You know, it might actually just be easier to give a major recurring NPC a bunch of reactive subroutines versus just hard programming their actions. Such as if the player gets too close the NPC will complain about being pushed, or playfully dance away. Or if they're say too close to a particular type of event like a special flower they'll run over and smell it. This merits some experimentation.
So I added lighting, improved the pixel movement, created some new types of areas, created a narrator to spawn stuff around the player, and setup a system to link it all together making the world infinite... Of course normally the areas wouldn't be linked together like this. But it's kind of just for fun and showcasing.
// Remake entire game in particles... check
// Create a narrator that tracks the player and creates content... check
// Add lighting... check
// Add pixel movement... check
// Make world infinite... check
// Successfully record game for a video with no hint of lag in 1080p? ...Uh oh.
Why must computer be potato?!
I'm amazed at the performance increase I saw in just going through and rescoping the variables in other people's plugins that I'm using. You know what that means?
//Tosses more absurd stuff onto the game of "Jenga" that is his RM project.
// Gives his message plugin the ability to evaluate any string as a function call and stuff it into MV's update cycle.
// Finally makes his Randomizer not require his message plugin to operate at efficient levels.
Progress! Now I just need my Randomizer to not need one other plugin function.
The more I look at the QPlugins... The more I am amazed at what they can do. Which I'm not going to lie is pretty awkward, because I already consider them far and away the best plugins MV has to offer.
Yay! My new Doomsday machine..... er... "Heroic" machine is ready!
Uh oh what's that rumbling?!
// Game explodes
That's the fourth time this week!
// Gets to work building next "Heroic" Machine.
Oh look, 12 more free Daz3D models. *adds them to his collection * Yes, the fools... Give it a few months and my collection will be crazy, all without paying a dime. I still have no idea if I'll ever learn the software, but hey... Just in case, these models are quite expensive. In two weeks, they've already given me almost $400 worth of free models.
I find it so weird that someone with a solid sense of humour like you is working on a game that is so twisted and serious.
I was expecting something hilarious, like: Tea Party with my Favourite Villain Neighbor or How to Antagonize Heroes Overlord Edition.
So I was explaining to someone today that Magic (the Gathering) has advertised itself as a Trading Card Game (TCG) and a Collectable Card Game (CCG), but never a playing card game. Playing cards are what they use for stuff like Poker or Black Jack. So by playing Magic with the cards, they were in fact doing it wrong, and me trading the cards is a correct usage.
I'm starting to wonder if I should go the Half Minute Hero route with my game. The character's main weapon is logistically way too strong. So I can't really let the player continuously grow it.... But if they had to build it up each time like HMH, that could work. Also it lets me take advantage of my randomly generated maps so much more. Hmm... This could work!
Maker-ing has been being the best thing that happened to me this year so far. it is so good to rescue some old skills fo creativity and the people I have met are really incredible. I love my coffelanders and tocudos buddies. Maybe one day I will reach other countries folks too. S2
Well... My game plays better at 1920x1080, so I guess that's the new resolution. Still runs at 60FPS. Also... I really want a boss to be able to build new maps around the player... Mostly because it's visually spectacular! I'm er... not quite sure yet how I can do that without making MV explode.... But I'll find a way, anything in service to the "sparkles"!