This isn't a decision made lightly, but due to a few factors - primarily a lengthy migraine and school starting - I am pushing back the demo to 2/11 at the latest. In the interest of not having a post that's JUST bad news, though, here's a look at the revamped logo - courtesy of @Plueschkatze !
As the month ends I'm finalizing my game demo, and I'm looking at I want to accomplish with it. Ultimately I think I've done so to the point where I'm quite content.
My question to you is, for those of you who are working on/have already released demos- what did you want to accomplish...
The current design of the skill has it basically remove 1 bad status; this could be either a Debuff or Ailment. As far as I can tell, the default way of removing debuffs has you specify which one, egi- Str; not so useful if the one you're afflicted with is Agi.
In addition, let's say you have...
I was wondering if it's feasible for someone to make an add-on to Yanfly's plugins that, as the title says, treats a debuff as a state.
To give the situation; I have a fight right now where characters will experience an agility debuff. I have a skill that I'm designing to remove a...
Weekly update report! I got the bandit boss fight implemented and have gone through it a couple times. Now I just need to actually get there in a test record and consider the levels/equipment.
Ultimately I'm on track for my demo release on the 31st, though, yaaaas!
This is a very good question.
I can say that right now, each character averages about 20-25 total skills, and I feel that's too many; most of them have their skills divided in to two sections, with anywhere from 6-16 skills per. 52, to me, seems...if I may be honest, pretty damn insane.
Is it sharing another example time? I think it's sharing another example time. :kaopride:
I write in GDocs, which has an easy strikethrough format; as it turns out, I kept this bit in there for funsies. Anyway, cut bit #1 was mostly re-emphasis on the dire situation, but I felt it didn't need...
If you're like me and overwrite dialogue, try to chop it down when actually implementing it. 'Does this line move the story along', etc. I ended up cutting a few things out of my latest cutscene because they were slowing it down, though I will miss showing off one of the character's more jerkish...
The idea is that the enemy /can/ (physically) attack them, but they get punished for doing so. Not so much that they're blocked from being targeted.
Booby trap, not barrier.
(Though I am using TargetCore for other reasons.)
Well, for what it's worth, you don't necessarily need to show the doors. Worst case scenario, put an event there that says 'You haven't rented a room', as to imply that there IS a door there but you can't get through. :)
This is my own starting inn (FSM Town of Beginnings);
And it doesn't...
So on the inn, the way I'm reading this is that you go in through the bottom...and can only go to the rooms with the big beds through the doorway in the middle, is that right? Which means you couldn't rent out JUST the big bed?
You can search the internet. It seems fine to call children little petri dishes. My wife and I raised 4 of them and they brought everything home. But apparently calling students plague bearers is a bridge too far.