It's been a long time since I updated this thread, hasn't it?
Ephemeral Tale came out in Early Access in January, and has had five major updates since then. I've released weekly updates every Tuesday since release, and am incredibly proud of what I've managed to build. Hope you'll take a peek...
TL;DR: I'm making an item that grants a flawless Escape rate when equipped. I tried a custom Escape Rate of like:
base + ($gameVariables.value(xx))
But w/ the variable being modified by a conditional...
The displacement filter is wonky, but the bottom and right areas are rendering properly. The issue is that it displaces the actual viewport, and it won't render outside of those bounds, so you're seeing the void. That particular issue isn't a technical one, but is rather a design one. You need...
For #2, you could do a super janky solution of saving the parties equipment to an array, unequipping their items and equipping filler items that represent those collectables, and unloading/loading this on save load.
But it'd be hella jank af
(Also awkward seeing that in May I was...
Alright! An update, as of October 9th! The current build of the demo took a few hours to put together, but I spent the majority of the weekend polishing little things that had bothered me. The demo is now LIVE! Please, feel free to unleash your most wicked feedback on me!
An inevitable end. An unstoppable beginning.
Where another story ends, yours is just getting started.
Ephemeral Tale is a classically inspired RPG for the modern age, featuring hand-crafted dungeons, classic JRPG-style combat, and a loot-driven progression system.
The core design goal...
Very basic demo showing how to use filters, set parameters, erase, stuff like that. Feel free to experiment with it and build on it, and then re-up it for others.
also double post I'm a criminal put me in the ground moderators
I.E., you have 5 helmets in your inventory. Is there a quick way to count how many there are, including duplicates? I'm pretty sure you can, but I'm not sure where to find the details on the various equip types in order to do such a thing.
So, first off, it's worth noting that this won't give a boost of X, but rather just set MAT to X * 5. I'm sure you're aware of that.
Off the top of my head, I'd use Yanfly's Skill Core for this. I, actually myself, already do. Not for this specific thing, of course, but similar.
I've just finished organizing music files from a music Humble Bundle I purchased a while ago (putting in specific themed playlists, deleting from playlists, deciding which games they'll be used for. etc.). I'm feeling pretty confident that the sound design for my games will be up to high standards. Sound design seems to be relatively under-discussed as a topic in game development imo.
So I just got back from SeaWorld and I'm back to working on my game. I'm stuck on Shadowstar, mainly due to needing two more princesses... I have all the canon and toy princesses, plus Sunset Shimmer just for kicks. I decided not to include Cadence since this isn't in that era. But... I'm going to have to design two OCs now.
I'm looking at/working through a simple game tutorial. Town, dungeon, boss; town, dungeon, boss; etc. (Thanks, Yanfly!) I'm itching to make something complex but experience (and past disappointment!) tell me to go slow and learn.