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Fates Gamble: a Russian Roulette RPG with an Interactive story!!!

A topic by Chillitch created Feb 23, 2024 Views: 10,380 Replies: 323
Viewing posts 201 to 255 of 255 · Previous page · First page

Art Update:

Ok I finished the shotgun animations for the opponents, now all I have to do is finish the revolver animations for them.

Art Update:

I finished the revolver and the tranquilizer. I will hopefully show them out later. Next up is the double barrel shotgun.

monke

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Art Update:

finished the Double Barrel shotgun animation for both male and female. will hopefully show it tomorrow.

Media Update:

I'm working on another video, but its just the script right now. I'm mainly talking about my story the next video.

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Finally! The weapon animation are here!

In those two idle animations, is the opponent supposed to be pointing the gun at the player or they're just holding it?

Because they don't seem to be pointing it directly at the player, nor are they holding the gun at a rest pose...

idk I'm just curious lol

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yeah I wanted to show a bit more perspective with the revolver and tranquilizer. Although it kind of was meant to point at the player. Now that you mention it, it really doesn’t look like it’s pointing at the player at all. I’m a little embarrassed, haha.
I could do what I will do with the shotgun where I will add a screen flash, to give the illusion he quickly shot you. But idk, I’ll probably just fix it. >_<

Unfortunately I lost that revolver toy that I showed off. It would’ve helped me since all the opponents hands are rotoscoped as mine (because I struggle with perspective a lot). 

But I’ve learned a bit from this experience, so I’m sure I can just fix it.

Media Update:

Ok so I'm almost done with the script BUT, I'm going to see if I can fix the revolver and tranquilizer animation and then work on the game tomorrow. 

I'm getting even more excited to make this game, because I feel like I'm understanding what I want my game to be. In the video I'm making, I talk a lot about the story of course, but there's a lot of mechanics in my OG story that made me feel like somethings missing in the game. You'll see what I mean once the videos up, but for tomorrow I really wanna work on my game.

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Art Update: 

Ok I finished reworking the Revolver and tranquilizer, I'll show them off tomorrow. 


Yes, I did redesign the double barreled shotgun, which looks nothing like the OG. I didnt like the first design so I'll be redoing the players double barrel shotgun animation for the full game.

Battle System Update:

It really embarrassed me how much bugs there were haha. It's really hard finding bugs with events considering just how awful they are to work with. But oh well... I wish I got more done today, but it's hard while taking care of 3 kids. I hope to do more on Monday.

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Ugh I feel so bad that I haven't updated in a while. I'm sorry guys. I didnt have time to record the animations and I said I would >_<
but really I do have them up, they were easy to make. Also I realized I need 4 more animations haha, I forgot I need to create an animation where the Opponent shoots themselves with all 4 guns... oop.

Thoughts on the Buckshot Beta:

I tend to mention Buckshot roulette a lot. I'm sorry I don't want to come off as someone being a copy cat, haha. I just wanted to see what they added, so I can see if I could take some inspiration.

Should this count as spoilers? I mean people who have buckshot roulette are gonna get the Multiplayer Update. But anyways, I was on the CR channel and I got the notification for the buckshot beta on Monday. Wanted to tell you guys my thoughts on Monday but I unfortunately didn't >_<

To start off, one of my educated guesses were right! One of the items ("Remote") really is an Uno Reverse card. 

However the other item ("Jammer") in the game is really disappointing. It's just the handcuffs... but for multiplayer. I was disappointed because one of them I already guessed and the other is just a reskinned handcuff. It really is a shame, but oh well, the multiplayer was fun. Although I got too addicted to it, to the point where I didnt want to do work on my own game >_<

I might make an item like remote, which would be good for maybe partner based battles in my game.

Media Update:

Started recording for my video about my story. I hope you guys like it, I also mention a new mechanic and a little more about the keyword system. If you haven't already, you should check out my YT channel for exclusive updates.

https://www.youtube.com/@ChillDev_Official

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Media Update:

Ok so hopefully the video will be out by tomorrow. I'm a little sad I didnt get to do much today though. Hopefully I will have a lot of time tomorrow. 

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Animation Update:

Sorry I should of just showed these off before, but I would make an update when I'm tired so I would say "eh, I'll do it tomorrow", and then never do it >_<


Media Update: 

As usual I hoped my video would come out today, but it didnt today due to circumstances. Oh well, I'm sure I'll finish it tomorrow... I hope  ._.

