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Myriad developments

  • Marrend
  • 07/14/2015 05:35 PM
  • 2060 views
First, let's do a quick recap of what's been done.



No longer can players lug around 99 copies of each item! Players are limited to having a total of 100 items. This might include the "Myriad Cypher" quest-item as well (which could easily be moved out of the database, if the need arises), but, I'm not really worried about that right now. There was also an odd bug where the sale-window was also effected by this limit (pretty hard to explain!), but, I think it's been removed.




I'm getting a weird bug where players are able to buy a 0-quantity item (even though the selection appears as "disabled"), but, for the most part, it looks like shop-quantities are functional! As soon as I figure out how to swat this bug (How the hell did I disable menu-items with the teleport script in Okiku?), I'll send out a demo to various playtesters with plot missions disabled (battles as well, perhaps?) to see exactly how stable all these systems are.


While this is all normal and fortunate things that have happened (which is totally an off-reference to an upcoming game I might be am looking forward to), there is one piece of news that might be of most interest!

  • Public demo release!?


The thought-process is that, after the upcoming bout of playtesting (and whatever fixes need to happen because of it), to have three playable story-missions. At which point, I send this out for public consumption. It would still be very much a demo, but, I'm too excited about this game to keep it private much longer!

Posts

Pages: 1
Marrend
Guardian of the Description Thread
21781
This is... a lot more complicated than I thought. I'm not quite sure why it's doing it, but, I put in a "@mode" instance-variable to keep track if players are buying or selling, and somewhere along the line, it's switching from "sell" to "buy". That's probably why the sell window wasn't isn't working the way it should!

Hunting down where it changes, and, more importantly, why.
CashmereCat
Self-proclaimed Puzzle Snob
11638
This is so cool. :)
Marrend
Guardian of the Description Thread
21781
I... think I may have found my problem. When players choose to sell, a variable is set to false, which is eventually passed into a function in Window_ShopNumber. However, with how I set the function up...

@mode = mode if mode

...it would skip over the assignment if false was passed into the variable. So, the reason why functions were processing as if players were buying is because I accessed the buy-option first, true was passed into this function, and it would never switch!


I probably want to playtest the systems involved with item-quantities a bit more before sending this out, but, I'm feeling really good about it!


*Edit: There is still something of a question in my mind as to whither or not to have encounters enabled for the build playtesters will be given. At this moment, I'm heavily leaning toward disabling them, but, I reserve the right to retain my legendary ambivalence change my mind.
Marrend
Guardian of the Description Thread
21781
A funny thing happened to me while doing some playtesting today. Sure, I was able to buy out all the profitable commodities that the base had, and had cargo space to spare. On a lark, I decided to try to max out my capacity.

This is when the game fell apart on me. I was able to buy more than the base had quantities for, sometimes more than the I should be able to carry, in some instances! I just spend the last hour-and-a-half (give or take) trying to figure out what was going on, and how to fix it.

I'm not gonna promise that the bug has been completely squished, but, here's hoping that I don't run across anything else! Though, I'd probably have to do another play from scratch.

Sub-note: Dariaggaz, I'm glad I made the intro skippable!

*Edit: Another funny thing happened to me during playtesting. I was facing a group of two enemies, and was low enough on energy for them to start firing missiles at me. I got an error message about how ".tp" was not a viable operation/function for the nil class. I thought about this, and realized that it was talking about...

$game_troop.members[2].tp > 0

$game_troop.members[2].tp > 3

...at least one of these conditional branches. If there are only two enemies in the troop, would it not make sense that the third position would be undefined/nil?

Hopefully, this bug has been swatted!
Marrend
Guardian of the Description Thread
21781
While I'm still in the process of writing out story-events and generally being Suikoscrewed, as per this post, it has passed my mind to make a script submission out of the processes involved in having item cost vary. How useful such a script might be to others is somewhat of a concern, but, if nothing else, I probably need to make more informative annotations, as my concerns while making it was more about if it worked, rather than explaining the how, or what can be done to customize it to suit one's needs.

I dunno. I guess it just depends on how "done" I am with this game when it finally gets flagged as "complete".
Pages: 1