I set up a "Show Picture" test event with a circular image to figure out how/where I want images to be centered on screen when "Show Picture" is used. Just a small test but foundational for what I want to do in my game.
Secondary test performed: Moving Picture and using opacity (also in Move Picture) for a fade of the picture.
I just tested out "boulder pushing". The boulders had some funky movements when I forgot to make the conditional branches all in one with else branches lol. With this I can make object movement puzzles.
For my license board system, I've decided to try using Irina's tool ring plugin and a common event item instead of Yanfly's menu actor events which doesn't seem to work right. I think I'll replace the slot I was going to use for [license board] in the main menu with a [Tutorial] menu instead.
I'm thinking of going with a FF12-style license board for my first game now. My experimentation with activating skill purchase windows through touch floor events and my editing of sprites has made me realize how to go about it.
If the new RPG Maker's character generator produces full busts and can match the art styles of previous RPG Makers, that might be a big incentive to buy it. An easier way to craft custom map tile sheets though would probably be an even bigger game changer.
I got to thinking - it's not just the app itself when considering purchase of RPG Maker. At least one reason to get the new RPGMaker even if not switching to use it may be if they're packing in a ton of new high quality assets for the RTP.
The video of a psycho chasing people on the streets with a sword before getting subdued is wild. Apparent screenshots of his Twitter feed (EDIT: confirmed by Dallas police) before it went private reveal a dangerous delusional mindset. I heard there was a bow person too. The crazies are really coming out of the woodworks.
My first game is going to have the main character more or less create monsters as his party members.
Thanks to the plugin creators still producing content for MV, I might be able to give each of the monster members a personalized range of tactics during combat. I liked how the devs made it like that in FF6.
I successfully performed some testing of Irina's visual novel bust plugin for MV. It works, and the motion control on the busts has given me some ideas for visual storytelling I wouldn't have thought of with only static placement...
I just successfully tested having an event check to see how many members are in the party then add a member to the party if an open spot is available. This is going to be useful for quests that add temporary party members.
Something I learned in theatre sound design that is applied to my game:
When picking out BGM, it's important to consider whether the player will be listening to it on a repeated loop, especially if it's for a location. Some tracks might not sound too annoying at first listen, but when used for looped replay can downgrade your project's quality in the mind of the listener.
I just picked up a current Humble Bundle for music with a broad commercial license. It's an extra good deal for me since I'm planning to start a YouTube channel this year aside from making a game, and I can use the music for both according to the legal text (found on support.humble.com).
For my world map, I may go with having the basic landmasses and ocean parallax with a photoshopped natural, non-blocky look, and dot it with a mix of RTP tiles, edited RTP tiles, and custom tiles for the mountains, trees, towns, etc.