So, I decided not to kill off Gene because keeping him around allows Casmir to struggle with choosing between loving him and being the strong person he knows he wants to be. The dynamic was too good to pass up and I thought it would be boring to have the story make anybody's choices for them.
So, now that I've learned of another open-source RPG creation tool that defaultly supports parallaxes, isometric movement, video playback, and action battle systems, I might be flyin' away from here pretty soon. (It's some magical coincidence that said engine just started being updated for the first time in 7 years a few months before I found it.)
Is it just me, or is the only difference between Early Project Feedback and Project Development 75 words in the game description? I think there should be more distinguishing characteristics between them.
I'm at that point in scripting where editing the default RGSS3 scripts is easy, but making my own modules and classes feels like jumping off a bridge. I should probably practice editing more complex scripts...
In the process of trying to script a system that converts image data into collision and hitbox data. All collision maps and hitboxes are read from the "hitboxes" folder and converted when you start the game and a map/event/player's default collision data is applied to them using comments. Battle actions can change your hitbox to another one, but I'm having trouble thinking of how to make hitboxes move and scale.
I've been working on something on and off for a few years now, and I've been reluctant to share any details on the project before I had anything playable because I did not want to generate hype only for the project to go back on hiatus. That being said I believe what I'm working on is very unique and pushes the boundaries of what RPG Maker projects can be. Bold claims, I know but just wait.