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By the way, HOW DO YOU DRAW HANDS SO GOOD!?

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Oh I already told you a week ago haha. 

I use rotoscope since I have problems drawing hands. I take a picture of my hands and draw over them. 

Excuse my bony hands lol.



I used a BOP-IT toy to help me. 

ALSO UGGHHH LOOKING BACK AT THE DB SHOTGUN, I NEED TO ADD A WHITE OUTLINE TO THE FIRST FRAME OF THE HAND >_<

more examples:

Small Spoiler for Faith: the Unholy Trinity.

You can kind of tell by the Four leaf clover animation, that I'm not particularly good at drawing hands by themselves. I might change the Four leaf clover animation...Maybe, but I genuinely was considering making all hands in this weird creepy look. Who knows what I'll do. Might use it again for future use.

EDIT: 

To give some Behind the Scenes for Fates Gamble. This video by Andiematronic was an inspiration

Again spoilers for Faith: the Unholy Trinity.

(Skip to 17:25 for context)

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ye i believe i have dementia...


The hand in the Four leaf clover animation looks stylized and nice. Don't change it!

It reminds me of the hand in 2DBoy studio logo intro:

btw does Fate's Gamble have a main character? (not including the protagonist)
The video got me curious :P
I hope this doesn't turn out to be another dementia situation again lol

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holy shoot the developers of “world of goo”!!!!!!

I’m not exactly sure what you mean. See my idea is to make a character creator. So it’s not like the “main character is a fully developed character with a backstory. My plan is to make “you” the main character, have amnesia, so there’s no real backstory.

Also I don’t know what you mean by “not including the protagonist.” It’s not the character in the beta if that’s what you’re thinking. Right now I really only have a mascot, which is the “Opponent.”

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Im tired, bleh... Here's my new exclusive devlog video on YT.

:3

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Art Update:

I finished the tranquilizer and revolver animation for the opponent when he shoots himself. I’ll see what I can do for the shotgun.
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I kind of wish I could do more than say sorry. I was going on a trip to Disney land, but somehow forgot the Ac adapter to my laptop so I couldn't even do work /:

Oh well, I didnt get enough time anyway. You guys might think I'm preparing for something special but... no i just went on a trip >_<

Hey at least it over, I will hopefully have enough time tomorrow to work.

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Art Update:

Ugh, I realized the Male Opponent doesn't hold the revolver right. HOW DID I NOT NOTICE THAT. Also the Tranquillizer animation is messed up on the Female Opponent.

Also here's what would happen if you hit the Opponent. I always imagined them with a "Kermit the Frog" neck. Maybe you guys don't like it, but It's how I imagined them.

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Game Scene Update:

So I was working in the game again and added a more proper intro. You can now put your gender in as well.

Art Update:

I was mainly experimenting with pixel art. Trying to see what fits and what doesn't. Sorry I don't have much to show, I'm trying to figure things out with some the art.


(Also yes there is a video on my channel but I didnt advertise it since I realized that people aren't here to watch my gameplay vids, just the devlogs about my game.)

(But by all means go check out my channel, (Not asking >:3) there's exclusive info about Fates Gamble on there.)

YouTube Channel

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By the way, I just watched a video about an old roulette game and I find it way more terrifying than Buckshot Roulette!

I'm not sure if you have heard about it before. It's called Orange Roulette.

I haven't played it yet but I think you will find it interesting! \(0 30)/

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HOLY SHOOT, THATS AMAZING! I like a lot of the decidophobia you have when playing it. Not only is shooting an opponent way scarier, but now even shooting yourself is scarier. It is interesting since in my opinion, Buckshot roulette encourages the player to be more offensive while Fates Gamble encourages the player to be more defensive. It's made me wonder if my game is not that scary, so I really do appreciate this, I really want to implement this in my game because of just how many choices are scary. 

You don't want to shoot the opponent because then you have to shoot yourself, but you don't wanna shoot yourself, because you might give the opponent an advantage in getting the live round. But lets say the gun passes to you. Do you spin it or shoot yourself, either option could kill you on the spot. This is great, To be honest, I might genuinely add this in the 2nd beta.

