Been updating my game's control scheme to optionally use a mouse. Now the player pixel moves towards the mouse destination, which looks super sweet with the sparkles. Also turns out I made a Mouse Common Event plugin at some point... Thanks past me. Now the mouse wheel cycles different forms, and the right mouse button activates that form's special.
Playing around with making graphics for a menu. Since it's just a map that I can wipe at will, I'll shift everything around as options are selected. Also the blue "stream" on the left flows upwards (because sparkles), and the other area is randomly generated. I'll add info later, still trying to decide if I want to use my own message plugin or SRD Hudmaker for it.
Today I learned that Unity has a tutorial using Legos to make a 3D world.
//Makes a holy symbol.
Back foul temptress! Take thy unholy ways of seduction elsewhere! Back! Back I say!
//Waits for the vile engine of temptation to leave.
//Takes a deep breath...
Ah! This is the first day I haven't had a sore throat or chest pains from the air in a week. Not going to lie, I've done basically nothing game dev wise. Today's pretty nice though, time to get back to it.
Seems the evacuations of nearby towns have begun. No evacuation for Chico though, then again this is always the "last stand" point for this area. So firefighters always encircle it to protect it, but hey maybe I'll get forcibly moved out of California.
I've got my game down to using roughly 400-500mb of RAM, and 9% of my processor while still being 1080p. For reference, opening Firefox and posting this here also uses 400-500mb of RAM. And now that I've gotten it more optimized, it's time to add MORE SPARKLES!
No plugins, 7 events set to play the Magma sample animation that comes with Effekseer (parallel, wait till finished, plus 60 frame additional wait time). People really suggest I remake my game using this MZ's default animation system?