@slimmeiske
Ah yes, those dreaded NPCs who unerringly end up exactly where you don't want them. I put it all down to some sort of vast, secret plot. one in which NPCs rule the cosmos apart from one pesky corner which they keep trying to infiltrate but are beaten back by our first, our last, our only line of defense - the RM devs, who heroically, come rain, come shine, do battle to keep them in their allotted place.
@Hotfire
I sometimes find that it is doing all the small variations that take up the time. I start running out of ideas on how to vary the same thing yet again, so have to work quite hard at it - either that, or ditch the repetitions and do something different just to keep my sanity.
@Lemongreen
Ideas already? Good luck with them. I've decided that I won't be entering (again), as I have enough stress with RL work without adding a huge extra deadline. I admire people who can take it on. Are you going to be working solo or as part of a team?
@Marquise*
Bit by bit it gets done. Good luck with your bedbug buster tomorrow. But oh, what's this I read? "sweet secret spriting". Hmm. Hope it doesn't stay secret forever.
@bgillisp
I hope you ending Undefeated with a lot of money, it's the only way to get the 'best' ending. I recognise a kindred soul - I, too, try never to use items. I've gone whole games using perhaps 2 healing potions right back at the beginning. So yes, I usually finish the final boss battle with all those ultra high all-party healing and boosting items intact. I can wreck almost any economy a dev puts in front of me. I like your idea of status healing items also healing a bit of HP as well. How about the reverse as well? I've got a couple of skills which e.g. remove something exceptionally nasty, but also remove some of the target's HP as well - think of draining off pus from a wound that you've cleaned out, you lose a bit of blood as well. I also have a healing spell for emergencies only which costs a bit of the caster's HP as well as MP.
@imascribble
I think the thing with the tint is that you've used a very blue one with the bright blue water tile so that it all ends up both a bit bright and a bit monotone. Try experimenting by adding back in a bit of green, and maybe a touch of grey to tone it down a bit. As for your question, I always tint using the command in the event menu. It is only if I am doing an overlay for some reason that I don't. The tint screen command is very powerful and flexible if you're prepared to experiment around. For example the tint in your screen shot I posted the other day is done just using the tint command.
EDIT
I didn't notice bgillisp's advice until after I posted, so try his first, as it is more precise than mine.
My update
More mapping. I did a count. Since the beginning of March i.e. 6 weeks, I've done 52 maps. Okay, some of them were small interiors, but a significant number were large, quite complex ones. The cave maps I'm doing at the moment, for example, take a lot longer and are more fiddly to do because of the rounded tiles. To give myself a bit of a break from mapping, therefore, I started doing some complex eventing. In this case I have no way of knowing what order the player will choose to do things in, principally which side caves they will visit first and therefore what order they will see things in. At 3 strategic points I need to event what will happen depending on what order they've done (or not yet done) what needs to happen here. I have completed one of the 3, worked out all the many conditionals, and the structure of the dialogue. Now when I get to the other 2 places, I can drop much of it in. Okay, I shall need to change the numbers of the switches being called/turned on/turned off, and some small changes in move routes to reflect the different geography, but nothing like as much work as getting the first one working smoothly (which it is.)
I have also decided to spice up the floor a bit, so now the terrain damage tiles not only give you the normal damage, but will also inflict Burn on you. Done with regions. I love regions, I use them for all sorts of things. The reason for doing this is that when faced with a bit of terrain damage to get at a chest, players will just breeze across, grab the contents, go back and heal up. However, items to heal Burn are not that common and there might well be a difficult choice to be made, because Burn in my game affects your battle stats quite considerably, so if you haven't been able to heal up, meeting an enemy could be a painful experience. Oh, decisions, decisions.