Also to give some behind the scenes, I was considering on adding a "spin cylinder" button before, but got rid of it, because I felt like it was useless other than preventing the fortune cookie item. But after this video I'm starting to think I should use it. However this would mean I have to get rid of Fortune cookie as its really not that useful, or make it really cheap. Idk might just get rid of it tbh. Was thinking of using the "spin cylinder" button limited to the revolver but I want every gun to have it.

Apologies for no Update yesterday. I had a massive headache and it felt like I couldn't even look at my computer screen. I did some things yesterday but couldn't do much due to me being sick. 

I'll be making another update today.

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Items & Game Update:

If you read the conversation with me and O_tire, you'll know that I'm taking Orange Roulette as inspiration.

This will now be the main focus. I will discuss it more in a later devlog.

Also the video is important as it's the reason why I'm unfortunately canceling 2 items. The Fortune Cookie and the Tactical Vest. I'm very sad that I have to cut these items, but If I'm using this game as inspiration, then I cant use them. If the player is allowed to spin the cylinder, then the item wont matter. Also the Tactical vest was useful, but since the gun passes to your opponent when you shoot yourself in orange roulette, it's not really that interesting. The player might as well just have a heal syringe and a red flag. I mean I guess it could be helpful... if you had 4 HP.

Goodbye Fortune Cookie and Tactical Vest. You will now be put as "Cut Content."

Also I was fixing a whole mess of bugs on the briefcase item. Also Dealer is smarter when dealing with the Briefcase Item.

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I apologize for no update today. I took a break on this day, since I forgot yesterday was Sunday. Plus it's veterans day anyways, haha.

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Battle system Update:

Was gonna make this yesterday but when I was done with everything, I noticed it was already 12:00 pm for me so I decided to just make this post tomorrow. 

So here's some things I'm planning. 

  • Spin cylinder button
  • No blank rounds will be ejected
  • Don't let player use eye card for four leaf clover.
  • Ammo reloads ONLY once live round is found.
  • Get rid of Explosive rounds.

Yes I am getting rid of explosive rounds... Most likely, not that I'm absolutely sure, but "most likely." Explosive rounds were there to encourage the player to shoot themselves. However using Orange roulettes system, you're encouraged to shoot yourself so much, that I don't think there's a point to keep them.

Also still working on adding more to the event system/script. I'm very confident about this whole "Orange roulette" thing.

EDIT: Expect another update today.

Battle System Update:

Ok, There probably still needs to be some more test in order to bug test it, but the Orange roulette system is now in place! There will be no more Buckshot roulette inspiration. Also Might change the title of this Devlog. 

Weapon Update:

I probably don't need to really say this since I haven't talked about it in a while. But whatever. Do any of you remember when I talked about a gun that would get stronger the more you shoot yourself. I was thinking of calling it "Sniper Rifle", but I may or may not be getting rid of it. I'd rather have the Double Barrel Shotgun be the strongest weapon and also it sucks to see an opponent just shoot themselves a lot and then do massive damage to you /:

It's the same reason I got rid of Supers.

However I'm thinking of another weapon idea. It's sort of an opposite to the shotgun. It does only 1 damage instead of the revolvers 2 damage. It's called the "Silenced Pistol." What do you think? Much like how the shotgun is for players who are confident in winning, the silenced pistol will be for players who aren't confident. ALSO, it can be for people who find the Plasma Cutter to be an annoying item.

Item Update:

Red flag will no longer get rid of a round. It will instead skip it. Also I'll be declaring Red Flag as an echo Item to Eye Card. I mean The Red Flag is basically just an Eye Card except it skips the round.

Conclusion:

There's a slight problem. When making Items, weapons, etc., I noticed a slight problem. I was making these with the OG battle system in mind. Now that I changed it, I need to rethink some of them, to see if they still work with this new battle system I'm proposing. It's what happened to Red Flag. I'll need some time to think. I'm starting to realize that things don't work as well with this new game mode.  I hope I don't get rid of anything, I'm thinking of getting rid of Double barrel shotgun, but lets see if it survives if I change some things about it.

Again I apologize for no update yesterday. I was trying to figure out some bugs mainly. Also, my attention span has been pretty bad, but that's probably because I haven't been used to working on the Event System. When doing art, story, or whatever else, my attention would be very good. But it's ok, I just need to remember my habits to keep my attention. Habits are very important and I've completely forgotten about them, so I need to start using them again, because it's what's been helping me work on this game from the start. Overall the Battle system is looking promising.

