- Joined
- Jun 9, 2012
- Messages
- 157
- Reaction score
- 52
- First Language
- English
Oops, missed yesterday by accident...at least the update. It was RELEASE yesterday, so I worked my ass off to get everything uploaded and game-breaking bug free by the deadline, along with doing a concept art homework piece.
TEAM SIGMA +1
And today I started to unite the two projects, since the prototype was being developed separate from the main game folder in an attempt to keep the filesize down (which worked...the released game is about 68mb? Not bad for a game with about 10-15 fully parallaxed maps and fully animated battlers). I'd like to keep each Disc down at around 200-300mb at the absolute maximum, because I don't think I'll cram it into 100mb unfortunately. I'll be trying to make some cutbacks but we'll see...
Anyway as some maps were developed in the prototype first map IDs got messed up so I'm going to have to redo all of Deling City's teleports. No big loss, since the city is actually missing a map (the second Arcade one) and some of the teleports were screwy. I'm going to leave myself some notetags (OMG THEIR ORIGINAL INTENTION????) to remind myself which map should connect where.
I also set up Squall's facepalm animation in his reaction common event, which works similarly to Nessiah's Emotion Manipulation Magic; you set the variable ID for the emotion then call the event. All the rest is handled within the event, including direction checks ehehe~ I probably won't be doing full reaction turn-arounds for every character, but Squall kind of needs them.
I foresee this event getting quite big over the course of the game, with outfit checks and such...
TEAM SIGMA +1
TEAM SIGMA +1
And today I started to unite the two projects, since the prototype was being developed separate from the main game folder in an attempt to keep the filesize down (which worked...the released game is about 68mb? Not bad for a game with about 10-15 fully parallaxed maps and fully animated battlers). I'd like to keep each Disc down at around 200-300mb at the absolute maximum, because I don't think I'll cram it into 100mb unfortunately. I'll be trying to make some cutbacks but we'll see...
Anyway as some maps were developed in the prototype first map IDs got messed up so I'm going to have to redo all of Deling City's teleports. No big loss, since the city is actually missing a map (the second Arcade one) and some of the teleports were screwy. I'm going to leave myself some notetags (OMG THEIR ORIGINAL INTENTION????) to remind myself which map should connect where.
I also set up Squall's facepalm animation in his reaction common event, which works similarly to Nessiah's Emotion Manipulation Magic; you set the variable ID for the emotion then call the event. All the rest is handled within the event, including direction checks ehehe~ I probably won't be doing full reaction turn-arounds for every character, but Squall kind of needs them.
I foresee this event getting quite big over the course of the game, with outfit checks and such...
TEAM SIGMA +1
