01-28-2025, 11:51 PM
I haven't posted too much gaming, because most of it has been revolving the Half Kaiser Battler project and the Layered Spritesheet Tool.
The battler project requires major work as I redesigned the body template to recognize both Left-handed NPCs as well as the traditional Right-handed NPCs. The original design offered only a Right-handed NPC, though a fault existed within as the pose used for bows showed off NPCs using such Left-handed to get a better shot of the body.
Right now, my work is still in RGB format, though they will be converted to an indexed format to severely reduce filesize. I have the bodies recreated. a baseline set of eyes of roughly 8 designs (no colorized palettes yet), multiple ears, separate heads/faces, a reworked bodysuit, and now brand new 'Pants' ... denim specifically.
Full-sleeve pullover shirts will be next.
As for the Layered Spritesheet Tool, I'm relatively satisfied with it for now. Oh, there are things I want to improve upon of course.
The lists on the right work, but it would look like a real windows interface if I used my Windows-styled widgets. I mean... scrolling works beautifully with my widgets, and it looks authentic!
The reaction speed of Input.repeat? with the system needs work. It reacts too fast, more like if I just hit Input.Press? It just doesn't pause like it should after the first pressed moment. So scrolling through the individual poses of a spritesheet when zoomed... its SPEEDY and it shouldn't be speedy when you first click the Prev/Next buttons.
Oh, and perhaps have Zoom go beyond even 5x zoom.
And lastly, I really want to see about speeding up changes when one uses the Color Balance system.
When you access a resource, it can hue adjust immediately when you load it into memory. But Color Balance is totally scripted so it is dependent upon how fast the Game.Exe's framerate is set, and 120 is the fixed maximum for all processing for RPGMaker XP through to VXAce. RPGMaker Engines from MV revision 1.4 on up have a fixed logical 60 frame processing (which would run my script SLOWER), though its visual graphic processing is based on your monitor hrz speed (generally visually much smoother). Yeah, I do my research.
The color processing is fine for small resources, but big ones are an issue. Its all a matter of the size of the resources loaded in memory, so a simple faceset or a simple 4-pose characterset collection is fine. Make it a multiple pose character set with five attack poses, dancing, a variety of idle poses, a pose of the NPC flipping someone the bird, and so on... that may take longer than expected.
I am thinking of a means to reduce the delay, though it would would mean a massive amount of work. Oh, I'm up for it, but not now. I mean, geez...
I never seem to stop.
The battler project requires major work as I redesigned the body template to recognize both Left-handed NPCs as well as the traditional Right-handed NPCs. The original design offered only a Right-handed NPC, though a fault existed within as the pose used for bows showed off NPCs using such Left-handed to get a better shot of the body.
Right now, my work is still in RGB format, though they will be converted to an indexed format to severely reduce filesize. I have the bodies recreated. a baseline set of eyes of roughly 8 designs (no colorized palettes yet), multiple ears, separate heads/faces, a reworked bodysuit, and now brand new 'Pants' ... denim specifically.
Full-sleeve pullover shirts will be next.
As for the Layered Spritesheet Tool, I'm relatively satisfied with it for now. Oh, there are things I want to improve upon of course.
The lists on the right work, but it would look like a real windows interface if I used my Windows-styled widgets. I mean... scrolling works beautifully with my widgets, and it looks authentic!
The reaction speed of Input.repeat? with the system needs work. It reacts too fast, more like if I just hit Input.Press? It just doesn't pause like it should after the first pressed moment. So scrolling through the individual poses of a spritesheet when zoomed... its SPEEDY and it shouldn't be speedy when you first click the Prev/Next buttons.
Oh, and perhaps have Zoom go beyond even 5x zoom.
And lastly, I really want to see about speeding up changes when one uses the Color Balance system.
When you access a resource, it can hue adjust immediately when you load it into memory. But Color Balance is totally scripted so it is dependent upon how fast the Game.Exe's framerate is set, and 120 is the fixed maximum for all processing for RPGMaker XP through to VXAce. RPGMaker Engines from MV revision 1.4 on up have a fixed logical 60 frame processing (which would run my script SLOWER), though its visual graphic processing is based on your monitor hrz speed (generally visually much smoother). Yeah, I do my research.
The color processing is fine for small resources, but big ones are an issue. Its all a matter of the size of the resources loaded in memory, so a simple faceset or a simple 4-pose characterset collection is fine. Make it a multiple pose character set with five attack poses, dancing, a variety of idle poses, a pose of the NPC flipping someone the bird, and so on... that may take longer than expected.
I am thinking of a means to reduce the delay, though it would would mean a massive amount of work. Oh, I'm up for it, but not now. I mean, geez...
I never seem to stop.