Also, I haven't been working today, because my friends wanted to play L4D2 with me, and I didnt wanna wait till Sunday (my usual break) since I never really get time to spend with them (If you're wondering, yes it will be a gameplay video on my channel). Also I had to help my mom with stuff, so I didnt wanna work on my game because I wouldn't have too much time to really update yall about my progress.

On the bright side...

Media Update:

I think I'm gonna be making a new devlog on my channel. I'm thinking of making it a mix of talking about the date my game will come out and what I'm implementing in the battle system.

Battle system Update:

Ok, I finished with a lot of bugs, and also I'm working on the Opponent AI when using the red flag. ALSO, I've realized how unfun the Double Barrel Shotgun is. It does a lot of damage, but the fact that it can only has an ammo count of 2, makes it way to easy to end yours or the Opponents run of the game. Of course that was the intention, but the more I played it, the more I realized how unfun it was. So I'm making the Double Barrel Shotgun an ammo count like the other guns instead of just being capped at two. 

I also might have a new mode. Insta-kill mode! This will be more like how Orange roulette is played. 

Guys, I'm almost done with the mechanics and modes. After that I need to do some pixel art and put in some spice to make it look good. I've mainly been calling this a beta, but really I should be calling it a beta/playable teaser. Not only does it show what I'm creating but it's also meant to be a unique experience to show what's happening.

Stay tuned!

Media Update:

Ok so I'm working on the video. Still trying to figure out what to do with when I want the game to come, especially since I'm changing things. I'm still hoping for 2026 to be when my game comes out, but again, don't count on it.

Media Update:

Alright hopefully, Ill be doing some voice work tomorrow.

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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH


All I want to do is edit my video but everything goes wrong /:

Genuinely might get rid of ClipChamp /:

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ClipChamp? You edit with... ClipChamp?
In your video you said that you love editing but it can slows down the development of Fates Gamble, so keep using ClipChamp because it will make you HATE editing real soon XD

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Yeah this comment didnt age well lmao. Yeah a "love hate" relationship X3. I love it when it works haha. Kind of scared to learn an all new editor at the same time though, thinking of using shot cut. 

It just lags like sh** for no reason and crashes for no reason, so I have to restart my PC for it to work. If you recommend any other editors let me know lol, might check out blender video edits. Or maybe I need a more powerful laptop, haha

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Ok it's out. I'm sorry for taking so long. Ngl its kind of my fault for how long this took.

Anyways I just talk about when I hope to release my game despite it not being wise to answer that till I'm like 80% done LOL.

Game scene Update:

I probably will work on making a proper intro to the battle system or maybe work on the game modes. Especially chance mode (might even rename it).

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Battle System Update:

Okay the Opponent should be ready for the intro to my game. It's looking really promising.

In other news, Orange roulette, when you shoot yourself, the gun would pass to the opponent, but in this game when you shoot yourself, you have 2 options. Either you can pass the gun or shoot the opponent, and if you shoot the opponent, you will have to pass it to the opponent. This is so I didnt have to get rid of the four leaf clover. Also, I finished fixing a lot of bugs

Item Update:

I really worked on the Red Flag a lot. At first it was just kind of a "meh" item, like the "Beer".  But now with this new orange roulette system, it's making everything great by making the Red Flag a way more unique item, and with that, it can help the Opponent be smarter when using it :3

Item Update:

Zip-Ties don't stack anymore. See in buckshot roulette, you could hand cuff an enemy, but if they were already cuffed, then you couldn't use it again, so the dealer wouldn't be cuffed for ever. Also fixed a bunch of bugs. I swear the event system is way too limited for a battle system... which is my fault for choosing it lol.

