Mysterious room of mysteryyyyyy hmmmmmm What could this be...?
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Mysterious room of mysteryyyyyy hmmmmmm What could this be...?
Little doodle of our main character Darcy (in default outfit) done last night in between map work. For something a little bit different
More work on the city! Entrance to the park map done and fixed a few minor details. It looks a bit bare without NPCs though, oh well!
First pass of animating a fountain for outside the con center. Pretty... hmm so far tbh but I think should be able to keep working on it. I’ve since added some tiles around the base too.
Following up from concept sketches from yesterday, WIP of the convention center for the map. Or at least the ground floor part of it. Still a lot to go, but we’ll get there eventually
Some concept sketches in different stages trying to come up with a look for the convention center of the game. Have already started working on the con map, but needed to get down a good look for the building first. Probably obvious, but the design was inspired by thread and needle
Hey there, it’s been a while! We’ve been pretty busy with real life stuff lately so Conquest took a bit of a back seat for a while, but have started getting into working on it again lately and have a few things to show. I’ve been working on this town map on and off for a while as it’s pretty time-consuming. Top picture was one of the first passes, with the colour palette I originally picked out for it. After discussing it Nathan we decided the blues were too calming and mellow and chill for what is suppose to be an exciting arrival at the city the convention is being held at. The bottom screen is with re-worked colours and also giving the buildings more depth. There’s still a lot to do on this map so it’s far from finished, but it’s progress so enjoy a sneaky WIP - Carly
Small update today. My final assignments are all due in the next week, so I’m looking forward to getting back into development properly. In the meantime I decided to break my coding drought with this small fix this evening. The above screenshot is a bug caught in the process.
Last week we decided the message system was a little annoying. On one hand, the regular speed was too slow. UMS provides a skip option called “WRITE_ALL” which will display the entire message, but this makes it easy for players to miss dialogue when trying to make things go a little faster.
All I wanted was a way to write dialogue a little faster. To do so I quickly found that you can’t just multiply or add to the current text_speed - text speed in RPG Maker denotes the amount of frames between writing each character. Since you can’t just bump up the framerate, the solution is to output multiple characters for each frame -- as long as you check the next character is not nil. Else you’ll get weird formatting errors like the screenshot above.
I then had to update text sound effects according to text speed, but that was a little easier since I wasn’t playing them every frame to begin with. Either way, progress is progress.