give up immediately or just don't bother.

>> No.13161697

Which ones have functional multiplayer?

>> No.13161770

>>13161478
Shitty political and social opinions

>> No.13161831

>>13161519
That's a circlejerk you're describing here.

>> No.13161838

>>13159802
Your post just boils down to "stop liking what I don't like".
Spankfags are still less obnoxious than PAD or "cirno is 9 baka" jokes.

>> No.13161880

>>13161838
Not him, but "lesser of two evils" is an awful reason.

Why would you pander to a minority?

>> No.13161888

>>13161880
Yeah, you're right, the DF guy should only cater to you and listen to you. He's shouldn't do as he wants.

>> No.13163292
File: 21 KB, 657x365, TOUHOU CROSSING IS BACK.png [View same] [iqdb] [saucenao] [google]
13163292

WE BACK IN BUSINESS

>> No.13163389

>>13163292

Hallelujah!

And something just dawned on me: is DF fag really the only spritefag we have?

>> No.13163406

>>13163389
Apparently the guy doing the Dominions mod will also do sprites eventually and is just using placeholders for now. But since he hasn't actually done anything yet, I don't know if that counts.

>> No.13163413
File: 316 KB, 483x383, 1393756197533.png [View same] [iqdb] [saucenao] [google]
13163413

My hard drive got fucked and my pictures got corrupted which means I can't see it.

for example one is called d0cc8e9bbd25835ed3040b86f9743fbd, how do I even search for this? fucking danbooru doesn't have file name searches

>> No.13163421

>>13163413
forgot to mention that picture for example is supposed to be saigyouji but searching saigyouji + that filename brings nothing in google

help

>> No.13163429

So, what do you think our tally of various skills are from across the thread? I'm talking about artists, programmers, writers, moral support/criticism, and idea guys.

>> No.13163438

>>13163413

People's computers are getting kill.

That's unfortunate. Doesn't the overhead bar use the filename, though?

>> No.13163440

>>13163413
http://danbooru.donmai.us/data/XXXX.jpg, where XXXX is the checksum. But it gives nothing for yours, so it was probably deleted.

>> No.13163443

>>13163438
yes, some of the filenames show up in google but not all of it

i have no idea why this is the case, its driving me insane

>> No.13163866
File: 1.22 MB, 1206x840, d0cc8e9bbd25835ed3040b86f9743fbd.png [View same] [iqdb] [saucenao] [google]
13163866

>>13163413
Found it on gel. Here you go.
http://simg3.gelbooru.com//images/d0/cc/d0cc8e9bbd25835ed3040b86f9743fbd.png

>> No.13165747 [DELETED] 

>tfw I know I need a fort but don't want to commit the gold because graphs are on and I worry that if my lines stop rising people will see me as weak and invade

>> No.13166076
File: 9 KB, 346x146, 2000.png [View same] [iqdb] [saucenao] [google]
13166076

Started up a test fort after much deliberation in order to see how things sized up. World generation was rather uneventful: too many mega beasts roaming around killed off most civilizations, with the fairies being fortunate enough to spawn on their own little island (mostly) sheltered from the youkai and UFOs. Kappa were first to go, followed by the inbabas, though humanity managed to bitterly struggle and and the Suika also got a foothold as well as the Oni (in spite of the latter being the statistically smallest civ).

But onto the test fort itself, attempting to save it causes the game to crash, which is rather vexing. This also happened in the Oni test for adventure mode, which makes me wonder if it has to do with world generation, or a change in the raws when I suddenly reworked everything during yesterday's mess.

On an aside, any non-standard weather causes suika and some fairies to freak out, even if it's something that's supposedly beneficial, like light dust.

I'm also thinking about changing the way fairies work gameplay wise; currently, they gain skills extremely fast and already have a generous amount of base skills depending on caste, which partially negate their low rust rate. What if, rather then gain skills quickly, instead, fairies rusted skills fast (being forgetful and all), but it was relativley easy to switch their castes around depending on the needs of your fort? For instance, if you have too many useless sunflower fairies bloating the agricultural industry, you could easily use the magic circles to convert them into a more useful caste with a sunstone. Perhaps there might even be some castes that you can only realistically get by using the circles to experiment?

