Let's have cookies for dinner!
A lot of time since the last blog, and still no new images heheheh... So I'm doing this blog, to "explain" a little why is it, and give some small news at least. I think people normally tend to think that no activity means "this is dying". At least I do sometimes ahahaha!
Well, the thing is that I'm kind of busy with college assignments. A lot of them, to be exact. I'm not the kind of guy that uses "hiatus", so it will only mean that development will slow down a little by now. That's a little the reason why I haven't cared to update this page, to use the most spare time I have fixing stuff on the game, and trying to get some new content and shabranigdo-kazam (the word for magic).
So, changes:
Oct 3 -Due to some problems regarding to map looping, now the worldmap uses Mode7. Seems random right? Well, it isn't. It is a solution to some problems. The thing is I needed a tilemap rewrite with scaling support and loop compatibility (let's say, that worked like a plane instead of sprites). Didn't found any, and the solutions I had in mind were too inefficient and complicated. So, a good RM friend told me "why don't you just use the M7?" and I said "Why not?". So it is there.
That means also, riding on the airship includes the "Final Fantasy airship" perspective effect C:. I will give the best use i can to the Mode7. Without making all maps M7ed. I don't like it that much.
Oct 19 -Battle back layers sort-of like RM2k3, something I forgot to do before hahahaha! It supports infinite layers, both back and at front of the actors/enemies, also with movement (that's just some ox/oy change, it's easy as hell).
Since the beginning of time -Bug fixing here and there. As always, nothing gets to unbugginess state easily.
There are some other little details script-wise. And also I'm finishing a cave tileset. After that, I will have all necessary maps ready for action C:!.
So, that's it for now, thanks if you read it all =D,
Orochii Zouveleki