Game
MLP: The Bonds of Friendship
10 years ago

A rundown of the process I go through in making this game for you all


I suggest you bring a lunch becuase your gonna be sitting here awhile…

  1. Working out the bugs from the previous version

This is known as a Script. This is what makes the game and many core features in it, tick. When you all encounter these bugs that I can’t fix through pure eventing alone, I have to put on my scuba-gear and dive into this ocean of code! Much of the time, I don’t know what I’m doing since I’m not RGSS3 savy but I always try to fix the problem myself before going for “professional help”. Many times I fix the issue on my own but more often than not, I have to hit up forums dedicated to this game engine and do my best to descibe the bug and ask how to fix it.

Often times, I’m waiting for days at a time for an awnser and sometimes I never get one. The times when I never do get the awnser I need, I look for an alternate method to fixing the problem, this can mean using another script to mask the bug so it doesn’t show up or removing the script completely and using another script with similar functionalty that doesn’t have said bug. Remember, I’m not RGSS3 savy, so I can’t just dive in and fix everything myself! >.<

  1. Working the backend of the game

Looks simple and straight forward don’t it? Hahaha,if only…

Remember that image of the script we just looked at above? Well many scripts in “The Bonds Of Friendship” require a second set of coding, this set however is ALOT EASIER as its merely a set of calls and/or keywords that the script itself will pick up on and use so everything runs nicely. This secondary set of code resides in the skill or actor’s notebox.

Take a look at the skill’s notebox in the lower right hand corner, see all those words in the “<>”? Those are what the script will look up to make those neat animations and attack events happen. If they aren’t there, the script will sit back and tap its non-existant fingers on the desk wondering why you aren’t having it do anything if its in the script section of your game. It may look fairly simple but you can botch things up real fast if you don’t put the syntax in correctly.

Then of course we have this:

Looks really simplistic don’t it? I bet your wondering: “How the hell can a generic animation program like this, create something as awesome as we’ve seen in game?!”

The awnser lies within the scripts and notes section of the skills tab! To explain all this however would take ALOT LONGER and I don’t want to such up too much of your time.

In a nutshell, this is where I spend much of my time, testing out damage formulas, making animations, and working my ass off to make your experince in my game as awesome as it can be. :)

No need to scream it at me Rainbow Dash…-_-;

This is the basic interface I use to make basic tileset maps while I wait for my paralax map artist to create MUCH BETTER looking paralax maps which don’t use tilesets. There’s not much I can say on this topic other than making a good looking tileset map in MLP style when said MLP tilesets don’t exist is impossible.

This is the basic event interface, looks really simple don’t it? When I click on a line within the event window, this pops up:

That simple eventing interface suddenly doesn’t look so simple, does it? XD

Through this eventing system I control EVERYTHING you will see,interact with, and the story you will inevitably progress through. I go here once I’m done with all the backend stuff and event in more of the storyline and/or events that occur within the game.

One improperly set switch or varible and you can destroy and/or derail an entire game’s storyline or completely crash the game… It’s little wonder why you see so many map and event related bugs now that you see this, isn’t it?:3

Lastly, there’s the resources section. This part of the game engine stores every single graphic and sound bit you hear in game. I rarely touch this section unless I plan on adding or removing content from the game.

And that covers it for what I do behind the scenes to make “The Bonds Of Friendship”! Not all that glamorious as it seems but its the end result of all the hard work put into making this game that makes banging my head aginst the wall worth while. :)

If you’ve bothered to read this thing completely through then you must really enjoy the game! Or…you’ve got nothing better to do and figured reading this would kill off about 10-15mins.:P

Either way, would you consider supporting me?

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My Patreon!

I don’t have much money of my own and paying people to make the paralax maps,sprites, and fix script bugs/incompatabilities doesn’t come cheep!

Have a nice day!



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