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#Cogdis 2.XX
cogdis2-xx · 5 months
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Run button.
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Greyface when he is in canada for some reason (he will not be in any build where you can actually get to mapleland lol)
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cogdis2-xx · 1 year
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COGDIS SPOILERS BELOW
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Redid the graphics for the paradox fight a bit. (inspired by some graphics used in the background footage of this remix of cogdis's version of megalovania hgfjkd)
youtube
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cogdis2-xx · 5 months
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Because the thought's crossed my mind
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cogdis2-xx · 5 months
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Original splash got nuked in the upgrade, sooooo
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cogdis2-xx · 5 months
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picking this back up after burning out shortly into the engine swap or whatever and WOW the debug shit I added + the (currently scuffed) run button functionality are VERY HELPFUL I see why games tend to have these lol
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cogdis2-xx · 2 years
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Experimenting with the idea of making a different variation of the magicant boss theme for everyone which leans more into their individual instrument
Larice's is just synths because he doesnt actually play an instrument and that'd probably fit
and the last one's a spoiler, though the whole post is a bit of a spoiler I guess lol
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cogdis2-xx · 7 months
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Oh. Oh that's WEIRD.
Okay so apparently the way cogdis handles moves that realistically should be determined based on if they've set a switch or not (like PK Harmony or 4th-D Slip) but aren't set to set a switch because they have to be used by a character who has PSI as a specific skill category
is by having the game take their PSI when opening the PSI menu and calculating it with their PSI after to determine if they've been used based on if the difference is equal to the move's PSI cost
that's fuckin WEIRD lol
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cogdis2-xx · 7 months
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Well. It's been a hot minute since I worked on this lol
I need to update the engine
not from 2k3 obviously, that'd be too much work, but there's a patched version I got a while back which would allow for adding stuff like a run button more easily
so yeah. expect that in the next update. whenever I get around to that.
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cogdis2-xx · 2 years
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Welcome to the new earthbound universe equivalent to Canada: Mapleland (it really wouldn't be called anything else lol)
This is a forest with a road leading between a town and a bridge to thunderton because I'm reworking the geography of the area a bit (I may have mentioned this a few posts ago)
Honestly this should probably be a decent way of smoothing out the difficulty curve issue or whatever; just make the game give you more encounters to give you experience and shit before you're dealing with some bosses that are in their present form a bit more difficult than they maybe should be
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cogdis2-xx · 1 year
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cogdis2-xx · 1 year
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Have a map of a spoilery area I'm adding for a chapter 7 plot rework
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cogdis2-xx · 2 years
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The name's tentative but I think I have a proper map for this place actually
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cogdis2-xx · 1 year
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Behold! an actual ingame combat situation
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cogdis2-xx · 2 years
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New Update! (Pre-0.7)
Previous build can set itself to hard mode when it shouldn't. I accidentally left in some debug code that sets the game to hard after a certain battle. This does not revert itself.
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Honestly probably would have released this later with some more stuff, but oh well. Have your fancier animations sooner rather than later
Standard build of 0.7 can be downloaded here - Use on windows
Download the EasyRPG build of 0.7 here - Use on anything, though requires you to download EasyRPG for your platform of choice.
Previous build and changelog here
Changelog below, beware of spoilers!
==[Prerelease 0.7]==
Fixed some problems presented by using a different internal file name for the Sataene track than the original midi (I forgot to make sure it applies to easy wins, should do so now.)
Replaced an eyestalk sticking out the door in text with an animation
Messed around with some NPC mook colors, just for the sake of it.
Replaced a midi
Added "Mookin'" mook to Satralia
Fixed final boss music fadeout oversight.
Changed M3 style saturn palette to match Mr. Saturns used basically anywhere else in the game
Added another mook to Chapter 3 Sataene
"Weeks in the future" text is now a thing just before the chapter 2 Zarbol intermission. - seeing as chapter 2 starts with a "Meanwhile" for some reason and a whole band manages to form off screen. There just HAS to be a time skip somewhere in there. this was the most logical place I could find.
Added animation in place of stated action to Niiue's introductory chapter 2 cutscene
Replaced one of the midi replacements with the original track from mother 3
Tweaked some music to remedy volume issues
Fixed softlock when flashporter engine is used to reach Niiue cutscene
Fixed flashporter engine being able to be used during Ch. 2 Niiue cutscene for some reason and telling you you cant use it with a party member before Niiue is even in the party
Disabled debug code that caused hard mode to enable in Mr. Sicko + Protoplasm fight
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cogdis2-xx · 2 years
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Also in case anyone is curious here's the first bit of improvement stuff I'm doing with cloudvale, which is just. attempting to make it look mountany and high up but also not like it's just 2,000,000 feet in the air or something with no way down other than the ropeway which is apparently wearing out
Probably also going to be extending it a bit soon seeing as right now it feels a bit *too* small still, but eh, here's the first draft or whatever lol
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