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I can test MV and MZ games at the same time now lolÂ
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Are MV and MZ more or less cross compatible then? Or are you just developing a plugin for both at the same time?
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PhoenixSoul reacted to this
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@Kayzee my experience porting plugins has been 99% compatible depending on what classes you're touching.
Sprites have been refactored into more abstraction for each object, windows use a Rectangle for initialization instead of direct x,y,width,height specifications, some methods were "fixed" by giving it a "better name", etc.
But I still have to test it on both engines to make sure a sneaky little change isn't causing problems.-
PhoenixSoul reacted to this
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Neato!
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PhoenixSoul reacted to this
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Can't believe that Tag Manager I wrote in Ace is coming back to MV so that I can finish my grid battle engine.Â
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How did that script work again? Wasn't it mostly used to move notetags to external files, or was that something else?
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PhoenixSoul reacted to this
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Mainly used for restricting usage of things.
Like, if one has a 'LBD' item meant to be worn only by smaller actors...
<tag: LBD> on the database object (actor/class/enemy/state) meant to wear it and <tag_cond: LBD> on the item.
I think notetag manager is the external note field manager you speak of. -
Oh I see! When ever I did a script like that I always tended to call things like that 'keywords' or something.
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PhoenixSoul reacted to this
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Went and learned Puppeteer overnight just so I can bot my MV gamesÂ
ÂI went and sped things up...Â
And then I went and sped things up a bit more...
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Ah...classic BFS...
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Hmmm... Did I ever implement this in my game? I can't remember. I might have to take some notes since my game also has a form of grid based combat. I should get back to working on it sometime! Even if it's ridiculously old now. XD
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PhoenixSoul reacted to this
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@Kayzee I'd do it just for the sake of solving puzzles lol. It's honestly just a huge puzzle game at this point trying to figure out how to use simple algorithms to accomplish what you want.
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The kind of weird problems I have to solve for grid battle system (picture)
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@Kayzee pretty much lol. They just have the property that they all have a specific row/col position and the relationship between each is defined by the position.
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It'd be interesting to see whether my code could be generalized to hexagon grids, triangular grids, etc.
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I mean really a 'grid space' could be seen as spots/polygons on the screen and a way to tell what space to go to for each direction you can move in. Different types of grids could just be a matter of different constructor functions for how the grids would be set up. Maybe there is a way to just have one constructor, but really square grids, hexagon grids, and triangular grids are basically the only kind of grids you can do anyway... assuming every grid space has to be the same shape and size and you stick to the euclidean plane of course. I doubt anyone is going to try remaking HyperRogue in RPG Maker any time soon though.
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Can't wait to get "any target" selection working with this grid-based target selection. You can literally just move your cursor left and right and it'll jump from grid to grid (video)
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Got the states on the tiles, so you can step on a poison tile and get poisoned, or step on a regen tile and get regened.
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Went and build a custom inventory systemÂ
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aww I remember looking for such system all these years ago when I had no idea how to code. That brought back some memories.
Nice!
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PhoenixSoul reacted to this
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I put some chickens on a grid as a joke and also to test grid logic, but now it's turned into a joke game
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Finally, couple hours of ranting about bugs and things not working, I managed to write 10 lines of code to implement the ability to summon a chicken on an empty tile on the map (video)
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