Accomplished a longstanding goal: transitioned from windowskin graphics to native canvas drawing for windows. No more window.png or resizing individual mask images; Bitmap and Window classes handle it all seamlessly now.
My first foray into a plugin that I plan to release. Working on something for those who want to set up a Dragon Quest style battle HUD with minimal fuss. Includes the ability to round the battleback corners to fit your windowskin and, of course, front-view animations.
Here's something a little different. Anyone else enjoy a good spreadsheet? I use them to plan class skills and rotations. It's an easy way to see how much damage an actor will do with given stats, and helps with balancing party members and planning boss HP totals.
Brainstorming ways to make the battle item window look different from the skill window. Thought I'd try a grid instead of a list. Very "rough draft" vibes.
Went too far down the rabbit hole tonight while experimenting with D&D 5e style actions. 1 bonus action and 1 standard action per party member per turn. Bonus actions occur without leaving the current actor's turn input. Action types are represented by shapes because I'm feeling inspired by Baldur's Gate 3.
I just came across your profile and I have to tell you, damn dude, you make such impressive battle screens. Never saw anything of this quality before in RM.
Doing some more work on how states are represented in battle. First up: DoT damage is separated out by state. Total DoT damage is displayed in the combat log.
Super minor, but I'm liking these miniature state icons I've added to the enemy HP gauges. To keep the pixels to my liking, they're drawn independently of the normal state icons, which are tucked away in the enemy status window along with the state's help text.
It was a little unwieldly to maintain separate actor/enemy status window plugins. So, I merged the plugins and their layouts, then added status effect tooltips. States that have numeric effects show their exact values in their tooltip.
Working on my front-view project and trying to sort out the skill window to show the important info as compactly as possible. I coded the damage formula into the help text and went with a tooltip-style help window that can be turned on/off. The skill cost, cooldown, and speed are grouped in a separate window.
The up and down arrows next to the enemy's stats indicate whether or not that stat has been affected by one of the states shown in the right-hand column. I'm hoping it's not too visually cluttered.
I reworked my status window tonight, adding a dedicated window for the actor portrait and a blur effect under each window. I also had the idea to add each actor's sprite to the top left next to the command icons. I felt like I needed another way to show whose turn it currently was, and I like the idea of including the sprites even though I've gone with a front-view system.
I've made some progress in terms of learning to work with states in the process of working on this in-battle status window. Getting states displayed and sorted to my liking took some time.
I woke up a touch early and was going to draw by the fireplace until it’s a more appropriate noise-making time, but I left my stylus AND my glasses (WHAT?!) upstairs and it’s just too cold to get out of the blanket now.
Made some simple samples with the Time Reversal Mechanic. It would be interesting to make a bigger puzzle where you could dynamically choose which elements are affected by the time reverse. But if there's much more than move routes and waits, it's starts to get too annoying for my brain Like even that exploding bomb was such a bother.
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