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Always back up your files before using a program that 'cleans up your PC'.
Also good news! Now that the menus are finished, I can finally show off something more entertaining!
Mog you fool! You have made me TOO POWERFUL!
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Dang, that's one cool apocalyptic battlefield. One question though: the inverted triangles under the boss' HP bar represent how many bars are there or are indicative of something entirely different?
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06-23-2024, 02:18 AM
(This post was last modified: 06-23-2024, 02:20 AM by DerVVulfman.)
(06-22-2024, 09:27 PM)Steel Beast 6Beets Wrote: Dang, that's one cool apocalyptic battlefield. One question though: the inverted triangles under the boss' HP bar represent how many bars are there or are indicative of something entirely different?
Those are her HP bars all right. And this fight is early on in DISC 0 (the Training chapters)... So dwell upon that this is before stakes are high.
OH, and whilst the normal dialogue here is being voiced by Remi, the normal text is merely silent....
... OTHERWISE both Koko and the Immoral Messenger ( and two others) are voiced by Siletrea in in-game cutscenes and battle effects!
And Happy Birthday.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
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It is as DerVVulfman says, those are HP bar counters, and you can hear Wi's official vocie acting in the "Show me your strength, so that I may see if you may be useful to me." line.
Here's a couple more little previews, still shots this time, of the functionality I now have at my command.
They aren't as impressive looking as the battle arena, but more things like that will be reached in due course.
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(06-23-2024, 02:18 AM)DerVVulfman Wrote: (06-22-2024, 09:27 PM)Steel Beast 6Beets Wrote: Dang, that's one cool apocalyptic battlefield. One question though: the inverted triangles under the boss' HP bar represent how many bars are there or are indicative of something entirely different?
Those are her HP bars all right. And this fight is early on in DISC 0 (the Training chapters)... So dwell upon that this is before stakes are high.
OH, and whilst the normal dialogue here is being voiced by Remi, the normal text is merely silent....
... OTHERWISE both Koko and the Immoral Messenger (and two others) are voiced by Siletrea in in-game cutscenes and battle effects!
And Happy Birthday. That makes sense.
Also, thank you! I'm actually celebrating today as it is customary in my family (usually, it's the sunday of the same week as the actual birthday since we're kind of busy the rest of the time).
(06-23-2024, 07:06 AM)Remi-chan Wrote: It is as DerVVulfman says, those are HP bar counters, and you can hear Wi's official vocie acting in the "Show me your strength, so that I may see if you may be useful to me." line.
Here's a couple more little previews, still shots this time, of the functionality I now have at my command.
They aren't as impressive looking as the battle arena, but more things like that will be reached in due course. Those sunrays in the forest are such a nice effect. And I recall the second pic from the demo I played some years ago if my memory serves me right.
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06-24-2024, 10:36 AM
(This post was last modified: 06-24-2024, 10:37 AM by Remi-chan.)
(06-24-2024, 12:50 AM)Steel Beast 6Beets Wrote: Those sunrays in the forest are such a nice effect. And I recall the second pic from the demo I played some years ago if my memory serves me right. You'd have seen both from the demo you played, as that second pic is a tent you enter from the tent in the first pic! It's just pretty cool what weather effects can do these days!
Got some new things to share. This scene won't be in until Disk 3, but its not really spoiling a huge amount!
Pandemonic Cat of Schrödinger
In this you see not only some more weather effects, but the third of the scripts from Mog that will help me really make these maps more specialer!
It's animated pictures, that's how the starfield warp is accomplished!
Also new is the placeholder sprites and animated busts for Rykki Schrödinger.
Had way too much fun with making these faces!
In other news, I've also prepped the images for the last eight optional events for Disk 2. These will host the first two appearance of Rykki and Porrum, who we'll find out more about later.
Apophis Labs Events
More juicy M.F. Lazarus lore.
Sanctuary Events
The final two events are focused on Porrum. The sprites for both Rykki and Porrum are placeholders at present.
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Oh man, knocking it outta the park! Glad to see you still kicking ass and chewing bubble gum!
Been too busy to get anything done, this has been a dead year productivity wise for me :/
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Random question but does anybody know what's the normal memory usage of RPG Maker XP? I've noticed some wild fluctuations ranging from 6 MBs to 61 MBs and it has left me baffled.
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07-01-2024, 09:00 PM
(This post was last modified: 07-01-2024, 09:04 PM by DerVVulfman.)
Insofar as what a developer needs...
Minimum System Requirements:- Microsoft® Windows® 98/98SE/ME/XP/2000
- PC with 800MHz Intel® Pentium® III equivalent or higher processor
- At least 128MB of System RAM
- 1024x768 or better video resolution in High Color mode
- DirectSound-compatible sound card
- At least 100MB of available hard disk space
Recommended System Requirements:- Microsoft® Windows® XP
- PC with 1.5GHz Intel® Pentium® 4 equivalent or higher processor
- At least 256MB of System RAM
- 1024x768 or better video resolution in True Color mode
- DirectSound-compatible sound card
- At least 500MB of available hard disk space
Mind you, that really covers the editor itself, the memory usage for loading graphics the editor itself will need, and the processing power to allow one to make database files including the maps, and audio playback through the editor.
Insofar as the memory requirements of a game, that I would see it dependent upon all the resources in play. That is to say, graphic files loaded into memory may take a large portion and how much software is added that is/isn't optimized (aka is/isn't memory resource friendly), and such. And one may consider map size. Obviously a larger 500x500 map (aka 250,000 tiles) takes more memory than a 15x20 map (aka 300 tiles). And then there's events taking up processing... but anti-lag scripts can do at least something about that.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
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I see.
It seems my main project is simply too big and that's causing the memory usage spike. My other projects only use half as much.
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