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. Though unplayable.
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.
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. 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...
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.
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.
*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 *MV cries in the corner*
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.
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*
I mean there is a multiplayer for MV, just saying.
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.
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?
PL: Patch polonizujący do RPG Makera 2003 prawie gotowy! Mamy przetłumaczoną bazę danych (projekt), polskie fonty, wiadomości walki i jakieś 90% edytora.
Do przetłumacznia pozostało te 10% edytora i plik pomocy. Niedługo więcej informacji!
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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.