True. And proper grammar and spelling is important, so it was productive!
Playtesting my game and having the MC [whose passive prevents revives on anything he kills...] fall in love with an enemy and kill 2 of his team mates, well. That was neither productive NOR a victory :ysrs: Seriously, this...
I don't believe it. I actually did some proofreading in my game - and fixed some grammar errors! I feel so accomplished, knowing I can actually proofread my own writing!
...I've had a bad day, okay? Bad enough for me to want to proofread stuff. :yswt2:
Ughhh, July is not my month. Thankfully...
Alrighty, I just put them in the same state and had no problems with either side procing; maybe try that and see if it helps? :) You can assign global passives in Yanfly's Passive plugin to save yourself putting the note tag in every enemy and actor.
If not, I'll take a closer look.
This looks...really cool. I'm getting a serious 'Death Road to Canada' feeling from it, and I thoroughly enjoyed that game - despite it being both horror and on-map combat (forget the name; forgive my sleepy brain), two genres I typically don't enjoy haha.
But this really peaks my interest ^-^...
Food is always good :kaoluv:
I'm just soooo close to finishing my game and I'm getting super excited for that moment. When I encounter these kinds of things, I get all confused and annoyed that it's one more thing to do before I can make more progress
I had a mini-boss in my game you could lose to without game over-ing. During playtesting, I lost to said boss. Game over?
Somewhere, sometime, I removed that option and NEVER put it in my changelog so I have no clue when or why I did this.
Dev is broken inside. :/
Assuming you have the Buffs+States and Passives plugins:
For losing MP upon taking a critical, put this in your state notetag:
<Custom Respond Effect>
</Custom Respond Effect>
For gaining MP upon landing a critical:
<Custom Establish Effect>...
Hiya Lady, 2.1 didn't have the factory or Septimus, so I have to assume you mean 2.5.0 to 2.5.1! :ywink:
And the answer is no; I didn't intentionally change any player movement speed. The only times I do this are during cutscenes really, so, looks like I'll be hunting through the newer cutscenes...
I do that too ._. I have a bunch of side projects on the go haha. I keep them as test files or things to mess around with when I get a little burnt out working on my game, but still want to do some dev work and create stuff!
Whelp, I'm moving in 3 weeks and starting university in 8 weeks ^-^
Sadly that means I won't have too much time for game dev work until I get settled in at school.
One day, I'll have a finished game haha - one day!
Does anyone else struggle with - 'oh, I've learnt so much; I could make my game way better if I went back and redid it' ?
Because I'm torn; yes, that's probably true, but I'll learn something else later down the line. If I keep redoing to improve, it'll never be finished!
Hi again @Lady_JJ ^-^
Yeah, dealing damage to Septimus can be difficult because of both his passive and his Oblivion Wings skill. You can't Defense Break him, but you can Willpower Break him - just be aware, unless he has an Immobile state, he'll cleanse 3 harmful states on himself at the end...
Sounds good, Shadow; I'm glad the balancing is solid on my optional bosses :) Yes, you die - a lot - in Retheam. Even I do. One particular enemy in there, dying is actually a viable strategy to use against it haha.
Erm...it's the new fad? Tree-shearing? Or I remapped Spirel and forgot to fix...