@Marsigne I notice that you're up to 50% so you're well on track for completing by the end of the month. Congrats on steady progress.
@TheTsunaru Good luck with the job hunting. Yeah, you're right, that has to take precedence over everything else.
@Lantiz Do you allow for different resolutions? Will the word wrap still work on a smaller one?
@Vox Novus I, too, have no idea who that is referencing, but looks good anyway. So it'll just be an Easter Egg for anyone in the know.
@Arithmetician It's not just the Plot and Character Feedback which is a bit quieter than normal. I've noticed a lot of regulars are not around just at the moment and overall posts are fewer than normal. Perhaps it's that time of year. Maybe several people are involved in NaNoWriMo?
@Marquise* I think it would be an excellent idea (maybe even necessary as well?) to have someone you trust try out your sprites first. Think of it as the spriting equivalent to a dev putting their game out for closed beta before showing the world.
@skatasticdinoboy What I do (I'm using GIMP) is to open up the tile sheet from the one in the game folder, do my work on it, export it directly back and test immediately. If it needs more work I can do that and export again using the same process. That is much quicker than opening it up from somewhere else, exporting it to there, then importing it into the game using the Resource Manager, testing finding it needs more work and rinse and repeat. The only thing to remember is to ensure that the final version is exported to my tiles folder so that I always have a reference copy.
@hiddenone Much more helpful recipe book. Players will be pleased.
My update
Had a frustrating time. I have a number of armour items, mostly accessories, but not all, with some very interesting effects in battle. I want these to happen if, and only if, the wearer is in the active party. The obvious way is through loads of nested conditionals for every actor and every individual piece of gear. Trying to find a more streamlined way of doing it using script calls. But it's not easy. What, for example, is the script call for Force Action, skill(n)? And so on.
Then spent ages trying to debug a really horrifying thing - all enemy stats reduced by half. Only dawned on me much later than I don't have a bug. I'd been testing various things on my test map which I reach by putting the player's starting position there and doing new game. This has allowed me to test all sorts of things. What I had forgotten about is that by bypassing the real opening, no difficulty mode had been selected, and therefore the variable was at zero, which equals 'Easy' where all enemy stats are (you guessed it) halved. Relief, mixed with irritation at all the lost time. Oh well, I won't forget that again.