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.
A video game has a brand attached to it.
No offence meant, but it is disadvantageous to use the default RM graphics due to the fact that they can correlate your game strongly to other RM games and whatever associations a user has with those unrelated games.
thats it, i 've had it, I will NOT promote my game as a "retro RPG" when its done, i have in the past but it is literally the first thing on every rpg maker game description to the point that you'd think the sales pitch came with the RTP. I refuse to use that angle.