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!
Atarian
2020-04-03 15:53:12 +0000 UTCAzguella
2020-04-03 03:43:38 +0000 UTCNephiro
2020-04-02 08:14:43 +0000 UTC