Got character reflections working again. They're toggleable to a region or terrain through functions. So I can change them from room to room. I'm trying to limit the game dev to 30 mins a day because my brain turns to soup if I go any longer.
Testing using common events as skill events. Kind of wish the default makers would let you use plugin commands or script here. Or at least some more special effects other than escape.
Not sure how efficient this is. But I had to make a 'lastSubject' function for the battle manager to get it to...
Trying to set little daily goals for myself. Got a plugin that lets you buff/debuff accuracy, evasion, and critical hit rate. Though I didn't set up the icons yet. And I still need to nudge it to the sparams directly, because right now it uses the Game_Action subject() instead of the battler itself.
You ever have those periods where you feel so pumped about game making, and your on a roll. But then somedays your stuck with the "oough its too hard" mindset for a few days. And then the cycle just repeats again.
I wonder if Post-it notes are a good way to sketch battlers on when I can't access my desktop. Since you've pretty much got the small size constraint and seems easy to carry around. But it seems like it could get messy real quick.
If there's one thing I've learned from game dev is that I have a poor grip on self-control and just sticking to a plan. Was debating with myself to overhaul all the art again. But so far I think it's perfectly fine as it is.
Well, if anyone has a funny, simple, easy RM game they want me to playtest/review, I would love it.
Someone close to me straight up told me they didn't think my relationship with my girlfriend would last. No lead up, very bluntly. Like it's obvious or something. Trying not to let it get to my head, but it's hard.
The distraction would be a life saver.
My first foray into a plugin that I plan to release. Working on something for those who want to set up a Dragon Quest style battle HUD with minimal fuss. Includes the ability to round the battleback corners to fit your windowskin and, of course, front-view animations.