Game scene:

Ok so the Intro to the battle system will start out normally. It will have the no item battle, then have items, but the third is changed. It wont be timed, instead it will have limited actions. Also I will have the player pick items after the no items match, so they understand a bit better

Game Scene Update:

Ummm, I'm not really sure what to say other than I'm still working on everything, haha. Also I hate how much bugs slow down progress for what I want to do. So rn, yeah, not much to say. Hopefully I'll have much to say tomorrow :3

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Battle System Update:

I'm very happy with how things are going with the Opponent. Also, much Like Buckshot roulette, My plan is to make the AI smarter for hard mode (AKA Chance Mode). But of course there's a problem. When I playtest the Opponent, I keep seeing bugs that make him cheat or make him worse. I understand bugs are not something to be scared of, but in RPG maker it is! The event system is very limited and easy, which means it's hard to create bugs, but once you get one, you feel like you're mind is going to explode, because you're trying to understand what's wrong with your events. Of course, the event system isn't made for Complex battle systems. I am simply pushing the limits of it. 

Also I technically finished the Intro. I just feel so scared to make two AI difficulties of the Opponent, because if one is bugged the other will carry it. Ugh...

Anyways I'm having fun testing lol, things are looking promising for the Opponent as of right now.

Media Update:

I GOT A NEW MICROPHONE! It makes my voice sound better. You guys will have to get used to how it sounds though, if you're used to my compressed voice. I hope it doesn't become a H20 Delirious situation with my mic. X3

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Game scene Update:

Ok this is going great. everything looking good so far with the introduction. Hopefully I'll have more time for the other game modes. I have a lot planned for the Opponent AI and it's going great. I just wish I could add more polish to the game in general. I'm starting to realize RPG Makers limitations in polishing. Especially when it comes to how blurry the ogg files are, or how I cant really edit the text boxes that much. It's all starting to hit me like a brick. But it's ok, I'm pushing the limits of this thing. Maybe there is some saving grace.

Item Update:

Had to edit some descriptions and fix some bugs with items, which should also make the Opponent smarter as well.

Also I didnt have an update yesterday, because I had Thanksgiving off :3

so uhhh... Happy Late Thanksgiving


Game Scene Update:

Fixed some parts of the map. ALSO apparently when you would beat the Opponent a third time, the door still wouldn't open, ARGGYWGDWHKGDWKH. It's fixed, this time for sure! 

The Game Over theme has changed to this:

Not sure if it sounds too happy. I thought the organ fit as a nod to a funeral.

Also I've been redecorating some maps :3

There's more I did, but not in the mood to screenshot them all. Also fixed some bugs that would've hurt development, as usual. Everything's coming along. Hope to work more on the modes.

Miscellaneous:

So in other news, apparently Orange roulette has a new 3D remake out AND it has some planned new modes to it, as well. Interesting... Might check it out to get some inspiration.

Item Update:

Might change Healing syringe. When playing buckshot multiplayer, it made me realize how annoying the cigarettes are, so I might change some things.

  • red flag used to be 500$ is now 1000$
  • Eye card used to be 2000$ but now its 1500$
  • Steal Card used to be 2500$, but now it's 2000$
  • Tarp used to be 1000$ but now its 700$ 
  • Heal Syringe used to be 1000$ but now its 1500$

Battle System:

Opponent uses the Challenge Card only when useful. The problem with the Dealer in Buckshot was that he would use Expired Medicine (EM), even when he only got shot for -1 HP, despite the EM giving +2 HP. I mean... I guess it's useful if you really need full health, but most of the time when I would fight the dealer it would never be a good enough strat for him to do that. 

Fixed a bug where the Opponent would shoot himself/herself/themself even when it's obviously a live.

it's kind of hard to make the AI, well... HARD. Their is some improvement's, but it's kind of hard to make them "smart", since I feel like a smart play in a pretty luck based game, is kind of hard to make since a lot of people have different opinions on what a smart play is. Some might even debate on what items are good. Tier list exist for a reason. When you guys playtest it, I sure do hope you give feedback on chance mode. 

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Battle system Update:

When playing the remake, I realized Orange roulette only let you spin the chamber once. So I'll be adding that. Does this mean I will have the fortune cookie back. Well, no, I still don't think it's that useful until the opponent spins their own chamber. It's only really good when using red flag, but then the price wont be worth it to buy 2 items, so I feel like when the full game comes out, it's gonna be one those items that people rarely use or look at it as the "meh" item. 

Everything seems to be fine with the modes, I think the whole beta is finished just needs some more playtest, just in case and some visual improvements (especially the background). I'm mainly having problems with sprites, but I'll get there.

