I picked up For The King in a Humble Bundle sale, and one mechanic that stuck out to me was a physical change to the world map when finishing a side quest. That got me thinking about special map-effect rewards for certain side quests in my game.
I just picked up Olivia's Aggro Management plugin - this combined with Yanfly's Row Formation plugin should produce some interesting tactical options for my planned RPG combat.
I've been busy working on other projects this month so I haven't been able to do much towards finishing the prep work for my RPG, but I did brainstorm some interesting ideas for the game.
I just successfully tested changing music by region, and changing it between continents on the world map after getting on/off the airship. I had to override the default audio transitions with eventing to make it change smoothly but it worked.
I've reconsidered having a subclass system for my first two games since there will already be plenty of variation in playable actors and usable items in the games. The third game will need it because of the basis for the story but I want the actors in the first two to be more focused in their roles.
I just experimented with turning fullscreen on and off while in-game after learning that it's built into the engine and can be toggled using either scripts or just pressing F4.
I performed a test of changing an event's sprite based on who is in slot X of the party. Conditional branches have made it successful. This helps for cutscenes that bring out the whole party correctly onto scene even when members are changeable.
The "Mother 4 fan game" trailer is out, and it's been rebranded to Oddity. The look for the battle interface gives me chills and giggles. I really want to play it.
Planning out my second game a bit with my first game because they will be in the same world. My development time might be much shorter for the second game as a result. I'm hoping to finish them both next year.
Fortunately, the influence of the Mask on the forums' color is just a placeholder. Meanwhile, I've further refined the selfy mechanic for my game to include posing. Woot.
When I learned about multithreading in C++, one of the first things was that while heap is shared, each thread has its own stack and it's impossible to access another thread's stack.
So I wrapped the variables into a static class and passed its address to another thread. And it worked.
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