Got distracted... again. So now I'm on project.... 5? 6? I can't even remember off the top of my head how many plugins I have in the works. Though I blame the latest two on a coding youtuber I watch occasionally. He codes in C++ but walks through the process well enough that it inspires me to do similar things for JS plugins. So... blame him for my lack of activity. lol
I've officially started writing down notes for my own (non-fan)game idea. Kinda excited, but I'm not sure how likely it is that it will see the light of day. I'm much better at having ideas than implementing them.
Typed a long-ish reply to a post... forgot to actually HIT the post button, and moved to a different page.... finally noticed, don't remember what all I had typed and don't feel like trying to re-type it all.... smh....
Oof, this "side project" of mine is starting to get as complex as a VS plugin, at least as far as plugin parameters are concerned. I think I now understand why a plugin like this doesn't already exist(that I know of). Learning a lot while trying to make it work though!
Decided to take a small break from RETRO to work on other miscellaneous things I got ideas for... and I think I just started something with nearly as much complexity, even if nowhere near as important. I think I'm taking breaks wrong. lol
RETRO v0.10 will be released within a few days(hopefully later tonight, but I promise nothing). LOTS of changes and additions, as an entire plugin collection added to the compatibility list! And hopefully the LAST plugin command overhaul!
If anyone were to look at certain pieces of my code they might assume I understand RegEx. I actually don't understand it in the slightest. I've tried to figure it out, it's all Greek to me. I'm just good at Googling and poking it until it works. lol
The next RETRO update is gonna be a beefy one. Hoping to have it out in a week or two. Massive overhaul to the way plugin commands are handled, including shortcuts for those that have complicated argument requirements. There are numerous other things too, but that's the biggest single part, and has been consuming the most time.
MV's plugin command setup is the current bane of RETRO's existence. To a degree, so is MZ's. Especially when trying to make MV's plugin command interface play nice with MZ plugin commands with complex arguments.
Another new RETRO milestone! 3 actually. It's reached 500 lines of code (includes whitespace and comments, so technically the actual code is still less than that), it's reached version 0.05, and there are now over 10 plugins on its known compatibility list!
I think RETRO's hit its first real brick wall. Not insurmountable, the problem is my lack of understanding the graphical systems. But with no errors, it's extremely difficult to track down the problem. Oh well, plenty of other plugins to try to work with! I'll just have to stick this one on the back burner.
It all comes down to the pesky MZ plugin commands... the more I try to make the implementation user-friendly, the more complicated this thing becomes. Rewriting the parser for it... AGAIN. Only now I have to be able to detect and deal with structures. Cue banging my head into a wall....
Gotta love having to put a simple function branch somewhere OTHER than where it logically should be simply because someone's core plugin wants to put stuff in weird, seemingly arbitrary locations.... and as far as I can tell, does stuff it doesn't need to do. It all looks stupidly inefficient/unnecessary and it bugs me. And makes RETRO's job just that much harder in order to make it functional.
Zombie status is now complete. I didn't have to do much in the way of changing how healing is applied to undead targets, was just a simple 3 line code. I thought I had to overhaul Game_Action lol. Everything else was doable by events. So.. Zombie: You turn undead. Your element changes to darkness. You're weak to light, you're strong to physical attacks and healing hurts you and revival items will kill you.
My Overworld might be a mix of inspiration from 2D Final Fantasy games, Breath of Fire, Battlechasers: Nightwar, Super Mario World, and Pillars of Eternity. If I can make it more in-depth than just walking from point A to point B, that might do a lot for the gameplay experience. Hmm...