Also this song will be specifically for No Items mode:

Item Update:

Fortune cookie might be coming back, but not in the way you expect. I was playing the remake to Orange Roulette, and I liked the "Orange royale mode." It has only 1 item. It's called the Company Dollar. It basically will allow you to choose 2 effects. Shoot the Opponent in the face and pass it OR get more lucky. Idk how lucky works, but it sounds cool, maybe I'll contact the dev. Anyways, I was thinking of reviving fortune cookie just to be like this, with maybe some differences. However, I don't know if you guys would want to wait longer, just for me to implement 1 more item. So I'll see.

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Battle system Update:

Ok so I don't know how to fix this, but there's a problem where RPG Maker it will put letters to identify the Opponent so it will say "Female Opponent G shot you." This is really annoying, I'm assuming it has to do with how the Opponent is animated, since I use "Enemy Transform" to create them.

Also I don't notice any bugs sooooo... I think everything's fine. The game could honestly be out right now (but it needs some polish).

I'm getting rid of Double Barreled mode and replacing it with Insta Kill mode. The reason being there's a lot I have to consider with the Double barrel, and I'm afraid of changing it again. I haven't quite found out what I want to do with it, after I tested it out.

Also fixed some bugs here and there.

Art Update:

I'm having trouble figuring out, what to do with the female sprite I'm having trouble drawing her. I was never much of a pixel artist. I'm thinking of using a program that can give me some free sprite sheets to go off of. Also I need to redo the female tranquilizer animation and give a proper background.

(+1)

Oh god, there is a second beta coming!?

Can't wait to try it out!

Art Update:

Fixed Tranquilizer animation for the female Opponent. Also I have a new table that doesn't clip with the Opponent in the background. Also I added some 1 more frame to both the Male and Female Opponents shotgun animation where they shoot themselves.

still figuring some things out with the sprite art.

Also I fixed some bugs in game. Today has been very short day with not much unfortunately. Hopefully tomorrow will be a different story.

Art Update:

WOW, I FINNALY FOUND SOMETHING I LIKED WITH THE FEMALE OPPONENT!


Ugh, I didnt think it would be that small as of writing this, sorry I'll repost a bigger one when I can.

Also I finished the Male Opponent a long time ago, sorry I didnt show it off.


Also fixed the shotgun animations. Tomorrow I'll put these two in the game and, well... the beta should be finished. But I also need to finish the MV version, which should work now because I think found out how to get rid of the errors. I'm sorry if this is another short one. It took me hours to find something I liked. I did some experiments and also some other cut pixel art for the female that I'll show off tomorrow. 

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Art Update:

Ok everything seems to be going great. I also have a walking animation for the player:


Also the bigger version of the finished versions:

Cut Versions of the female:


Although it's weird I looked at these design and felt like something not working. It mainly had to do with the arms, but looking back at them now, I don't think they're really that bad. It sucks, because I took so much hours experimenting and felt like somethings not working just to find something I liked and now i kind of like these two a little better now. Idk why...

Also, added a bit more to the intro. The tall sprites have been doing well. Also been testing out the game, fixing some bugs. 

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Miscellaneous Update:

My 2nd Beta will come out either tomorrow or on Wednesday. Although I'm having some problems with the Items and weapons. I want to change their icons, but I'm having trouble finding out how I can make custom Icons in VX Ace. This is also a problem with the Game Over Screen. I looked up a tutorial Online, but when I import my graphics it crashes the entire engine! AARGGGHHH.

*As of writing I figured out the problem. The the Game Over Screen I imported was WAYYY too big, so I had to squish it down. Also I figured out how to get custom Icons.*

Anyways here's the Game Over Screen:

Also, please, please, please do tell me any bug you find in my game. It really helps me out. ESPECIALLY since I'm gonna be importing this game to MV. I need as much bug busting as possible when the 2nd beta comes out (Hopefully) tomorrow.

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2nd Beta is OUT NOW!

However again, pls do tell me about any bugs you come across. I need as much play testers as possible. Maybe take a screenshot or record gameplay. I will also be asking my friends for help. 

ALSO THE STUPID TITLE SCREEN HAS A WHITE LINE FOR SOME REASON, AND IDK HOW TO GET RID OF IT ARGGGHHHHH. 

