NokiMo
atarian
atarian

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Onsdags post:

Two new functions are implemented in the upcoming update.

First is a performance script that clears out cache. This will now run everytime the player changes map clearing out un-used graphics. As rpgmaker is known to have a huge memory leak with graphics, this combats this issue and should eliminate low ram issues on low spec machines. As for potential issues, during my testing, none have been found so far and the player is not expected to notice anything different with the game.

Second script function implementation. As seen in this video.
Which can be hard to see, adds a new function to replace single tiles from layer 0 to 2.
Without the use of events and has close to zero performance impact.
In this practical demonstration, the red balls are replaced with footsteps in the mud and plays sound. The functionality of this goes much further than this and is planned for a future update that steps this to another level. Seen in debug console, is readout of memory graphics addresses on layer 2.

I've got to give my irl bud Benny the credit for creating these scripts.
And I think these scripts will benefit the game significantly.

Current work is dialog and scenes. A few more unplanned maps are being worked on.
Extending a few paths, and I am planning on introducing new enemies with a new behavior pattern. I am tempted to work on yet another scene, dirty? who knows?

Got slightly technical today but I hope you all will enjoy the update when it's finished.
And thank you for supporting my game making!

Onsdags post:

Comments

Yes, at times like these my script kiddie is invaluable. I have been nagging Benny to put up a patreon and distrubuting his scripts. Figured his scripts would help others and in return he would get some motivation. So as demonstrated by the video the second script that can swap out single tile graphics. It is capable of handling a graphic to run basicly anything. Say any kind of event data. Either runned by a single event or common event handling every tile with said graphics memory address. It is also possible to run graphics ranges, it's slightly more hazzle for the developer but very manageable. Tiles can also be animated this same way. They can also serve as attribute holders. Like I did only swap tiles in this demo to directional footsteps, but you can make say glass crackling, first time crossing 1 crack, second time 2 cracks.. so on.. until one makes the glass shatter. And every tile will work independently, because the original engine still recognize this as a normal graphics tile. Also the reason why it won't have an performance impact.

Atarian

Man I need to play it again it might have been over 3 years since I first time beat Loki's corruption and all new stuff added to it during that time but I just keep shoving it further down the to do list

Azguella

Must to say, those 2 scripts are really impressive, good job

Nephiro


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