A lot of game engines have this problem because of how the data is packed, and they generally come from an unpublished source
poltergasm
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Heyo! So I'm not very knowledgeable with javascript/ruby, and even less so in regards to RPG Maker internals, so I was hoping someone might be interested in developing an idea I have for a battle system. I've prototyped it up in another engine so I can show you exactly how it works, and even share the code. It's written in Lua, but you might be able to translate a large portion of it to JS which could help expedite things. I have access to MV and Ace, and I'm happy to use either one honestly.
If anyone is interested in finding out more about it and working on the idea, feel free to reach out to me on discord (poltergasm.official).
Here's a clip of my prototype. It uses tertominos as skills and you insert them on the 3x3 grid in order to damage/debuff enemies. In this example, I have 2 vertical blocks that steal armor temporarily, 1 L shape block that deals 1 damage per cell, 1 diagonal shaped block that deals 2 damage per cell and a single block that steals life from a monster. Obviously in RPG Maker you could make use of the skills database for all this stuff. Perhaps each skill could have a note with
<tetrisPattern> 0,0;0,1;1,1 </tetrisPattern> to denote the initial shape. It makes for a very unique, interesting and strategic battle system imho.
Cheers!
- Polter
It annoys me that people are slapping the term "AI" on everything these days (not your fault). What you're talking about here is interpolation, and these kind of tools have been around before AI. They don't generate art - they simply add skewed frames to what you have already created in order to make it look smoother. I'm not a host, but I can't see it being a problem.
I really appreciate the No AI filtering, but it seems a bit backwards. Ideally it should be applied by default, or alternatively, I'd recommend a checkbox in your profile settings under "Content — How content on itch.io is shown to you"
If that is selected, then any future searches will automatically have No AI applied so you can set it and forget it.
Cheers!
I really like unique spins on existing games, especially card/dice games. Once I picked up the gist of Grid Lock I was hooked. With a more fleshed out UI and sound effects there's a lot of potential here. I'm not too sure the light bulb would be necessary, but in the interest of the theme it totally makes sense. Great submission, and I hope you decide to continue working on this idea.
Solving a puzzle feels good. Never having played a puzzle, like sudoku before, researching it and successfully solving it feels even better. And I've honestly never used a rotary combination lock safe before, so that was also a new experience for me. Top notch presentation also. The color shader gives it a nice retro/gloomy aesthetic. Nice work, and thank you for introducing me to new things!
Always been a fan of jump king mechanics, so this resonated with me. Sound design was really good for a pico8 game (I have no idea how you pull that off), and the concept art was very inspired - great job, Finn!
The trajectory line was very welcome, and I liked how easy it was to differentiate oneway platforms from solid ones. Good game!
Thanks for playing! Yeah I think that soft lock got a lot of people. When I first started working on this, the monkey could travel across single tile gaps so it was never a problem. Eventually I reduced his width to make navigating the tight levels easier, but completely forgot about that scenario in level 1...