07-26-2012, 09:05 AM
After posting last night's What's Up post, I had already spent nearly 25 hours working on various things, but I spent another 8 hours on a couple other things.
I'm already planning on animated actors (for whatever side-view animated battle script I use), and some are half-done, but not so much on animated enemies. Regardless, last night I started what is supposed to eventually be a two-headed dragon. I'm not really sure it belongs in my game because of the modern setting, but hey, I needed practice, so I went with it and the first head's attack is done!
The second thing I worked on after last night's post was switch, variable and database planning. I'm hoping to have all of these things mapped out and set up before I actually start putting things together, but I haven't entered the entries yet, just wrote notes on everything and how it's all supposed to function together.
Many of the switches in the first ten slots are tied to key scripts, such as map-ability scripts; run, jump, swim, push/pull, etc. Many of the first ten or so variables track map ID, player x, y, terrain, etc. Aside from map IDs, families of maps all belonging to one location (ie, a family of town maps) are assigned a single location ID which will probably further feed into a climate and weather system. Yadda yadda, I could go on about details but...
...I'm off to download the latest Animated Battlers demo to import some WIP graphics into it, see ya!
Edit:
I haven't done anything groundbreaking yet, such as importing my cheesy WIP template, but I did update Trickster's custom battle status window! I changed the window so that it highlights the active battler because it was confusing to know who you were selecting for. I'm going to keep working on this and making changes as needed, but hopefully I don't get too distracted from graphics work lol.
There is some mirroring issues that I'll need to fix between default style and animated style battlers, along with a couple other small bugs I'll have to fix. Once I make a few successful updates, I'll have to forward DerVVulfman a link to the updated AB ATB demo. ;D
I'm already planning on animated actors (for whatever side-view animated battle script I use), and some are half-done, but not so much on animated enemies. Regardless, last night I started what is supposed to eventually be a two-headed dragon. I'm not really sure it belongs in my game because of the modern setting, but hey, I needed practice, so I went with it and the first head's attack is done!
The second thing I worked on after last night's post was switch, variable and database planning. I'm hoping to have all of these things mapped out and set up before I actually start putting things together, but I haven't entered the entries yet, just wrote notes on everything and how it's all supposed to function together.
Many of the switches in the first ten slots are tied to key scripts, such as map-ability scripts; run, jump, swim, push/pull, etc. Many of the first ten or so variables track map ID, player x, y, terrain, etc. Aside from map IDs, families of maps all belonging to one location (ie, a family of town maps) are assigned a single location ID which will probably further feed into a climate and weather system. Yadda yadda, I could go on about details but...
...I'm off to download the latest Animated Battlers demo to import some WIP graphics into it, see ya!
Edit:
I haven't done anything groundbreaking yet, such as importing my cheesy WIP template, but I did update Trickster's custom battle status window! I changed the window so that it highlights the active battler because it was confusing to know who you were selecting for. I'm going to keep working on this and making changes as needed, but hopefully I don't get too distracted from graphics work lol.
There is some mirroring issues that I'll need to fix between default style and animated style battlers, along with a couple other small bugs I'll have to fix. Once I make a few successful updates, I'll have to forward DerVVulfman a link to the updated AB ATB demo. ;D