ImaginaryVillain
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  • 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.
    ImaginaryVillain
    ImaginaryVillain
    Converted plugins are QPlus, QMovement, QSprite, QMap, QM-CollisionMap, QCamera, and QPathfind. Perhaps I'll make a thread about it, but also team Luna is apparently back on the job, so if they do an actual real conversion for these then I'll just delete this. If not, I'll look into it at some point... Probably? Maybe?
    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).
    GmOcean
    I would like these, ATM I'm using the Luna version purely for the Collision Map and movement.. But that would be quite the work load. Especially when your project is making great progress lately. I'd say if you do it, only do it when you hit a lull state or just need that short break to prevent burnout.
    ImaginaryVillain
    ImaginaryVillain
    Yeah.... You're probably right. Best not take on any extra work at the moment else my game will never get done. I'll clean up the files and toss them your way though.
    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.
    ImaginaryVillain
    ImaginaryVillain
    For what it's worth, I learned Effekseer has a recorder that will just split it into images for me. So I can just grant my personal image plugin the ability to animation it and stuff it where I want. Also I can just limit the frames I need that way, so the problem will be solved... All be it in a weird way.
    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...
    ImaginaryVillain
    ImaginaryVillain
    However the player needed to jump to a map above the actual map that's the newly created status menu map but that is still affected by the lights. So to avoid the mini map crowding that, it had to be erased temporarily. Which is awkward since each newly spawned thing in the game adds itself to the mini map. :kaoswt:

    Down the rabbit hole...
    The things I do in the name of organization.... Feel free to see for yourself. :LZSwink:

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    • iVillain_variables.js
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    It was then I realized I had over 50GB of game backups on just my computer. That's not even including the zip backups in the cloud. Probably time to ease up on that paranoia and delete a few. :kaoswt:
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    taarna23
    taarna23
    You can always check out old versions from revision control. It's just a little more complicated. And honestly, I only say more complicated because I've never tried it.
    ImaginaryVillain
    ImaginaryVillain
    There's a handful of problems with this plan...
    1. That's a lot of extra work figuring that out just to save a small amount of space.
    2. If I need to check back at a backup, it becomes a lot more work.
    3. My backups are centralized, so if something happens... I lose everything.
    4. Cloud systems are notorious for messing up RM data files.
    ImaginaryVillain
    ImaginaryVillain
    Honestly I've got a GitHub for Community Lighting... So I should probably learn more about it. Then again.. That also sounds like more work not dedicated towards actually working on my game. Also ironically I don't even use Community Lighting anymore anyway. Happens I guess. :kaoswt:
    and_remember_tomorrow_broken_level.jpg

    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. :LZSexcite:
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    ImaginaryVillain
    ImaginaryVillain
    This is of course inside of the system where the maps are disintegrating. There's also time items (the hourglass is currently the placeholder for it), that if dragged to a specific NPC, it will reverse the map's disintegration temporarily. You can also drag said NPC around but if that NPC is disintegrated you lose, so you have to protect them as well.
    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. :kaopride:
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    ImaginaryVillain
    ImaginaryVillain
    Oh worth noting, I don't use just one array to build maps. There are secretly multiple arrays that are handling different types of objects. This is to prevent array searches from getting too long as they're happening constantly. But also because not all arrays serve the same purpose, some handle stuff like mobs which must be removed from the spawn array until I need to readd them for memory management.
    ImaginaryVillain
    ImaginaryVillain
    Else the system will literally add a new mob as soon the previous mob moves. Also worth noting it should be pretty obvious how I can build a map on top of a map using this system, even my player is a particle and not operating on normal layers. So it's perfectly possible for my player to jump up to say layer 200 or whatever. Technically I can build any number of maps... assuming MZ doesn't explode. :LZSwink:
    ImaginaryVillain
    ImaginaryVillain
    This should also explain my "snake" example I showed you earlier and why it was what it was. It's just me figuring out coordinates for an array and then the path event itself is whatever I want. Doesn't have to be a path, could be mountains, or just tacos. But it's also not that useful to most people.
    //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. :kaoswt:
    ImaginaryVillain
    ImaginaryVillain
    and_remember_tomorrow_also_eyeballs.jpg

    She has... *gasps* an actual female run. You know not just a reskinned guy's run but one that actually represents a literal different body structure. Also 5 idle frames in every direction... I almost wasted her as a joke character. :kaoswt:
    ImaginaryVillain
    ImaginaryVillain
    Also... eyeball attacks exist... but don't worry about it. :LZSgrin:
    Hyouryuu-Na
    Hyouryuu-Na
    Good to see you found better assets! Eyeball attacks might be a nightmare for people with scopophobia XD
    Phase 1 of the plan, build a giant steampunk TV in space... :LZSexcite:
    ImaginaryVillain
    ImaginaryVillain
    @The Stranger Heh yeah, usually you only get 15-20 seconds before people click away. So I just showed the TV here. Phase 2 is in fact what's going to be on the TV, and the player being able to just jump into it to cause a transfer to the world inside the TV. :LZSwink:
    dollyt
    dollyt
    Did you ever play the pc game trilogy Snark Busters? Because that's so the vibe I'm getting with the steampunk and the TV and entering to get to the next portion of the game! Looks great :)
    ImaginaryVillain
    ImaginaryVillain
    Thanks! And actually yes I have, though I totally forgot about them. But that's exactly the feel I want. Fantastical Victorian era steampunk mixed with essentially "Wonderland". Though I'll be tossing in some macabre imagery, since it's a dark Wonderland. :LZSwink:
    • Like
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    It was then I realized I could make giant Steampunk TV, and pull out from a scene to reveal it's been on the TV all along... And then I can have the player enter the TV to get to the next portion of the game. :LZSexcite:
    So glad we installed that water filter! =D

    Hyouryuu-Na
    Hyouryuu-Na
    Yeey the edit bar is back!!! But it's kinda weird looking... it'll take some time to get used to it... Omg the text selection highlight in light mode is close to invisible XD

    Anyways, at first I thought you made some weird kidney machine XD Cause the blood, filter and all that just made me think of that :")
    The chapters being themed is clever btw!
    ImaginaryVillain
    ImaginaryVillain
    Ha nah, though that would be pretty macabre and I'll keep the idea in my back pocket for later. Nah as it's a "Wonderland" everything is symbolic. So this is more a situation where the character is bottling up their pain, and instead saying what people want to hear. Which is of course why the pretty sparkly water is coming out of the statue's mouths.
    ImaginaryVillain
    ImaginaryVillain
    I am of course not going to tell the player that directly, just showcase it and other "denial" related things in visuals. That's why everything needs to be so sparkly and wonderful in the beginning. So I can leak through hints that something isn't right, but then cover it back up again. After all everything is wonderful, and there are no problems. Right? :LZSexcite:

    Imagine unironically making a game without a giant pollution producing tea machine... That's just weird! =O
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