Saturday, April 25, 2020

The last post of the blog. For now.

Hey guys, so... The post I'm making here is to tell that I don't really have anything to tell of progress for projects and stuff. That isn't related to the covid madness or anything else, It never influenced on how I work. The thing is, I think either I lost the gas to work on my project, or my interest in trying to develop a game is going away, or my interest shifted mostly towards my mods, because I'm being unable to do any progress in my projects.

The only thing I'm being able to work on is my mods, not only because I'm having fun working and playing with them, but I also have the support of people to make me go on. The thing with modding is that for mods I don't need to build the entire game, I just implement new systems into an existing game. As for developing a game, I have to do it from scratch (yes, I sprite the game from a blue screen to something playable) because I can't run most game engines, and just I don't get into Godot Engine to make a game, I just simply am unable to, I tried several times to build a game on it.

So.. What does all this mean? I will still try to work on my projects, but I will no longer try to maintain this blog. Maybe I can end up updating it If the project get some interesting change, or is nearly on the launch, but until then... I don't know what It will be of this blog.

I'm pretty sure that because of the several delays the project gained, aswell as remakes, the interest of many people is also gone. I notice when the view count of the blog drops, and I don't blame anyone for that, other than me. It's a new thing for me trying to launch a game, but I want It to be perfect and keep people entertained for long, that is why I keep remaking It, and implementing/changing mechanics. The problem with that, is that I may end up launching another Cube World, where the game you met in 2018 isn't the game you get when It gets launched. It would be a major hit for me, because It would mean I betrayed you.

So, I guess that makes things clear about the current state. Also, the post Is also to not make so the last post of the blog to be related to donation, because that gives an extremelly bad impression, looking like It's all about the money, when It isn't.

So... That's all folks! I hope I see you guys If I manage to launch my projects, I will try my best to listen to what you say, and help If you have problems. And sometimes get mixed up with you guys on multiplayer gameplays, I only wonder if someone will manage to find out that It's me. Hehe.

See ya!

Saturday, March 7, 2020

A little talk about donation, and why I'm no longer getting those

Hey guys, I'm making this post to talk about donation and stuff, and no, this post isn't to beg or anything, It's just to explain things related to it, so read It if you want.

Well, I like programming cool stuffs in game, mostly, I feel joy just by seeing people having fun with what I made, that is kind of like an aval saying that I should go on on the project. N Terraria for example, It nearly reached season 7 just because of how much people liked it, they even made videos showcasing it. But where enters the donation part of the topic? I'll tell you.

As much as I like when people plays an enjoys what I create, the donations were a kind of extra I gained for what I've done, for example: I've only were able to buy something for myself after I've been able to make use of the money I've got from advertisement links that redirects to download links.

I used Adfly to earn a little extra from the downloads of my mods, without counting that also helped me track how many people tried to download the mods (helped track popularity), beside that also gave people an way of donating without spenting a cent, the only thing spent was bandwidth and a little time. Well... Kind of...

I never trusted Adfly's way of handling ads, I always feared that they could have malicious content and cause troubles to ones accessing the download links, even an old team member of the mod has also said the same thing. One thing that also helped that decision, is the fact that the new links the site generates, aren't from Adfly, so what kind of site It can send people to, when they click the link? Neither I wanted to find out. So I've removed all links from Adfly from my mods and projects download link.

So, what now? I've got no way of gaining donation. I've been thinking a lot about it, even thought about Patreon, but there is something that bugs me about it.

Patreon seems to ease the donation for individuals, but I don't want to give the impression that I will stop doing what I do, just because I'm not receiving the royalties for it. Neither want to give the impression that If you don't donate x per month, I wont do something. Not even give some exclusivity to paying players. If there would be a reward given to the people donating, maybe could be keys for my future games, or something else.

The donation surelly helps the developer (me), but I don't want to be forced to do what I do, neither have to implement contents for specific people just because of it. At least that is what is holding me from opening a Patreon.

So, in the end, I'm still doing my things for free. It helps rising my abilities in programming, and also increment the game, and I'm not receiving a cent from what I do. And the biggest reward, is seeing people having fun with it. But It surely was good to be able to buy things...

Well, that is it for this talk.

Friday, March 6, 2020

A new Battle System photo from Tamers Network.

I don't really have much to say, but I'll show a photo instead.
That's a lot of monsters.

