Trihan
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  • In the name of transparency and taking responsibility, this is a public apology to my recent clients for all the delays and waiting for commissions. I'm truly, deeply sorry I've fallen so far behind. The pandemic really messed with my head and concept of time and I've let pretty much everything slip, but I'm getting caught up and am reviewing my workflow to make changes that prevent this from happening again
    Need a few testers for my new plugin, any takers?
    Trihan
    Trihan
    It's for MZ. Limited shop stock plugin. It will be MV-compatible but I haven't put in the MV commands yet.
    ThreeSixNine
    ThreeSixNine
    I don't have a robust project in MZ but I do have the program. I've been using MV for so long, I guess I kinda forgot about MZ. I'd still be willing to help out.
    Trihan
    Trihan
    I managed to get a couple more testers so I think I'm good for now, but if I do need someone else I'll fire you a PM. :)
    Actual line of code I just had to write for a plugin:

    return Object.keys(this._shopStock).map(key => key.split(",")).map(element => element.map(value => Number(value))).filter(key => key[0] === mapId && key[1] === eventId);
    • Wow
    Reactions: Starbird_Resources
    Trihan
    Trihan
    @Arctica I probably could break this down into separate variables, but I didn't see any need to and it looks more impressive and arcane this way. :p
    • Haha
    Reactions: Jragyn
    Jragyn
    Jragyn
    @Arctica @Trihan
    My first suggestion would also have been to split it up into variables a bit, or extract that generic functionality into a method to look at only once and never again. That black magic is gross, but still magic.
    Trihan
    Trihan
    @Jragyn If I needed it for any more than this one function I would have, but it's only needed once in the plugin, and it only needs to be done like this because I'm using a multi-element key and need to compare a subset of the values.
    That awkward moment when you're talking about thinking about writing a limited shop stock plugin for MZ and then find out you already wrote one...last May. My memory is so bad.
    Avery
    Avery
    Happens to me way to often with icons. Sometimes I see things where I am like "yeah, that is the perfect base for this edit" and make that, and when I want to add it to the sheet I realise I had that idea already once or even twice in the past:rswt2:
    "How do I do this?"
    "Here is the code for it."
    "Exactly like that?"
    "Yes."
    "It doesn't work." *shows screenshot of code that has been changed and is not at all exactly like it was written*
    Kanori24
    Kanori24
    I'm guilty, lol But I think I've made my mistakes already. I've got 12 days off work so I plan to study JS and try to understand it better. I have a friend who is a professional coder who's coming over to help next week.
    Avery
    Avery
    I love also the "no not like that - adds informations that noone could have guessed before".
    • Haha
    Reactions: Shaz
    Quexp
    Quexp
    I'm amazed at how patient you guys/gals are. It's one thing for someone to be confused and asked for help but to sit there and argue with people trying to help is super annoying and I'm not even the plugin creator responding to these people.
    So today I learned that MZ made a very subtle change to how "remove by damage" states are handled in comparison to MV.

