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Daedron
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Blood Haze: Reborn
SMT-inspired JRPG with over 25 hours of content. Set in a dark fantasy world, where demonic corruption is spreading. *DEMO AVAILABLE*
SMT-inspired JRPG with over 25 hours of content. Set in a dark fantasy world, where demonic corruption is spreading. *DEMO AVAILABLE*
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Reducing lag from big pictures?
Hello,
I was wondering if there's a way to reduce lag from "big" (960x960) pictures? I am using Modern Algebra's "Fixed Pictures" script for use with pictures for some sort of "overlay" mapping. I'm basically only adding shadows and lighting effects but one particular dungeon has lots of smaller lights, lots of colours and tons of little shadows and that dungeon lags more than any other.
I thought a 30x30 map would be small enough but apparently even that is not something the engine can handle.
I'm also wondering how everyone who parallax maps a lot copes with this since I assume it's even more resource intensive since you have like 2-3 layers? Or perhaps there's a different script that uses the pictures differently so it lags less?
I was wondering if there's a way to reduce lag from "big" (960x960) pictures? I am using Modern Algebra's "Fixed Pictures" script for use with pictures for some sort of "overlay" mapping. I'm basically only adding shadows and lighting effects but one particular dungeon has lots of smaller lights, lots of colours and tons of little shadows and that dungeon lags more than any other.
I thought a 30x30 map would be small enough but apparently even that is not something the engine can handle.
I'm also wondering how everyone who parallax maps a lot copes with this since I assume it's even more resource intensive since you have like 2-3 layers? Or perhaps there's a different script that uses the pictures differently so it lags less?
Character info.
I still have to test some things!
Ari is not exactly going to work how I want her to, due to an annoying (and so far unfixable) bug that crashes the game.
So for now her lifesteal will also apply to her Blood Magic, which I'm honestly okay with as she wasn't exactly good to begin with lol, now she's a bit better.
Ari is not exactly going to work how I want her to, due to an annoying (and so far unfixable) bug that crashes the game.
So for now her lifesteal will also apply to her Blood Magic, which I'm honestly okay with as she wasn't exactly good to begin with lol, now she's a bit better.
Deimos
I swear, every time I fix one thing, 2 new bugs pop up.
Demo is still on track though! All the fixes and additions in the last few days have definitely upped my enjoyment of playing the game, it has a really good "feel" to it right now. can't really explain it.
Demo is still on track though! All the fixes and additions in the last few days have definitely upped my enjoyment of playing the game, it has a really good "feel" to it right now. can't really explain it.
Deimos
author=gazi
Thats why I suggest it ;) but a postgame is, in my opinion, something that happens after the mainplot... it would make more sense to implement the 50-floor dungeon inside the mainplot (maybe accessable with a certain number of abyss stones or/and other items or triggers) and, in addition, a postgame feature like more playable characters, a higher grade of loot and/or a permanently random and secret dungeon. It could be combined with the 50-floor dungeon and abyss/bounty feature like you have to collect certain items or kill a npc/monster (or both?) in it (or progressing in upgrading your town?) to get access to those secret areas! I know it sounds like an assload of work but it seems at least worth thinking about. That would improve my motivation ;).
The 50-floor dungeon can be visited during the mainplot and has a secret boss at the end. Clearing it during the main story is actually the biggest challenge.
I'll probably have at least 1 boss locked behind certain requirements as well, but not sure how I'll implement any of it yet.
author=gazi
Thats fine for me. I dont need a deep story (that maybe confuses me or wich I simply dont like) when the mechanics inside of a game work fluid, make sense and are enjoyable BUT challengeing. As a developer you have to think around the corner I suggest ;)
Yeah, exactly. Gameplay above anything.
I don't think the game is all that hard at the moment, but I don't really want it to be at the beginning. the difficulty should kick in after day 10 or so when all mechanics are unlocked and Abyss difficulty dungeons come into play. Then again since I'm the developer I know exactly what to do in any situation so I'm wondering if there are people who find it too hard.
author=gazi
Umm... you said youre gonna blogpost the town system... hope you'll do today so i can make myself a picture of it!
