Huh, Mog just converted his Weather EX plugin over to MZ... Now I just need Particle Emitter, QPlus, QMovement, QSprite, Galv Map Projectiles, Self Variables, and SRD Hudmaker then I can switch my game over MZ... so er.. super close?
I finally tossed up the Ultra Mini version of Community Lighting I made for my game. There's also a 100% compatible MZ version. As is customary I'll wait till people test it before adding it to the first post of the Community Lighting thread, but you can...
That moment when you realize you've overlooked a major optimization... The sprite sheet for my main character is 3840x4000.... with 600 frames of animation on it. It's what I've using for literally every test and video I've ever made with her in it. Oops. Also the "boss character" used an identically large sprite sheet.
Just read through the EULA on Steam for MZ... Fun things to note, you have to register with the company before using the software, only install it on 3 computers, "User Games must not violate laws or public morality, or threaten such violations" and "The User may not take any other actions the Company deems inappropriate." MV has no such EULA on Steam.... Interesting.
That disturbing moment when MZ with only my plugins plus Particle Emitter fails to out perform MV with my entire game's host of plugins turned on. Huh... It wasn't even close. Perhaps it handles PIXI Particles poorly. No clue, was just kind of poking at the trial to see if Community Lighting could easily be made to sort of work on it. Not invested in MZ yet.
Messing with the "Trail of MZ", turns out Particle Emitter works if you don't use plugin commands, QPlus, QMovement, QSprite all work as long as you don't use VS Event/Movement. Mog Weather Ex, Galv Map Projectiles, Community Lighting, and Yanfly Self Variables all broke... My message, visuals, tools, and map creator appear to work. I expected worse....
Everybody else: OMG I can't sleep! Geez MZ NOW! Open! Open! Open! //face on store window
Me: Don't mind me, just making space graphics. MZ? Can I move my game into it? No? Oh... K... //goes back to making space graphics.
I think it's time to stop ignoring my social media and instead just spend all day farming on them. It would also probably make way more sense to do weekly updates instead of just whenever I have something major. That has to be way better for organic growth.
That moment when you realize your game size without the sound is 51.1 MB.... But with it (unoptimized as it is) it's 156 MB.... I guess it's time to do a bit of sound optimizing. Also I learned that deployed for Windows it's 308MB... Apparently MV adds a pretty hefty helping of stuff on deployment.
I've been trying out Fell Seal: Arbiter's Mark, and it has an interesting approach to consumable items - you get a limited inventory that is automatically refreshed to max limits (1 or 2 each, craft to expand + improve effect) at the start of each combat. It's a mechanic that goes against the common urge to hoard consumables.