Posts

Currently resuming active development, going to have to change up my engine conversion strategy

When I designed my new game engine, I used the old one as a base and tried to keep as many essentials in place while fixing any screwups and bolting new features onto the hub so it could serve as a drop in replacement scripting wise. Or such was the idea. In practice, the drop-in worked, but with horribly messed up game engine timing issues, and it hit me as to why: RPG Maker's events are synced to any code designated to be active when first loaded, and since I changed up a lot of existing settings when the events expected different timings according to the scripts they used, this led to choppy framerates everywhere, so I'm gradually importing the new engine settings while fixing goofs as I go along. I also have another issue: The new portraits in place of faces works fine, but results in some text misalignment in text boxes, currently looking into ways to compensate for this. This has also forced me to disable any pixel movement in place of stock movement until the t...

In the process of changing some final scripting, made a few more critical changes

Before I decided to focus entirely on graphics, I ran my codebase through a final sweep for bugs, and sure enough, a few slipped past my earlier tests, forcing me to toss out some scripts and look for suitable replacements. I also had to make some final changes to my new portraits. Sarah, Mara, and Lora are mostly the same as before, but since each covers a color (Mara - Red, Sarah - Blue, Lora - Yellow), I decided to alter Roto to have green armor and have some greenish hair, both to keep the color schema and to match his mother, who has green hair. I'm still making some final adjustments to account for these last minute issues and changes, then I'll focus on doing more work on the actual game and importing some new graphics. I'd also like to give Archeia my sincere gratitude for answering some last minute questions concerning permission to alter the work she allowed my limited re-edit permission for, and I'd also like to give her some free advertising to show my...

Discovered I'm going to have redo a LOT of special effects in my game

I've been testing out various functions in my game and have come to the conclusion that some scripts I was using need replaced due to incompatibility, being inefficient, or just a nightmare to configure and set up. And that includes any fancy graphical effects, which I deliberately waited until I got everything else working to focus on. Fortunately, this is not all bad. I have replacements lined up that should be much more efficient, and some have much simpler code as well, meaning it will run much faster even on toaster level PCs. This does mean when I resume development I'm going to have to redo every fancy graphical effect event or scripted area from square one, which will be very, very tedious.

Got the scripting pretty much done, now to handle the graphics for my game

I finally managed to make sure basically all of my scripting works save a few remaining scripts (these I need to stress test for certain edge case issues, don't expect any though), so now I'm lining up the graphic side of things, and it's grueling and tedious. * Since I own RPG Maker MV, I planned on backporting some of it's graphics into Vx Ace (easy enough, just reduce the size of most of them by 25% and apply a little sharpening where needed to preserve graphical fidelity) since frankly, MV might be horribly unstable (so much so I have axed any attempt to port to it until they give the engine some stability overhauls), but it does have some pretty graphics. I also own (and thus have license to use the graphics of) RPG Maker XP, and I planned to port some XP style stuff into my game. The tedious part is getting all this crap organized (I literally have GIGABYTES of graphical crap to sort, and I only planned to use a small portion of it) * I'm going to have to ...

Almost done overhauling my game engine

I'm almost done overhauling my new game engine, and I have made a few more core changes. * To eliminate some incompatibility issues with certain scripts and to make open sourcing easier, I have done away with using the Effectus performancr script and am instead using TheoAlien's Insane Anti-Lag. * My SDK version will only release with scripts and all graphics required to run them so it can be picked up, forked, and modified by any interested party. My actual game version will remain encrypted to protect licensed art assets, though closed betas will remain available when appropriate and where possible I will release developer versions of my game, pursuant to the EULA for RM VX Ace. * I will resume active development on my game once I confirm my new engine works well with my current game.

More game engine updates

I've gotten quite a bit of my game engine implemented now, and while it's about 70% complete, I'm currently working on some other aspects my old one did not address in detail. Movement. The RPG Maker engine is a 2D affair in which movement is handled on an X/Y plane, and while diagonal movement is supported (using both stock game sprites and 8 directional sprites), the game renders this in an X/Y fashion, meaning it can present issues when working with events, as these ordinarily do not take anything other than the stock 4 cardinal directions (up, down, left, right) into account, and then only on a 32 x 32 pixel range on a X/Y grid. This means I am currently attempting to make sure events work well when approached from all eight directions and that this results in no graphical weirdness with overlays and other effects. Another thing I'm working on is attempting to make sure there is rudimentary mouse support. The engine comes with basic gamepad support, but mous...

Brianna Wu has been censoring proof they never passed college and have no degrees

While there have been tons of questions about whether Brianna Wu has the skill to program and release a game, I'm going to be generous. The Unreal Engine does not require you have a college degree to try it out or develop on it. Nor does RPG Maker, my engine of choice. However, Brianna Wu has claimed to go to college on more than one occasion and have graduated with degrees in more than one subject. Recently, it has been discovered this is naught but a lie and that all of Wu's claims to this can be disproven by the colleges themselves. However, let's back up for a second. In my previous post , which I found out Wu was desperate to censor any mention of, I merely repeated information already in the public domain, which was enough to get Wu to want to censor it. However, since evidence has recently come out based on college records based on the institutions Wu has claimed to have gone to (this information is free for the public to request access to and thus not ille...