Weighing all options. Pros and cons. Accepting limitations of default comes with great advantages. Still, my eyes in some areas favor custom work, but with it comes a price, even the free stuff. Happy day to all!
Up until now, I hadn't used the default tile map editor much. After being frustrated for a few days, and learning to shift click properly, I'm using Doodads less and less. Things are coming together. I spent all of yesterday making one map. ONE MAP! lol But I think I'm getting the hang of it now. And the map looks pretty good. Had to figure out the pitched roofs thing. A big thanks to @Candacis for making those tilesets AND including a pdf that explains how to use them.
Mapping today. I've decided to use smaller maps as a combination for a "world" map. The system will check if player is on a vehicle (ship or air ship). If they have a "map" key item they can (fast) travel to the new area for game progression. I honestly don't know the details of exactly how it will all work, and am not ready to implement that just yet, but I know there are some teleport tutorials that should point me in the right direction. For the mean time, I'm not messing with that. I want to do some towns and villages that I can pick and choose from as the story progresses. Right now I have a death cult, A love affair, murder, mystery, and an alien. What more can you ask for? Places for these things to be. I'm on it.
Wondering how hard it would be to have an import system for episodic releases. Like characters from episode 1 could have the same stats, level and equipment in episode 2, or, if no save is presented, episode 2 would have the same characters at a predetermined level with predetermined equipment. Anyone know if someone is working on something like that?
Anyone want to help me with something simple. (I've been learning other things for the past year) I just want to display text for a set amount of time and not have the action button dismiss it. I can make it frame wait but I don't want the player to be able to use action button to remove the text.
Revisiting one of my older projects in a long time to work some more on the mechanics. I've been working on- and off-again for about a year now on recreating the Force and Mystic systems from Wild ARMs. And I think I've finally made some good breakthroughs on that!
Still, it is not perfect and I may post my thoughts at a later time to see if there are any other suggestions or alternatives I've missed.