I'm a bit conflicted. One the one hand, it's quite visually cool to make bodies of water that the player can interact with by going into it. However obscuring the player character from a gameplay perspective is pretty bad. Hmm... There's the option to make the area around the player visible, but then that kind of defeats the purpose of submerging them.
And then I figured out a way to doing a "regular animation" that's affected by PIXI particles. So now each frame of the animation gets particle effects. Soon my dreams of a world without QSprite will be realized.
I was messing around with particles and made a pew pew sparkle laser.
Also I tested this game on my first gen Surface Pro (it's literally made of stone)... And er.. Anyway enjoy your 8 fps? Yeah... Going to need a graphics card or a much new APU for this game barring some kind of major changes.
So I've been testing disintegrating a map from left to right over about a minute and thirty seconds. And giving the player that long to drag stuff to a portal on the opposite side they'd like to keep, along with accomplishing any side objectives.
They can of course permanently abandon the map at any time,.....
As I look at ways to protect my game assets for a demo... I realize I'm more concerned about people stealing the code versus the graphics. Like my water graphic, you want it? Here you go! You're welcome!
I think of all the effects in my game, the light passing through fog has got to be my favorite....
...Also I spent all day trying to figure out how I had suddenly messed it up and made it start dropping frames like crazy. So I had all day to look at it... mocking me... with it's previous 60fps reduced to 30fps... At least it's fixed now.
Silent Hill 4pm, 91F, air quality forecast of 301 AQI
The mask upgrade appears to be working great, I've had less hallucinations of weird fleshy creatures today... Some even look like people. Though I remain unconvinced of such. Still in hindsight, I probably should have treated previous "weird fleshy creatures" better, just in case.
Hi, everyone. I want to bring good news for you who thinks that RPG Maker MV is takes too much time to load audio, especially for games that require accurate audio timing that will ruin the atmosphere of the story if too much delay in audio playback. This time, I hope the problem is solved...
It makes MV only need OGG files, and it fixes the audio lag issue.
Wow... For the longest time I thought, my game had a memory leak. I've been doing everything I can think of to optimize it. I was at a loss... Then today I tried a deployed version. Turns out the memory leak is MV running it.
Update... no scam calls all day. I think they learned their lesson. And I'm working on a fake anti-piracy video, featuring a fan game I'm making in MV. If I had the permission to make the game a licensed game that I could sell (rather than having it totally free like fan games are required to be), I'd use a really cool anti-piracy screen...