Contemplating an old idea I once had about a fantasy world where elemental manipulation was possible, but combat uses required... creativity. Kinda like ATLA, but far more restricted, with a lot of physics-related realism driving what was possible.
Step 1: Begin new plugin.
Step 2: Listen to coding videos on Youtube during the daily commute.
Step 3: Learn a new concept you are inspired to try for yourself.
Step 4: Get inspired to make a new plugin because of the new concept.
Step 5: Repeat.
Step 6: ???
Finally solved a compatibility issue with one of the earliest plugins I tried to get compatible with RETRO (the one that didn't crash but didn't appear to work either). Now I just need to figure out how to make the fix a general one instead of the patchy hack it currently is.
There's been a sneaky update to RETRO. Nothing major, just addressing two bugs I was made aware of. Most likely a good idea to grab it if you're using RETRO, or plugin commands are likely to bug out when deployed.
Apparently I missed my forum-birthday. Can't believe I joined over a year ago. But since I now track the passage of time via my daughter's age and milestones, it's VERY believable, I just slept through most of it when I wasn't chasing her all over the place. lol
I think I've figured out what my next plugin is gonna be. The lack of variability in event command parameters without using a mountain of conditional branches is annoying the crap out of me. I need to fix it. I think this will be the first plugin I make that is born from me actually trying to use the engine, not just making something just to make it. lol
I think it would be cool if I could see the exact code equivalent of any given event command in real-time. I could bypass most of the event commands and just code the stuff I wanted the WAY I wanted without having to hunt it all down. lol
Got a music making program in that bundle, too. I seem to have accidentally made something cool. I think it's gonna be my title theme. For reference... my musical skills are on par with my graphical skills. That is to say... what skills? lol
Ok, I'm kinda jealous that VX has script-editing functionality INSIDE the editor, where MZ does not. Tweaking my code for my project would be a lot simpler that way. (I primarily work on a laptop on the go so switching windows to another program so frequently is a little annoying.)
Feeling like I'm hitting a brick wall with my head trying to figure out a good way to optimize my light/vision system. Trying to get rid of certain elements that are firing whether I need them that round or not. But finding the best way to properly flag that is stubbornly eluding me.
I'm both amused and annoyed that I find it easier to code something semi-complex than to event it. On the one hand, I get as much control as I want/need, and possibly a tiny performance boost since I'm not limited to the UI or the interpreter code. On the other hand... I'm writing a plugin file for my game mechanics, which will ONLY be in this game... lol
I've started making my first minigame, through eventing only. Went to modify the SV sprites for use in it, picked 3 frames I wanted, put them together... now in game it looks like that character is doing some weird dance with excessive hip thrusts. She's supposed to be pulling on a rope. lol
Made my first purchase of RPG Maker assets today. Finally broke down and did it. Sale price was good and they look GORGEOUS. Kind of a shame that most packs like that are for styles I either personally don't like, or don't need for really any style of game I'm working on. So finding the two I got was a stroke of luck. lol
Join Kytt and I for The Wifestream at 7pm (10 minutes from now) where Kytt will be trying out The Secret of Monkey Island for the first time! We'd love to have you with us for banter and shenanigans! Twitch