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Slower than molasses
Marrend- 06/22/2013 10:47 PM
- 1455 views
Like the title suggests, things have rather slow lately. However, with any amount of luck, I might actually be able to bring a short demo out soon! At any rate, here's a few notes that might be of interest.
I've purged the in-game Case Notes to minimal information. Before, I was filling out entries more or less as they occurred. I sometimes found that things needed to be re-done, or re-worded. I messed up on formatting on many an occasion, and it caused and error that force-quit the game. With this iteration, the intention is to fill it in in more detail, after I'm comfortable with what's written. That might not stop the stupid formatting errors from happening, but testing should catch those.
Konae has a line at the very beginning of the game/demo that heavily suggests that picking locks could be a thing. I haven't implemented anything outside of a LUCK-check, (Which could, arguably, use a bit more work.), but I'll be looking into tying gameplay into this.
So far, the only puzzles in this game revolve around pushing blocks. Maybe it's my inner Vagrant Story player talking, but I've half a mind to have frictionless blocks, destructible blocks, and blocks that can only be pushed X times before fading into the aether (or whatever).
As an additional aside, there's still a name-change that needs to occur with this game. This falls under the "urgent, but not important" category. Meaning that it has to be done at some point, but it's not a particularly high priority.
I've purged the in-game Case Notes to minimal information. Before, I was filling out entries more or less as they occurred. I sometimes found that things needed to be re-done, or re-worded. I messed up on formatting on many an occasion, and it caused and error that force-quit the game. With this iteration, the intention is to fill it in in more detail, after I'm comfortable with what's written. That might not stop the stupid formatting errors from happening, but testing should catch those.
Konae has a line at the very beginning of the game/demo that heavily suggests that picking locks could be a thing. I haven't implemented anything outside of a LUCK-check, (Which could, arguably, use a bit more work.), but I'll be looking into tying gameplay into this.
So far, the only puzzles in this game revolve around pushing blocks. Maybe it's my inner Vagrant Story player talking, but I've half a mind to have frictionless blocks, destructible blocks, and blocks that can only be pushed X times before fading into the aether (or whatever).
As an additional aside, there's still a name-change that needs to occur with this game. This falls under the "urgent, but not important" category. Meaning that it has to be done at some point, but it's not a particularly high priority.
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Nothing can be slower than molasses...can it?
Oh well, progress is progress. As long as you're working on it, all is good.
Oh well, progress is progress. As long as you're working on it, all is good.
author=AdditAgreed. Glad your working.
Nothing can be slower than molasses...can it?
Oh well, progress is progress. As long as you're working on it, all is good.
I've two ideas for the lock-picking mini-game. I already tried to implement one, but it was more involved than it first seemed. The other I've not messed with yet. Thing is, this demo is otherwise more or less ready to go. I'm a bit worried that the demo won't go over very well unless I include this mini-game/mechanic/whatever. Maybe I'm just over-reacting? I dunno.
Also, note the name-change! I'm not 100% happy with it, but seems to make the most sense, considering.
Also, note the name-change! I'm not 100% happy with it, but seems to make the most sense, considering.
Mini game sounds great. I hope you figure it out. I liked the first title, but you already know you cant please everyone.
My head aches with trying to figure out why it won't run a common event after a teleport event. The questionable event-code follows (prepare for the text-dump):
First, the code that calls the common event:
In the case that it matters, the common event that's not being called ("Picklock - Finishing Touches") looks something like this:
The funny thing is that this particular Common Event is called properly under a different circumstance! Anyway, yeah, my head is aching too much to think critically about what's going on with this interaction.
*Edit: I'm thinking I'm going to need a "Get Event ID" processing for this. The event that wants to have it's "Self Switch A" enabled is not necessarily the one that calls the "Finishing Touches" Common Event!
First, the code that calls the common event:
Conditional Branch (Variable[0009] == Variable[0010])
Control Variables (Variable[0001] = 1)
Change Menu Access (Enable)
Call Common Event "Picklock - Set Facing"
Transfer Player (MapID=Variable[0011], X=Variable[0012], Y=Variable[0013])
Call Common Event "Picklock - Finishing Touches"
else
Conditional Branch (B Button Pressed)
Show Choice (Tutorial, Concede/Quit, Forget it)
Tutorial
Message (Turn all the \c[2]red\c[0] orbs \c[3]green\c[0]! Do this by flicking
switches. Keep in mind that a switch can turn
adjacent switches, thereby switching adjacent orbs!)
Concede/Quit
Control Variables (Variable0001 = 0)
Change Menu Access (Enable)
Call Common Event "Picklock - Set Facing"
Transfer Player (MapID=Variable[0011], X=Variable[0012], Y=Variable[0013])
Call Common Event "Picklock - Finishing Touches"
Forget it
In the case that it matters, the common event that's not being called ("Picklock - Finishing Touches") looks something like this:
Conditional Branch (Variable[0001] == 1)
# Success!
Change Exp (Party, Variable[0015])
Play SE: Open
Control Self-Switch (A, ON)
Message (It's open!)
Else
# Failure!
Message (Not quite!)
The funny thing is that this particular Common Event is called properly under a different circumstance! Anyway, yeah, my head is aching too much to think critically about what's going on with this interaction.
*Edit: I'm thinking I'm going to need a "Get Event ID" processing for this. The event that wants to have it's "Self Switch A" enabled is not necessarily the one that calls the "Finishing Touches" Common Event!
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