Yup, should be up in a few hours. It's not going to be too long as there's not all that much to explain to be honest.
Deimos
author=gazi
Maybe you'll add something like the "Kongokai" in SMT2 (I think as a SMT fan you know what I'm speaking of xD) as postgame? I think this would fit with your story of having 30 days to accomplish the task that is given!
I haven't actually thought about anything like a post-game dungeon yet, though I did think of like a post-game mode where you stay on day 29 forever. Then I could use that to add extra dungeons for example.
I do have optional bosses planned however, so there's at least something. There's also the 50-floor dungeon that's not integral to progression.
author=gazi
I can say that I dont played many games till the end (because of motivation problems xD) BUT when there was a postgame after the casual storyline, it makes me play at least through the plot (wich is just in your intrests or?).
I'm looking forward to get a demo lad!
Yes, right now I only care about finishing the main storyline. Though the game is more gameplay-focused this time around. In fact, the main storyline stays relatively simple throughout, I've focused more on the actions of the characters and how they interact with one another.
The demo should be available tomorrow evening. ;)
author=gazi
If I have any more useful ideas/feedback I'll let you know ;)
That would be appreciated. I still have a long ways to go so anything and everything could still change at this point.
Deimos
author=gazi
This really sounds intresting lads, since I like the idea of equip that grants techs or cast spells. Bounty system sounds like fun and adjusting monster power is a very smart addition! The Abyss System is a good way to keep the "explorer-spirit" and "loot-addiction" up (who dont get tired of running the same dungeon a hundred times?) and upgrading your town has something simulation-like. When you put it in the right story and style...
...seems like theres some potential here xD! Thumbs up...'scribed!...
One thing to you Deadron: Blood Haze has its edges but it was a cool game with a simple-but-fun battlesystem... PS: I liked the SMT influence in BH and it seems like youre adding some into this wich i really appreciate!!!
Thanks a lot, appreciate it!
There's some SMT skills in the game, but that's really about as far as the SMT influence goes...at least so far. Who knows what might happen later down the road. ;)
Loot Mechanics
[Yanfly] Trying to get animations to play on top of status window.
Ah, interesting. So the battle status and party/actor command windows are all in viewport 1 while the rest are in 2 for example.
I managed to track down a few viewports and was able to figure out what windows are attached to which viewport, at least without any extra scripts installed.
There's the viewport, viewport1, viewport2, viewport3, savefile_viewport and info_viewport.
@viewport seems to be for the item, equip, skill and shop menus. Setting the z to -200 made them invisible.
@viewport1/2/3 are used in battle for the enemy sprites, battle background, flashes/shaking and brightness. But also outside of battle for sprites and some other things.
@savefile_viewport is used for the save menu (wow, what a surprise).
@info_viewport is used for the actor/party command and actor status windows. Which is exactly what I was looking for.
Unfortunately, simply changing the z values isn't working.
Even if I set the @viewport1 z value to -10000 and @info_viewport z value to -9999 (so the battle windows are still visible) the animations are still playing behind the window.
I haven't been able to pinpoint any kind of animation viewport. But since a z value of -9999 on the battle windows makes the animations still play behind the windows but in front of the background which is set at -10000, I wonder if the animations are actually playing on a viewport at all...
Or perhaps the animations are playing on @viewport1, meaning that I would have to seperate them somehow or create a different viewport for them. Only problem is I literally see no line of code where battle animations are added to a viewport and then played.
EDIT: It seems animations are tied to the battle sprites. I put the sprites in @viewport2 instead of @viewport1 (where the battle background is in also) and cranked up the z value on @viewport2 to be higher than the @info_viewport. Animations now play on top of the windows, though enemy sprites also overlap them so it breaks more than it fixes...
I guess I really do need to seperate them somehow.