    It no longer checks the target's result to see if the state was already being removed, meaning an attack that adds a state which is removed by damage will now be reapplied if you attack a target that already has it (which wasn't the case in MV)
    • Like
    Reactions: Choraß
    ATT_Turan
    ATT_Turan
    I would posit that something can be intentional and still, practically, be a bug insofar that it creates undesired behavior :wink:
    Trihan
    Trihan
    Fair.
    TheoAllen
    TheoAllen
    This behavior exists in VXA and it tripped me off. In the end, I went to use add new state method (not add state) which doesn't check the result to force it through.
    I'm open again for script and plugin commissions! If anyone needs anything done in XP up to MZ fire me a PM with the details.
    Surprising nobody, it turns out "next Friday" for the next Jump into Javascript has become "possibly Sunday if you're lucky" XD
    ATT_Turan
    ATT_Turan
    You could always change the name, y'know, like Drag Out JavaScript? :wink:
    • Haha
    Reactions: Alador
    Trihan
    Trihan
    Just for that I'm going to rename it Jump into Javascript For Everyone Except ATT_Turan.
    • Haha
    Reactions: Shaz
    Have you ever been playing an RM game, seen your name in the credits and been like "Oh yeah, I forgot I contributed something to this!"? XD
    Trihan
    Trihan
    Context: I was replaying The Way and noticed my name in the credits of episode 5, forgot I'd done battle animations for the new sword auras.
    Avery
    Avery
    I sometimes see myself in credit lists and then check all the screens of the game to see what of my stuff made it's way in there xD
    • Love
    Reactions: Trihan
    Sharm
    Sharm
    Since I mostly do tiles I notice my stuff way before the credits. But yeah, I've been surprised by it before. It's always interesting to see how people use what I've done, it's never how I expect.
    Pro tip to anyone looking for advice based on existing game mechanics: a lot of people reading your request won't have played the games you're talking about. Always assume your readers won't have, and explain what the mechanic actually *does* rather than just name-dropping the game. I see this a lot.
    bgillisp
    bgillisp
    Its also mathematically impossible to have played every RPG out there, just because there are so many. So it is common courtesy to explain the system.
    bgillisp
    bgillisp
    Also we have seen cases where how someone interpreted how one game did x and how someone else interpreted it were two totally different things. I saw a case ages ago with people not understanding how FFX really did turns and it got really bitter.
    Trihan
    Trihan
    I remember that, bgillisp.
    Could not for the life of me figure out how to implement the dual/triple techs in Touch the Stars in a player-friendly way. Was describing all the problems to my wife and just rubber-ducked a solution that should work brilliantly.
    Oh god, just watched HawkZombie's stream of my game and realised that *none* of the branching scenes work properly. One has no character graphic, one soft locks due to a passability issue, and one doesn't have its autorun set to the right trigger. I've got first prize in the bag, baby.
    Trihan
    Trihan
    The reason this happened despite me playtesting my game *multiple* times is that after umpteen playthroughs in their entirety I decided to save time by setting test points and doing it in sections.
    Trihan
    Trihan
    I had intended to do one more full playthrough before submitting but when it got to 3 hours before deadline it was getting to stupid o' clock in the morning and I had to drive my wife a town over for carpal tunnel surgery so we figured I'd rather be fresher and not risk crashing the car, and just submitted what I had.
    Trihan
    Trihan
    Unfortunately, while everything worked individually, there were transitions that weren't happening which I missed because I didn't get to test the transition, resulting in missing sprites.

    And the one scene with the passability lock I didn't get to test at all because I literally had to fire it in right before submitting, I wasn't even paying attention to the dialogue I was writing. :p
    And of course my game has a game-breaking bug at a critical point just before the gameplay part I put the most work into.
    SeaPhoenix
    SeaPhoenix
    :frown: Sorry to hear that. Is it a bug that happens no matter what you do? If not, a comment on the game website may help players bypass the bug.
    Trihan
    Trihan
    @SeaPhoenix there's no way around it unfortunately. I forgot to turn back on an autorun for a cutscene which makes it impossible to progress.
    SeaPhoenix
    SeaPhoenix
    Ugh, that's a shame. I saw the game on Itch and it looks really fun (great description of the game and the bug too, despite how you must be feeling about it). Have added it to my collection, and am looking forward to trying out the sandwich-making puzzle in the future.
    • Love
    Reactions: Trihan
    Can we upload our projects to itch in the standard deployed form (with the img, js folders etc. present) or do we need to package them into installers? Just wary of paid plugins being taken from my game when downloaded.
    Trihan
    Trihan
    I suspected as much. My main concern was people being able to jack paid plugins from the archive, but I suppose you just have to kind of take it on faith that they won't.
    The Stranger
    The Stranger
    Basic encryption will be enough to stop simple opportunists, but nothing you do will prevent a determined thief from breaking open your project and spiriting away your code and resources.
    Finnuval
    Finnuval
    And that is no longer your responsibillity. You arent putting it out there for ppl to mis-use it. That is on their heads
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After several days, my new pc is finally built and working. What an ordeal!
Quest_Shop_Plugin.png

Harold will need to do a lot of shopping on his quest, so I thought I'd try tackling the shop design tonight.
Never play a random encounter RPG on the toilet. Just don't. Especially not one with save points instead of menu saving.
spent the entire day working on problems I was having in battle. enemy's tagging in and out was one of them.
Check out the Driftwood gamejam submissions, there's some pretty good projects in there.

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