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incogneato

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A member registered 35 days ago · View creator page →

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https://incogneato.itch.io/canvassa I have an ending and some obstacles now whoohoo

i've also added a couple of side quests

oh yeah here is a file. https://www.dropbox.com/s/wz6294agskr9isz/CanvassaVX%286%29.zip?dl=0

I also decided to go ahead on publish this as a work in progress. I'll enter it as soon as I think a playable version with an ending is ready and depending on how people like it I might continue to work on it and make a real honest to goodness rpg

It's been a while since I posted an update. I have made a lot of progress on the AI, the guards (a stand in for cops) are almost ready to implement. They are not present unless you turn on 'test' mode. They will interrupt you when you try to place a flier. I have also increased the amount of time it takes to place a flier and removed the message that it gives you if you don't give it enough time. I will add it back if I can set it up to where it doesn't stop the player's input and instead it counts down on a timer so you can run from the cops when they see you.

I underestimated how difficult AI would be, whoo, but I have yeah set up some rudimentary behavior so yay. right now the problem i have now is that I have to set it up manually for each guard that I make. I can copy and paste it as a template but yeah I don't really have a way to make it easy lol.

Biiig update.

New Characters, locations, mechanics, a sidequest, and I left in the testing feature. To use it, just pick 'yes' on the opening menu. If you'd prefer to see how the game is shaping up as intended, select no. If you pick yes, hop into the portal that opens up and you'll be taken to a map that is otherwise inaccessible that has some things I'm just testing out on it and some leftovers from old tests. talk to the second guy from the top (the beardy one) and you will get a bunch of items and your cellar will be populated so you can test out the brewing feature without having to step through the story to get to it. there is a guy that will chase you and harass you. he is part of my AI experiment. I am going to use that to have the cops interrupt you if they catch you putting up a flier. The brewing is still somewhat a work in progress so I would like feedback on it. It's currently the most complicated thing I've put in. Gonna get some shuteye.

https://www.dropbox.com/s/omvul3rmfqnurmc/CanvassaVX%285%29.zip?dl=0

Taking the day off. I overdid it last night.

I have put the beginning of the main story together, I may add another puzzle or some sidequests later. I temporarily took a break from adding features so I could get some of the actual game made. WARNING: The fliers present at the beginning of the game are cursed content. Just putting them in made me feel bad. They range from dogwhistle white supremacy to just plain awful.

Some of the story bits are optional. This is by design. I like that if the player chooses they can sail through a lot of stuff that they have seen before.

You need RPG Maker VX Ace RTP to play the game and the download is sloooow from their website so I have a mirror. I am going to get back to experimenting and getting features in. Hopefully I'll have some NPC AI soon.

Canvassa:
https://www.dropbox.com/s/sn10oiiow4d145q/CanvassaVX%284%29.zip?dl=0

RPG Maker VX Ace  RTP (required, download and install once)

https://www.dropbox.com/s/e4twql9gjswt4im/RPGVXAce_RTP.zip?dl=0

Cleaned some things up, tweaked the graphics, moved one of our comrades to a more discreet location, decorated the map, and got better hosting. Used a temporary email address to make an anonymous Dropbox. Here is the link: https://www.dropbox.com/sh/89qjns7xrgf4a4x/AABkniMll2xHXlN6Z0JldZXfa?dl=0

biggest number in the () = it's the latest version.

You also might notice if you take a flier down you get an item called 'trash.'

(1 edit)

Here is the latest version with the poster timer and stamina gauge implemented. Also, this includes the second version of the Canvassa map and a message that pops up on game  start that tells you how to get started if you don't know how.

https://www51.zippyshare.com/v/KDS1LKYr/file.html

I'm having trouble using custom tilesets in VXA (I had less trouble with it in XP) so I may forgo using the modern tileset and keep the basic fantasy one in tact to save some time and effort. There's no reason you can't be an antifascist in a medieval fantasy setting.

I might be able, given some time, to reverse engineer the gauge used in the stamina bar and use it for my progress bar. Not tonight, though. I need some sleep and I am out of gas.

I found a script somebody generously shared to add stamina to the dashing. It is here. https://github.com/suppayami/rmvxa-collection/blob/master/Dash%20Stamina.rb

Boy, am I glad I didn't have to do this one by myself.

(4 edits)

OK I got my timer for putting up the poster set up. On interact the game sets a variable to 45 and I created a loop that first checks that the variable is > 0 and if it is it checks if the player is pressing the interact key and if they are it subtracts 1 from that variable and waits a frame. If they aren't they get a message telling them to hold it for longer. If the variable reaches zero it puts the poster up like normal. Solving problems is fun.

Now I need to find a way to display progress for it.

Well, I'd like to add a stamina bar to limit the use of the 'dash' feature RPG maker has in it, but I'm not sure if anybody has done that before for this program so I might have to try and script that myself. If I do I will probably need help drawing that bar on the screen.

It's kinda funky what I'm trying to do. I want to avoid using the turn based combat system that RPG maker comes with and make it more of an adventure game with some stealth sections and a limit on the run/sprint/dash button would help facilitate that. I also want to try to make a timer for putting the media up on the wall that can be interrupted (maybe like 3/4 of a second) with a progress bar.

Lastly, (and this is going to be the most difficult thing I think) I want my Tuffguy Thugs to 'patrol' and then chase the player if they are spotted (alone, of course) for a limited distance and/or take down any antifa media they 'see.' Once they are done with either chasing the player or taking down the media they need to go back to their patrol. RPG Maker has a pretty good system for making them follow a predetermined path, but I need a way for them to 'see' to trigger them to switch to a new mode, complete a task, then switch to a third mode that puts them back on the path, and then have them follow the path and not just start over the sequence of steps from the beginning. I am pretty sure somebody has done something similar in the program I just have to find it.

It looks like the scripting is done in RUBY which seems OK to me. I have very limited experience with JS and  even less in Python but ruby seems fairly intuitive. I'm going to put on some shpongle and get to work on these other features. If anybody has any solutions, help, or even a link to a forum thread about it I'm happy to read it. Once these three things are solved I can start making the real maps and characters and such.

even more features:

https://www103.zippyshare.com/v/b7a3dySv/file.html

I've made the first steps here, made some interactables, some different maps that will probably not make it in the final game. https://www84.zippyshare.com/v/MOjY803c/file.html

first time game dev, downloaded rpg maker VX ace and and started making an RPG about canvassing a city under siege by fascist gangs like the patriot prayer and the proud boys while avoiding them and the cops. need a modern urban tileset and if anybody has experience with the program I have a few questions. if anyone wants to help lmk