What Software You Use For Making The Game?

What software you use for making the game?

It's RPG Maker MV :)

More Posts from 2headedb0y and Others

2 months ago

You're not a literal nobody, thank you for putting so much time and effort into making such a beautiful game, omg ;-;

Nnng my heart

2 months ago

Wow this it a very ambitious project for one person. Have you made a game before or is this your first one?

Yeah it is definitely ambitious, but thankfully there are a lot of plugins and community support (if I get stuck and have a question) to help streamline a lot of it. And I'm not drawing my own map assets, those are purchased. Music is a mix of assets I donated for and someone I know making it.

So you'll see in the credits more people than me, I guess technically I'm not doing it all alone! I just don't have a team of people, so I do all the programming and scripting for the actual gameplay, map design, writing, character design/art and piecing it all together.

I have made one much smaller game before just to learn the basics of game logic and my software, which it turns out is mostly super intuitive, at least with RPG Maker. I've never released anything though.


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1 month ago

I’m so happy your adding actual skin tones to your game a lot of games I’ve played as a darker woman don’t often have the option for me to be a similar skin tone to what I actually am and it’s refreshing to see

Wow, I guess I haven't played a ton of modern games, I would think that would just be a given by now, but here we are. If we're putting skin tone options in a game it seems like one would just naturally put a wide spectrum in. That's not difficult to do at all.

This reminds me of something else with the character customization in my game though. I'm glaringly aware that I'm lacking a variety of hair textures in the hair options. I have some loose waves and some slightly tighter waves but no real curls or coils. That one can be more of a skill issue on an artist's part, being able to draw them and have them look good.

Unfortunately I've collected hair assets from various community sources as well as pulled some from the base engine default assets, and none of them have a lot of texture. I'm not sure how much that's going to matter or bother people, but right now if I can't find any pre-made I would have to draw them myself, and they wouldn't match the other hair options in style. I'm not even sure they would come out good looking in tiny pixel art form (again skill issue). So I'm feeling a little stuck there.

Sorry for the rant, you didn't even bring up hair but it was something I had been thinking about with the customization and I was reminded by the comment on skin tone variety. This is just me saying "out loud" I'm sorry about the lack of options in that regard.

2 months ago
candyaddicts just bought 2-Headed Boy a Forbidden Candy on Ko-fi! ❤️
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3 months ago
Good Feeling,

Good feeling,

Won't you stay with me,

Just a little longer?

It always seems like you're leaving,

When I know the other one,

Just a little too well...


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3 months ago

Worked on the light effects for 2-Headed Boy today. Before, the city lights would only turn on/off when the player loaded into a new map (depending on the in-game time during that map load), but that seemed pretty awkward. I mean, what if you're hanging out on the same map from daytime until it's supposed to be dark?

The map would get dark before, but the city lights wouldn't come on and the open/closed shop signs wouldn't switch without changing what area you're in, which could get confusing. If you were standing outside the mall and the business hours passed, the sign wouldn't light up "closed" instead of "open" unless you went into a building and came back out for example.

But now, light effects are dynamic! Streetlights come on when night falls whether you change map or not. Open/closed signs come on when they're supposed to for your MC's local businesses.

And the window lights for that weird fenced off condemned house.

Probably more important than all of that though, is the game now has a more eye-friendly font! Plus, a handy window in the top corner so you can always know the date, time, and season.

You also might have noticed it says it's October in the video, but the season is winter; I manually changed the season to winter without bothering to match the month, just to show off the winter map. But the game starts in October, and so will start on the fall map :)


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3 months ago
Finally Put The Final Love Interest Into The Game. The Blonde Is Yugen, Birthdate May 21. He's The Slowest
Finally Put The Final Love Interest Into The Game. The Blonde Is Yugen, Birthdate May 21. He's The Slowest
Finally Put The Final Love Interest Into The Game. The Blonde Is Yugen, Birthdate May 21. He's The Slowest
Finally Put The Final Love Interest Into The Game. The Blonde Is Yugen, Birthdate May 21. He's The Slowest
Finally Put The Final Love Interest Into The Game. The Blonde Is Yugen, Birthdate May 21. He's The Slowest
Finally Put The Final Love Interest Into The Game. The Blonde Is Yugen, Birthdate May 21. He's The Slowest

Finally put the final love interest into the game. The blonde is Yugen, birthdate May 21. He's the slowest burn of all routes, and also the one your yandere hates the most, because he's the most difficult route to sabotage. Once Yugen is invested in the player, he tends to not let go... This one's gonna be a tug of war for your yandere.

Next is to make a sprite set for him!


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2 months ago
He Wishes You Would :/

He wishes you would :/

I spent most of my project time yesterday researching some specific things about the game's engine, like whether a certain mechanic would be possible etc. It all came back as good news, though I can't say what all of it was since it would kind of spoil some of the fun in playing to know ahead of time.

But what I can say is that I think I'll be able to release the game in installments and people should be able to carry their save files over between each of them, which is one thing I wasn't sure would be possible. It will just require a little bit of planning ahead of time on my part, since adding certain things to a new installment would break old save files (mainly plugins or certain types of scripts requiring data initialization at startup).

So as long as I make sure all the plugins I want to use for the game are already implemented at the first launch, there shouldn't be any problems with people playing the whole thing across one save file through multiple releases/"expansions" or whatever. And of course, I can't delete anything from the new installments that already existed in the former ones.

So that's exciting, because it means I can release a playable game sooner, though I still don't have a release timeframe set yet. What I would like to do is release 1 love interest route at a time, starting with Yurei. And obviously Kage will be in that first release and all subsequent ones because he just won't fucking leave you alone


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2headedb0y - I Hate You, Don't Leave Me
I Hate You, Don't Leave Me

21+ blog owner Upcoming free-to-play yandere boyfriend PC game: "2-Headed Boy" TikTok: @2headed.boy1 reddit: r/2HeadedBoy Twitter/X: 2HeadedBoy2024

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