Sprite_Base seems to have the answer, but it seems to create the viewports in the Sprite class which you don't actually have access to...
Then again I could be completely mistaken.
I managed to track down a few viewports and was able to figure out what windows are attached to which viewport, at least without any extra scripts installed.
There's the viewport, viewport1, viewport2, viewport3, savefile_viewport and info_viewport.
@viewport seems to be for the item, equip, skill and shop menus. Setting the z to -200 made them invisible.
@viewport1/2/3 are used in battle for the enemy sprites, battle background, flashes/shaking and brightness. But also outside of battle for sprites and some other things.
@savefile_viewport is used for the save menu (wow, what a surprise).
@info_viewport is used for the actor/party command and actor status windows. Which is exactly what I was looking for.
Unfortunately, simply changing the z values isn't working.
Even if I set the @viewport1 z value to -10000 and @info_viewport z value to -9999 (so the battle windows are still visible) the animations are still playing behind the window.
I haven't been able to pinpoint any kind of animation viewport. But since a z value of -9999 on the battle windows makes the animations still play behind the windows but in front of the background which is set at -10000, I wonder if the animations are actually playing on a viewport at all...
Or perhaps the animations are playing on @viewport1, meaning that I would have to seperate them somehow or create a different viewport for them. Only problem is I literally see no line of code where battle animations are added to a viewport and then played.
EDIT: It seems animations are tied to the battle sprites. I put the sprites in @viewport2 instead of @viewport1 (where the battle background is in also) and cranked up the z value on @viewport2 to be higher than the @info_viewport. Animations now play on top of the windows, though enemy sprites also overlap them so it breaks more than it fixes...
I guess I really do need to seperate them somehow.
Sprite_Base seems to have the answer, but it seems to create the viewports in the Sprite class which you don't actually have access to...
Then again I could be completely mistaken.
[Yanfly] Trying to get animations to play on top of status window.
Hello,
I've been messing around a bit with Yanfly's Battle Engine Core script, trying to find a solution to animations playing under the actor status window instead of above. Looking in the script, I can't find a Z index for the status window or for the battle animations.
I did find a Z index for the battler sprite, which when I put it at -100 or less would place the battler sprite under the battle background, effectively hiding animations. You would think that if you pushed it up high enough it would put the sprite on top of the status window but even at 9999999 this didn't happen.
Looking around in the comments section on Yanfly's battle engine script, I can see a lot of people requesting/asking the same thing but it seems no one has an answer.
Is this just not possible (doubtful) or am I just missing something here?
EDIT: Messing around some more with the Z values, I could get every window in the game to be invisible...except for the battle status window. It's like it's its own entity or just completely cut off from any and all Window classes.
EDIT2: testing in new project without any scripts. a Z value of -1000 in Window_Base makes every single window appear behind every other element basically turning them invisible. Yet the status window remains, as does the party command and actor command window.
I honestly have no clue why these three windows are not affected...
I've been messing around a bit with Yanfly's Battle Engine Core script, trying to find a solution to animations playing under the actor status window instead of above. Looking in the script, I can't find a Z index for the status window or for the battle animations.
I did find a Z index for the battler sprite, which when I put it at -100 or less would place the battler sprite under the battle background, effectively hiding animations. You would think that if you pushed it up high enough it would put the sprite on top of the status window but even at 9999999 this didn't happen.
Looking around in the comments section on Yanfly's battle engine script, I can see a lot of people requesting/asking the same thing but it seems no one has an answer.
Is this just not possible (doubtful) or am I just missing something here?
EDIT: Messing around some more with the Z values, I could get every window in the game to be invisible...except for the battle status window. It's like it's its own entity or just completely cut off from any and all Window classes.
EDIT2: testing in new project without any scripts. a Z value of -1000 in Window_Base makes every single window appear behind every other element basically turning them invisible. Yet the status window remains, as does the party command and actor command window.
I honestly have no clue why these three windows are not affected...













