A Follow-Up From The Other Day
Since my current goal is to get an updated Arena Demo this month, I would like to talk about what I've been able to do in my spare time.
Lobby Lag Fixed
One of the major issues that was brought up before was that it lagged in the main lobby. Before, I couldn't see how that it happened, but the same commentator brought up that it could have been caused by an event being set to Parallel. I checked all the 'events' in the map and found what was causing it.
Now, this shows it already changed, but what I did before was I made that big door in the lobby carry an event to check and make sure than if all the Hard fights were completed, it would change the option for the enemy to include (Complete). With this screenshot, I did change it to where it only triggers upon a switch...but as I was writing this I started to realize that this really isn't necessary. I could just have the variables change in the main event that handles all the fight selections. The switches are only there for unlocking the final fight. So, while the lag should be gone now, I will further tweak this so there's less code.
Added Popup Text for Food Tags
As per suggestion, I went and added code to make it so combat text pops up (like when artes are used) so you know which Food Tag was activated. They will appear in the same place as with artes, since the Visual State Popups would be too cluttered when appearing on the party. Further tweaking may be needed for the food effects that kick in near the end of an attack, since I have combat text disappear once an action is done.
Finish Up Enemy Animations
Most of the enemies you can currently fight in the demo have proper animations and attacks. I have one more enemy I need to give an attack animation for, and then I need to decide if I want to give any animations to the Treant using the Narikiri Dungeon X design, or wait until I have access to the Destiny DC design. They are technically the same, but I noticed a tiny quality difference with the former. I may just go ahead with adding it in, but after I finish the other enemy. The Vulture and Claw Bear will be the only enemies without updated animations at this time.
Work on Vera
This week, on top of finishing up the enemies, I will work on getting Vera programmed with artes and mechanics. If there's enough done that I can incorporate her into the demo, I will do so. Otherwise, the rest should be fine enough to work for the demo and I can resume work on the main story.
Wrap-Up
I tend to not have motivation these days, but when I do, I seem to get into a groove and get things done. I completed the food tag popups in a night, if only for simplicity, and they should have been done sooner. I will see this update happens, now that I have time.
Get Tales of Naturia
Tales of Naturia
Harmony with Nature RPG
Status | In development |
Author | Mediahunter1 |
Genre | Role Playing |
Tags | 2D, Furry, RPG Maker, Singleplayer, tales-of |
Languages | English |
More posts
- Progress Report: November 20246 days ago
- Area Building - Anchbhaile Overworld24 days ago
- Progress Report: Vera Event and Other Things37 days ago
- Progress Report: Cambio Nature Trail and Input-Based Abilities66 days ago
- Enemy Animation Sprites - Cambio Nature Trail87 days ago
- Map Design: Cambio Nature Trail94 days ago
- Progress Report: Over Limit and Other ChangesJul 28, 2024
- Progress Report: Skit and Map StuffJul 13, 2024
- Feature Mechanic: Skit SystemJun 28, 2024
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