Ok actually as of typing this I probably just need to change the title screen to 640 x 360

Anyways here it is: https://chillitch.itch.io/fates-gamble-a-russian-roulette-rpg

You need to click on "FatesGamble.exe" instead of the zip file. I'm sorry if it may not seem much, for something that took a long time, but that was a result of the animations and having to rework the entire battle system to be like orange roulette. I'm definitely cutting down on animations for now on! 

Also some of my icons for the items and weapons may not be the best pixel art, haha.

Edit: 

While it is just a beta, please criticize anything in the game that confuses you, or if you feel something is too OP, etc.

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Ok so when the Opponents shoot themselves with a shotgun, they turn their had really quickly, wth? I swear it was evenly paced, but it's ok this should be a quick fix with frame wait times.

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LET'S GOOOOOO!

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Beta 2 is out now, so download Fates Gamble.exe!

Fates Gamble Game Page
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Battle system Update:

fixed some bugs and also fixed the reloading ammo text boxes. 

Items now have descriptions when you use them.

Also the Female Opponent had a bug where she would display a Male Opponent graphic. 

Also a spinning chamber animation will be finished tomorrow. Unfortunately I will have to redesign the shotgun and tranquilizer to have a chamber, so the animation makes sense. T-T

However I wont redesign them for the beta.

Also Zip file download should be coming tomorrow.

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Wow, I wasn't expecting you to fix the bugs this quickly!

Also, I finished the sound effects you wanted. I hope you like them!:
SFX For Fate's Gamble

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LMAO the name of the file, bro roasted me.

shut yo bi*** a** up I mainly use audacity for my voice T_T. 

Also good news, that walk animation stuff is in fact a plugin. I found one for VX Ace that can be used for running, walking, and idle animations. Although I will have to figure it out since the creator said there could be bugs, also the code wont be ported to MV, so I need to see if there's something for MV too.

EDIT: I love the sound effects :3

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Also you don't have to, but I allowed you to be a contributor to my game. I think you have to click the the link I DM'd you on Twitter / X

Tell me if you have any issues. One of my friends had some issues with it. 

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Art Update:

Here's the Spinning Chamber animation in all it's jittery and cell animated glory :3. 

Still a shame it will be very blurry on VX Ace. Oh well most of this stuff is fixed in MV anyways, but it's still a shame that VX Ace will have that problem. Maybe I can find a way to have better video, idk.

Also I wont make a spinning chamber animation for the Opponent. Because that would be a lot of time right now, and I also have to redesign the guns. Once I reupload .exe file and make .zip for Fates Gamble beta 2, I wanna start working on the MV version so I can get a browser version going. 

Also I added just a slight bit more stuff. Not huge stuff, but just some tiny things.

Battle System Update:

just made a small tweak to the Opponent's AI on Chance Mode when he uses steal card.

Also I forgot to say this yesterday, but instead of the text box saying "Opponent luckily shot himself with a blank", it will just say "Opponent activated a blank." I didnt want to put himself/herself/themself, because it would say "himself" when the female sprite was on.

I'll see if I can make another Update today.

"OOOOuuuu you like playing Russian roulette don't you!" (I'm sorry for making this)


not sorry >:)

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Miscellaneous Update:

Thanks to O_Tire, I got to use his sound effects. Also I was skimming through RPG Makers SFX, and I really liked Down4 as the sound effect for the spinning chamber animation. Also there is a .zip file now in case anyone wants to use that one. ALSO AS OF TYPING THIS I FORGOT TO CHANGE THE TITLE SCREEN AAARRGGGGHHHH! Guess I'm gonna upload another one. 

There's still some improvements I need to make to this game, but for a 2nd beta for the battle systems, it's fine.

ALSO, you guys can press F1 to change the controls. Not sure how it really works though.

FAN ART!

Made by a friend on a discord server I'm on :3



MV Update:

MV Version will have to come out tomorrow. Overall it's looking good. The graphics aren't totally improved, other than the tile sets and the item animations. But in the full MV version, the Graphics should start looking better :3

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MV Update:

While the MV version is not here, it's definitely close. I'm running through a bug where the Opponent is not taking any damage, so I'm trying to fix that. also having some problems with the animations. Dang I was so sure I would finish it today. But don't worry it shouldn't take long :3

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Also a small comparison:

MV Version:

VX Ace Version:

KEEP IN MIND THESE TILESETS ARE NOT FINAL!!!

