It's funny, the only reason I haven't actually released a prototype or demo is not that I don't have one. Hahahahahaha I do, I've had a prototype for months. I'm really just concerned with someone taking it, and putting it up on Steam or something first, then saying it's theirs. I should probably look into setting all that up or something... Then again, I have no ETA on the full game so not sure it's worth it yet.
Hmm.... So I can use my quick ports of QPlugins, but QMovement breaks MZ's save system. Or I can use the Luna port of the QPlugins whose QMap breaks MZ's save system. I can't decide I want to fix one of those, or just make a new save system. The new one would look so much better.. I'm kind of tempted.
Daz3D has the weirdest number scheme for model generations...
Genesis 4 is the 4th generation and oldest currently available, Genesis 1 is the 5th generation, Genesis 2 is the 6th, 3 is the 7th.... And then it goes Genesis 8. So 4, 1, 2, 3, 8. So when looking through there store you have to remember that sometimes they'll say 6 but they mean 3, and vice versa.
Oh no! I found the hair controls for Daz... Does my character need long hair blowing in the wind? Well no.... Am I now going to spend hours making the perfect run animation with where it does? You better believe it!
So I had the lighting plugin off for testing, and I forgot how cool the disintegrating map is... I mean it's usually just shrouded in darkness. I also learned that the Lighting plugin is the heaviest effect... Follow by QMovement. But do you know what's weirdly not heavy? My character being literally 60 images every second. Not going to lie, I would have lost that bet.
There's apparently a joy I never knew existed..... Creating 8 directions of animation (224 frames), only to discover one pose was 10 degrees off so the whole thing wobbles. Oh well, only half a hour of rendering to fix it.
...This may eventually lead to me creating models for my game, we shall see... I still need to figure out how to export the animation frames. Soon though, soon I won't need a silly inbetweener.. It will be just legit animations.
I'm considering doing a video series on how I make maps, including collision, lighting and particles. Would anybody be interested? It won't be for the faint of heart as it's going to require the use of... QPlus, QMovement, QMap, QM-Collision Map, QMap Editor, Particle Emitter, Particle Emitter's Online Editor, Community Lighting and an Event Spawner of your choice.
I should probably step away from the sparkles... but they're soooooooo shiny!
Anyway stuff of note:
The puzzle pieces now a build a puzzle in the upper right corner.
The Nihil is represented by the line with skulls. That represents where the map no longer exists at the moment.
Swag collecting in the new randomly generated area. Now the mini map also shows the randomly generated features... And even illustrates the whole "bubble" system" that I made to manage memory... Though that part's inadvertent. We'll just call that "the fog of war"... Yes, that's what we'll do. Nobody will be the wiser!
The worst part about making custom stuff is, I can't really ask any of you why a second copy of the character randomly appears only when going SW, S, or SE and changing directions. Been bugging me for the last two days. On the plus side, look at the new random map pieces I made while thinking about it.
Don't think I can ignore this anymore, but it only happens like once a day. Not sure why my entire pc slows down though, its using a lot of memory but not compared to my max. Seem the thread about updating the nwjs it a while ago, it just looked like a pain/tldr