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.
After 7 months of really hard work and then 6 months of lazing around and procrastinating with adding the final touches my game is finally complete! Not bad considering that a year ago I didn't really even know about variables. Thanks to everyone who helped with questions and assets! Feels good to have a game under my belt! Ep2 (also self contained) may possibly come in the future!
I just made a breakthrough in my Battlecore problem where the Abort Battle command wouldn't work after using a Custom Action Sequence skill. It seems that Abort Battle can't be the last command in the event.
Before, the event was ordered (Dialogue -> Abort Battle). But having the message appear LAST fixed it.
(Abort Battle -> Dialogue)