Bug Update:

There's apparently a bug where the Challenge Card animation wont play AND it wont restart when you both get a tie. This is in the VX Ace version as well.

MV Update:

Ok it's still not here, so I'm a little upset. Remember when I said I was encountering a bug on MV where I wouldn't do any damage. For some reason when clicking the "Battle Test" button you don't do any damage to the enemy. Which made me think that it was a bug, however when I played the project I started inflicting damage on the enemy this time. So I again, thought it was a weird bug that somehow solved itself or was some RNG in the MV system. BUT APPARENTLY IT'S A FEATURE!!! UGHHHH SO MUCH HOURS WASTED! Oh well what matters is that I learn from that.

MV should be coming close. Although I'm having problems with the Animation feature on MV. I want the screen to flash as usual with the opponent, but it doesn't happen on MV and idk why.

Also the Opponent would only make standard attack sounds when using revolver instead of the Gun1 sound effect. This is on the VX Ace version as well. So expect an update of VX Ace haha.

MV Update:

Ok I fixed a lot of bugs, I just need to find out what happens when the Opponent dies. I'm running through a lot of bugs with it. I think after I'm finished with that, I should be able to upload it to Itch.io.

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MV Update:

The Beta for MV should be done, HOWEVER, Itch.io needs to give me access for a bigger file size, for it to work.

Also, there is a bug where the screen flash doesn't work when you shoot an enemy but only work for the poison animation??????

Also when the MV version is up, please do tell me if you get soft locked, for some reason this randomly happens with the Spin Chamber animation and I don't know why. I'm assuming it's just my PC??????

MV Update:

I added the MV version but its only downloadable for right now. I'm still waiting for Itch.io to help get rid of the file size problem so I can upload the browser version.

Media Update: 

Gonna make another devlog video where I talk about my plans for the dual release. 

I'll be taking christmas vacation for 2 days, so expect a devlog maybe after christmas day.

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MV Update:

Ok so apparently my devlog i posted yesterday was deleted?????? Whatever not a big deal I guess.

All I said was that Itch.io will only allow a browser version if in strongly believe that It should be on and if I could at least try to reduce the file size. Also I'll need to have some screenshots of MV and have a more detailed description. 

I'll see what I can do.

VX Ace Update:

O_Tire, if you're reading this. I realized it was dumb for me to say I cant fix the animation that pays when you start an animation. It's actually really easy I just need to fix the resolution. Idk why I said I couldn't fix it.

Also while the resolution is pretty bad, there is a way to make the screen bigger when in full screen.

Media Update:

Just a little idea of what I'll be comparing in my video:

MV:

  • +better graphics
  • +better resolution
  • +Works on Windows, Mac, and Linux (hopefully)
  • -Won’t work on older window platforms
  • -load times
  • -less interactable NPCs
  • =Smaller world map

VX Ace:

  • +Works on older Windows platforms.
  • +almost no load times (and even if you do it will take milliseconds)
  • +more interactable NPCs
  • -worse graphics
  • -worse resolution
  • -Won’t work on Mac or Linux
  • =Bigger world map
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Naw don't worry!
I've gotten used to you being dumb :3

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Media Update:

Ok things are going well with my video Idea. I'll see if I can make more progress tomorrow

If you have any questions about the dual release, by all means ask me.

Media Update:

My video should be coming out tomorrow or Monday

Bug Update:

Eye card had a bug where it would display an incorrect round.

In the MV version there would be a text box saying "Is it working" or "TESTING TESTING TESTING." This will be fixed.

Media Update:

WHY WHY WHY! WHY IS THAT WHENEVER I SAY SOMETHING WILL COME OUT IT ALWAYS HAS TO COME OUT THE DAY AFTER! WHY WHY WHY! 

Sorry a lot happened today, at least I got to work on my game a bit.

New Video Out!

MV Update:

I uploaded a new version of MV with a bug fix, will do the same with VX Ace except do some other improvements to it as well

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HAPPY NEW YEARS!

VX Ace Update:

Battle start doesnt tile, and the screen is kind of bigger. It still has black borders but for now it will work. 

Ermmm, I'll see what I can focus on now for fates gamble. Probably gonna go back to fixing the story.

Edit: Hopefully a Mobile version will come out pretty soon. Idk if I can, I've never exported anything to mobile before, but I'll test it out.

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