Gimme £300 then~Lol, that's not a lot of commitment, but okay.
That's sad to hearLong story short, this project is on hold.
I cannot afford Celi's tileset (It's on sale, but the price is still £100 which is really high for a non-exclusive tileset, if you account for taxes and currency conversions and currency conversion fees) - and that price goes up to nearly £300 in a couple of days.
And I made 19 maps (and tidbits of others) with Celi's tileset before I knew I had to make this project commercial.
And I don't have the heart to do redo 19 maps.
The vast majority of them are 42*24 (to accompany the 1344*768 resolution) and all 19 I estimate would take nearly two weeks to do, and that's at more than two a day!
So I'm not going to be touching this project for quite a while, unless people want a very condensed game without those 19 maps -_-"
EDIT: Ought to mention: The game has about 80 playable maps. We're looking at 1/4 to 1/5th of the entire game here.
Ouuuuuch. That sounds worse, though - since you'll have to redo the events as well, from the sounds of it.If it makes you feel any better, I have to totally redo a chapter in my game (so it flows better with the plot). 2 - 5 weeks of work to redo that, depending on if I have to redraw the maps too (which is likely).
However, you may not have to totally redraw your maps. If you can just find replacement tiles, and line them up appropriately in the tilesheet, then RPGMaker would do the swap for you once you changed the tilesets. It would just take some time in GIMP to set it up, as long as everything is the same size as the previous tiles were (that is, if your trees were all 2 x 2 tiles, these new trees have to be 2 x 2, else you will get really strange stuff).
Ouuuuuch. That sounds worse, though - since you'll have to redo the events as well, from the sounds of it.
I will try and see if I can match up tiles though, to save myself redoing everything. If that idea works, it might just be as simple as swapping over tilesets. Somehow I doubt it will be that simple, though... But I suppose it's worth a try.
On another note, while I take a break from the project as a whole, I've been doing some experimenting and prototyping to allow players to earn some money ingame via methods other than just killing monsters. Any feedback on these?
The first one is a mining "minigame", where Faryl makes items based on a quantity of gold bought to him, and you can resell any other gold you find.
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Yeah, it's always a good idea to plan to see if any change that large is worth it!Yeah, I haven't done it yet, as I want to make sure it really needs to be done, and that its not just me second guessing myself. I'm going to probably write out the new flow (if the changes are made) on paper to make sure it is appropriate and see if it gains enough to be worth it.
I've had decent luck with swapping tilesets like that, you might get a tree turn into a book, but usually it is nothing too terrible to fix. The worst part is when the ceiling becomes a birthday cake or something silly like that, that is a little harder to fix.
I haven't tried those kind of minigames, though I did implement a battle arena where the party can enter for x gold and if they win they get 15x, if they win all five rounds (if they lose, they get nothing, if they retreat they get a small percent of 15x. Retreat after round 1, you actually lose gold).
class Spriteset_Battle alias :resize_center_sprite :center_sprite def center_sprite(sprite) sprite.zoom_x = sprite.zoom_y = [(Graphics.width.to_f / sprite.width), (Graphics.height.to_f / sprite.height)].max resize_center_sprite(sprite) end end
http://forums.rpgmakerweb.com/index.php?/topic/417-battleback-stretch/Hmm...i don't know what script you are using, but resizing the battle background shouldn't be much harder than this. Note that this absolutely centers the background images, so if you want them to be aligned in another way, the method would have to be modifed further, but still easy enough to make it commercially usable.