>> No.13166336

>>13120608
Both the old and new versions of ASEprite are fantastic. I'm actually gonna purchase a copy later, but that can wait. The only downside to using legacy builds is that the UI isn't as fancy, and it's much more hotkey-dependent than the current build. It still crashes when you try ctrl+r'ing all the same

>> No.13167620
File: 460 B, 32x32, Inaba.png [View same] [iqdb] [saucenao] [google]
13167620

>>13166336

I've been using it for spriting now that I no longer have access to Vista Paint, and it works like a charm.

>>13159594

Even with the others pack enabled, there is only one anon in the entire game, who is situated within a specific sub-region, typically an evil plain. To put that in perspective, there are 256 subregions within a tile, and 256 regions within an average sized map counting ocean tiles, so if one generates an island map, that'll be roughly 89 or so available areas of land; 1 out of 22784 tiles total. Most night creatures have an influence of a 3x3 regional radius at most, and will usually default to attacking whatever computer generated settlement is closest before going towards your fort.

As a result, you have a lower chance of stumbling upon him accidentally then you do finding a demon vault, and that's not even taking into account the possibility of him being slain during world generation, which uses size as the predominant factor to take into account when calculating victory, with anon being no bigger then a standard human (this has actually been a major issue with getting diminutive races to survive world gen; fairies were originally half the size they are currently, but doubled to be as big as kobolds because they were dropping like flies against titans and megabeasts.)

>>13161427

A strategy game not unlike AoE, but with a bigger emphasis on technology research and the use of basic units over heroes. Danmaku patterns played a heavy role as artillery, and the game was gunning to be close to Rise of Nations/Legends in gameplay. When it became clear that I absolutely could not code it worth a darn, I shifted to a 2D strategy game sort of like Cortex Command, but even when I got the basic engine to work, the game was pretty awful, unfun, and worse of all; not the vision I was going for.

>> No.13167886
File: 57 KB, 1280x400, Random_Encounter.png [View same] [iqdb] [saucenao] [google]
13167886

>>13167620

Been experimenting some more with reactions: F.O.Es, or randomized enemies now exist. These beings come in a bunch of variants, but the distinguishing factor behind them is that when they appear on map, they'll transform into a random monster. This can be something relatively harmless, like a yukkarisa or kedama for weaker variants, or potentially a far more lethal monster like an exile, boogyman, or major youkai; currently testing it further, but certain F.O.E can even transform into megabeasts during eras where megabeasts are supposedly extinct. Perhaps I can use this as a means to encounter certain Touhou characters?

>> No.13167921

>>13163389
Looks like it. I would love to contribute but I'm too busy lately. Maybe in a few months.

>> No.13168093

>>13167620
So basically, Anon is a legendary creature that you have basically no chance to meet unless you look for him. Rather than being an occurence, he sounds more like an easter egg.

Also, Rise of Legends is a good reference. Cortex Command is pretty awful. Praise to you for starting such an ambitious project, even if you failed.

And also again, autosage.

>> No.13168870
File: 38 KB, 723x815, not the coolest update.png [View same] [iqdb] [saucenao] [google]
13168870

Writing dialogue is now super easy.

I am alive

>> No.13169309
File: 2.24 MB, 1000x1200, 1426106260648.png [View same] [iqdb] [saucenao] [google]
13169309

>>13168870
>I am alive
No you aren't.

>> No.13169549

>>13168870
Stay alive.

>> No.13170307

Bad news everybody: my desktop is now seemingly symied as well; I'm typing from my phone now. Hard drive appears to be mercibly intact, and it's not DEAD dead yet, but I might not be able to work on the DF mod for a while now.

>> No.13170371

For whoever posts the next thread, please put the Touhou Crossing suggestion links in the OP again

>> No.13171163

New thread :
>>13171159
>>13171159
>>13171159

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