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ImaginaryVillain
ImaginaryVillain

But I'm never satisfied so I cranked it up to 64 grid squares.... And this is what I like to refer to as "beyond the great stability". Or that point where MV starts to get very weird. Lights started going crazy all over the map, particles started shifting like mad... It was pretty cool actually. :LZSexcite: Though unplayable. :kaoback:
Dalph
Dalph
Now you can even draw ingame!
I can finally uninstall Paint 3D.
ImaginaryVillain
ImaginaryVillain
Not going to lie... I was hoping to make it silly long so I could write a message in the screenshot. Unfortunately her hit box around her feet is 60x60, she's 160 pixels tall. So you can see how wide the paths are, which means I need about 7 spaces just to have one blank grid space between the paths. Makes drawing hard... for now. :LZSwink:
Hyouryuu-Na
Hyouryuu-Na
"For now" XD
ImaginaryVillain
ImaginaryVillain
Just for chuckles I shrank the paths giving me way more resources to play with. :LZSwink:


This is 186 paths.
gstv87
gstv87
"So, how trippy do you want the art style?"
"Yes."
Riazey
Riazey
[insert clever comment about MOAR SPORKLES]
ImaginaryVillain
ImaginaryVillain

It's a bit "scuffed" due to just how laggy it was to get so many paths on the screen at once. But I'm getting there. :LZSexcite: I literally created a jump setup just so I could create blank spaces (since the system that puts paths under the player is automated). I should probably make an erase that grabs that last path in the array and deletes it. Hmm...
Hyouryuu-Na
Hyouryuu-Na
Careful~ You're getting sidetracked ^^
ImaginaryVillain
ImaginaryVillain
Haha, there's actually a method to my madness. What I'm really doing is seeing how much I can optimize the path mechanic. The more of them I can successfully get on the screen, the less resources it means each one is using. So since I'm obviously not going to allow them to have 200 paths (mobs would explode), it means I've got more resources for other stuff. :LZSwink:
ImaginaryVillain
ImaginaryVillain
The big problem here is actually that each one is a light source. I turned off the light plugin and had no problem getting to 200 paths at 60FPS... But having 200 extra light sources on the screen along with whatever other light sources is quite a lot to ask. The Lighting plugin just starts tripping out. :kaoback:
Hyouryuu-Na
Hyouryuu-Na
*reads intellectual comment made by smart person while leaving idle MV open in front and jamming to 2010 kpop music* I see. Well, you always find a way so I'm sure you'll figure out a way out to improve it :thumbsup-left: *MV cries in the corner*
Dalph
Dalph
You achieved what MZ couldn't do. We really are wowed now.
ImaginaryVillain
ImaginaryVillain
@Dalph Nah you can be wowed when I manage to draw the full "RPG Maker MV" message without it being a total lag fiesta. :LZSwink:

@Hyouryuu-Na It's okay, MV knows what it did. :kaolivid:
Sigony
Sigony
This is impressive.
You got spunk kid.
Don’t let anyone tell you otherwise.
ImaginaryVillain
ImaginaryVillain
Sometimes I think the first "demo" should just be letting people draw things in the Dev room. :LZSwink:
Hyouryuu-Na
Hyouryuu-Na
There better be at least 20 different kinds of brushes, a fill tool, an eraser and a colour picker tool ^^
ImaginaryVillain
ImaginaryVillain
That actually reminds of me of the time I made a tile map builder in my "status menu". The player could collect building blocks throughout the game, and be able to build their own little place in the menu. Actually the mechanic itself was pretty fun, it just didn't fit the game it was in at all. :kaoswt:
Hyouryuu-Na
Hyouryuu-Na
You can make a survival game later ^^ Player finds wood and stuff and builds houses ^^ That would be more fun if it can be multiplayer -_- Now if MV had a built in online syste- no, poor MV baby. let's leave him alone. He's served us all alot. MZ! You are at fault here -_____- ... No, I'm just joking. *pats MZ's head pat pat pat*
ImaginaryVillain
ImaginaryVillain
I mean there is a multiplayer for MV, just saying. :LZSwink:
Though barring this game doing so fantastic that it needs a sequel. I think my next game will either be a point and click adventure where you manipulate stuff in one world to affect stuff in other and can shift worlds at will. Or a stealth game where the player can become a shadow, and can manipulate the game's shadows for their advantage. :LZScool:

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Based on this screenshot alone, which one would you sell, and which to equip?
Some random sketch-letons.

I have a strong urge to make a tutorial video of all the random things I've learned since starting on my game. little helpful tips and stuff that may help people.
Do you guys think it's better to have all members in your team from the beginning (then you can pick who battles) or you gain team members as the story goes?
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