Thursday, February 20, 2020

Status changes and what has been added to TN Project

Hey guys. Huh, It's pretty lame that 3 of the games I've launched are automatic, and only 1 actually has some gameplay. Well, all of them are unfinished anyway. I guess in the future I'll manage to launch a rpg you can actually play, and no, I'm not talking of rpgs like TN project.

Talking about Tamers Network, I've did some changes to the status system of the game, aswell as how they work. I will still need to see them in action, and possibly do some changes to them.

Strength, Agility, Vitality, Inteligence, Dexterity and Luck are now gone, the new status system for now is as follow, aswell as their description:
Power [ATK]
Increases Physical Damage, Max Health and Physical Defense.
Tenacity [DEF]
Increases Physical Defense, Max Health and Critical Immunity.
Ferocity [SPD]
Increases Critical Damage, Evasion Rate and Attack Speed.
Expertise [ACC]
Increases Luck, Critical Rate and Accuracy Rate.
Wisdom [MAG]
Increases Magic Damage, Max Mana and Status Immunity.
Malice [EFF]
Increases Magic Defense, Status Rate and Status Power.
That is just a draft, though, It may end up being changed in the future (even more since Malice gives Magic Defense).

The changes to the status system is to make each status make the monster more inclined to something, so If a monster has high Tenacity, It means the monster will be more resistant to attacks, If a monster has more Malice, then will be able to inflict debuffs at higher chance, and also empower them.

Each status also somewhat are grouped by a build type:
Power and Tenacity are Melee Attributes.
Ferocity and Expertise are Speed Attributes.
Wisdom and Malice are Magic attributes.

Each of the three will make the monsters better at something, but that wont stop you from trying other gameplay styles depending on the status of your monsters.

By the way, say goodbye to Ranged Damage status, now ranged attacks will inflict Physical Damage. But possibly I'll try to add something to make the ranged attacks matter in comparission to melee attacks in the game.

As for the current progress in the game:

  • I've been able to create the Hair system of the character, which also resulted into adding a head that isn't attached to the outfit. (The new head and hair system will probably take less ram when loaded on the game)
  • Finished the Outfit system. (Freedom!! To build the character outfit. With up to 5 different colors to pick for each piece, depending on the outfit)
  • Finished the monster frame pointers system, which helps me at setting which parts of the monsters are where on every frame (will be useful for skills).
  • Added map scrolling.
  • Improved the map creator from tileset, includding the return of tile types on the game.
  • Water animation!
There is still some roads to take, but If I keep doing my best on the project, this will end up better than the first games.

The only thing that worries me, is when I have to begin making female character sprites, like outfits and hairstyle. I had some troubles making the player hair sprites, wonder if I make the female character version of the sprites.

Well, that is all for today's news, I would tell you about my idea for the status points right now, but I wont. Maybe I'll talk about it on a future news, because what It will need to work need to be built.

See ya next time.

Saturday, February 8, 2020

New map system on TNR Project.

Hey guys, just to tell you that I'm working sometimes on the new engine of Tamers Network project.

First of all, I wont be naming the game "New Tamers Network Reborn Again" or something like that. Instead, I'll leave the game name just as "Tamers Network". The reason as to why I leaved It like that, is because It will really be annoying to keep giving new names to the project everytime I rebuild it, even more since I plan on not trying to rebuild this game anymore, since I'm trying to make it very much stable.

I've posted a twitt showing how the new game map looks, without any zoom. It also shows the new tile sprites for the game, aswell as player sprite, and a monster npc that I added for debugging.
Also, I would like to emphasize the fact that all sprites in the game are now 1x1 in pixel size, so that not only means I can put more details on the sprite, but also can do the scaling through the engine Itself.

Another thing I want also you to know, is that the player equipments are now outfits, the outfits can now have their own designs, and also will be responsible for drawing the player body (if the outfit has a player body part visible). I still need to do something like that for the player hair.

There is still some roads for me to cross on the project, but that is already a good beginning. I tried my best to make the game stable, so you wont have problems during the gameplay.

Currently, that's all for the news. Ah, I've also did one thing I wanted to do in the game since the last version, splitting the monster body and animations from their monster datas, so only level, status and stuff will be saved on your character, their position and animations wont. That will lighten the game, even more since not only the player will have monsters in their team.

See ya next time!