Tuesday, June 20, 2017

New Shoping System as of 6/20/2017

Have you ever had one of those "Holy shit I can't believe I didn't notice this problem before!" moments? Well yesterday I did while fine-tuning the prices of the shops in the town of Gildora. By default, RPG Maker VX Ace allows for 4 active (in battle) members at a time. Well, I installed a script to change that to 5 members a long time ago, and I just now realized that doing this will cut off the purchase information for the 5th member of the party. In other words, the + or - that shows whether a weapon or piece of armor will give an increase or decrease of ATK, DEF, etc... won't be visible for whatever character is in the last (5th) slot.

After a whole lot of digging, I found the perfect solution to this in the form of Yanfly's Ace Shop Options (https://yanflychannel.wordpress.com/rmvxa/menu-scripts/ace-shop-options/)

I seriously can't believe I didn't even notice this script existed until just now. Here's a comparison between the default system (left) and Yanfly's (right):



A couple of the icons will need a tiny bit of touch-up but that's not because of the new system.

Friday, June 9, 2017

What's New - 6/9/2017

*The town of Holvington has been kind of a pain in the ass ever since I first started developing LifeWeaveR. Basically, I couldn't decide what I wanted to do with it, despite it being a key location in the game. After several tries, I've decided on a design that will (probably) be the last re-design I have for it.

When Ami and her party first reach Holvington in the early part of the game, it will look like this:


After the party comes back to search for the 6th Fate Glass Mirror fragment, the construction work in Holvington will have been finished and the town will now look like this instead:


*I was going to have a cutscene where Vilogon discovers that the fragment is a fake, but realized that if I did, it would basically murder the continuity of the game, so regrettably I'll have to leave that one of the finished game.


Thursday, June 1, 2017

What's New - 6/1/2017

*The "Avina" boss fight has been slightly re-written. Now, the exit to the room will be sealed off immediately before the fight begins instead of the party being surrounded by fire.

*Still trying to decide on icons for spells/states/items/weapons/etc... As much as I love the extended icon set, I can't help but feel maybe it's creator got a little bit carried away.

*The magic-enhanced weapon skills have been tweaked a little bit. Now, when a character receives or finds the "shard" (Ami's Razor Wind for example) the skill is automatically learned and applied.