Also this tweet is an experiment. Not only did I vastly reduce the number of RM tags, but I'm seeing if I can get Inkarnate to retweet my stuff. I might sweep the RM tags entirely under the rug... I think it's actually hurting interest in my game.
I kind of want make a map that's just giant version of the player that's they're running around on. Either by stringing together multiple maps or just by shrinking the player sprite for those maps. Actually that might make a fun reveal... The player's on a normal looking map, but then as realization dawns on them it zooms out to show a much larger map that's a giant version of the player.
Personal edits to make the QPlugins by Quxios work on RPG Maker MZ - ImaginaryVillain/QPlugins
Due to a situation in which I thought plugin adaptations had stopped for the QPlugins, I "ghetto" converted these 7 over yesterday. They appear to work perfectly as long as you use old style plugin commands. I am uncertain if I will have a lot of free time in the future to work on this, but if you'd like them, here they are.
Should I start community projects for the QPlugins on MZ? So far I have QPlus, QMovement, QSprite, QPathfind, QCamera, QMap, and QM-Collision Map ghetto working on MZ... (They aren't the Luna versions either).
As I mess with Effekseer I find myself wishing certain options were available....
1. The ability to simply cut frames out of a particle instead of needing to remake it for different lengths..
2. The ability to force MZ to end the Effekseer animation at any time.
3. The ability to place it in various containers and z coordinates.
Three days to figure out how to take the mini map for the randomly generated areas, remove it so the status menu could be built on top of the map instead, then readd it when the status menu is removed. All because my lights exist on the tilemap layer, but the mini map exists in the picture level to avoid the lights...
So I built a system that shatters story areas into puzzle pieces, and allows the players to drag them to the exit unlocking that piece of the map. Once they assemble all the pieces of that area, it comes to life and the player can interact with it.
For random map generation... I used to create a list of forbidden map coordinates, then only spawn in important things in there and nothing else. Now I have moved to the much more scientific method of bashing events into each other until they get along nicely.
//looks at cooler character assets...
Do I change the main character's look? I mean... Better assets... Storywise a bit weird I guess, though I can make it work... I swear so much of my game's direction is dictated by whatever the coolest assets I have access to are.