10-19-2015, 10:02 AM
I'm pondering making my own Zelda-like ABS in VXAce from scratch. (Or thereabouts.) Because I like making things hard on myself.
Actually there's two more particular reasons why I'm doing this. The first one is simple - coding it myself means I know the ins-and-outs of the engine and I can get it to function as I want.
The other one is that as much as there seem to be two, three really good ABSes for VXAce? I don't think they're as true to Zelda-like tools/items as I want. At their core a lot of Zelda tools are projectiles, but sometimes I'm not sure it's that simple. Bombs for example can be both thrown or placed, or picked up again. That flexibility is something I'm not sure is availiable in either Falcao's Pearl, Khas' Sapphire, or XRXS/Moghunter's XAS.
Well iirc XAS is based on spawning events, so that one has the highest possibility, but Moghunter's scripts are a mess to look at, and the language barrier isn't a help either. But yeah I'm pondering something that uses event or projectile spawning. Events if I want to be able to pick up objects especially.
Edit: As much as I think I know what I'm doing right now getting enemy data from enemies and giving them to events is being annoyingly complicated. Comments placed in events are page-dependant, and for whatever reason even though I seem to be getting the data, element affinity is incorrect. There's probably some extra clause VXA passes stuff through that, when element_rate is taken as is it's just 100% effect?
I dunno. It's 3am, and I'm forgetting about my own code overrides to test bugs when I solve the bugs, creating new bugs.
Actually there's two more particular reasons why I'm doing this. The first one is simple - coding it myself means I know the ins-and-outs of the engine and I can get it to function as I want.
The other one is that as much as there seem to be two, three really good ABSes for VXAce? I don't think they're as true to Zelda-like tools/items as I want. At their core a lot of Zelda tools are projectiles, but sometimes I'm not sure it's that simple. Bombs for example can be both thrown or placed, or picked up again. That flexibility is something I'm not sure is availiable in either Falcao's Pearl, Khas' Sapphire, or XRXS/Moghunter's XAS.
Well iirc XAS is based on spawning events, so that one has the highest possibility, but Moghunter's scripts are a mess to look at, and the language barrier isn't a help either. But yeah I'm pondering something that uses event or projectile spawning. Events if I want to be able to pick up objects especially.
Edit: As much as I think I know what I'm doing right now getting enemy data from enemies and giving them to events is being annoyingly complicated. Comments placed in events are page-dependant, and for whatever reason even though I seem to be getting the data, element affinity is incorrect. There's probably some extra clause VXA passes stuff through that, when element_rate is taken as is it's just 100% effect?
I dunno. It's 3am, and I'm forgetting about my own code overrides to test bugs when I solve the bugs, creating new bugs.