Progress Update 2
OK, today's going to be long, but is necessary to go over.
This is how a basic event is working under RPG Maker XP on how I change battle display images around. As you can tell it's...not very complex at all. There is at first a check to get the players current health, and then a 'if/or' chain to change what image is shown based off of status effects and health %'s. This system 'works' easy because in RPG Maker XP, there is already a area for the battle sprite to be easily changed as needed.
Not the case in every OTHER RPG Maker build out there, rather they instead use a 'face graphic' that is used when someone is talking. XP ditched the Face graphic, so in codename I had to use a 'disply image', but with text, we know exactly who is saying what, when. So changing images around manually is very easy to make up for the lack of internal use. Doing such for battle though, is not. While we can do checks to see who is currenly in a team, and their status and the like ( just like in XP ), we can NOT tell the order of a party, or player placement. This can lead to many, many issues.
This is a quick example of what I mean. In this we have a test battle between Tyamet, and a slime. We already can tell that Tyamet is in the party, so doing a simple 'Draw image here' is all we need in a script chain.
We can also do a basic check to see Tyamet's status, and update this image as needed. Shown here, Tyamet's been covered in slime, her status effect showing this, and her display image is updated to match as well. So far so good right?
Wrong. Here is another basic test showing off the major flaw in this system. We have 3 other people in our team, each one in a different slot, with Tyamet at the bottom. Sadly there is no 'normal' way of telling or script chain 'Tyamet is here, place image now in 'this' spot' to make up for this. Instead, it will still continue to draw her in the same spot. When you are planning to have many, MANY different cast of characters, and them swapping in and out at random ( or even the possibility of such ), a flaw like this is crippling to say the least. If I can find a way to get past this, then VX Ace will end up the main environment I rework Codename with, but if I can't, then I might have to stay with XP due towards it's more simplistic and automated nature on this matter.
(BTW, yes, my copy of VX Ace is in Japanese by default. I don't have the US steam version after all.)
This is how a basic event is working under RPG Maker XP on how I change battle display images around. As you can tell it's...not very complex at all. There is at first a check to get the players current health, and then a 'if/or' chain to change what image is shown based off of status effects and health %'s. This system 'works' easy because in RPG Maker XP, there is already a area for the battle sprite to be easily changed as needed.
Not the case in every OTHER RPG Maker build out there, rather they instead use a 'face graphic' that is used when someone is talking. XP ditched the Face graphic, so in codename I had to use a 'disply image', but with text, we know exactly who is saying what, when. So changing images around manually is very easy to make up for the lack of internal use. Doing such for battle though, is not. While we can do checks to see who is currenly in a team, and their status and the like ( just like in XP ), we can NOT tell the order of a party, or player placement. This can lead to many, many issues.
This is a quick example of what I mean. In this we have a test battle between Tyamet, and a slime. We already can tell that Tyamet is in the party, so doing a simple 'Draw image here' is all we need in a script chain.
We can also do a basic check to see Tyamet's status, and update this image as needed. Shown here, Tyamet's been covered in slime, her status effect showing this, and her display image is updated to match as well. So far so good right?
Wrong. Here is another basic test showing off the major flaw in this system. We have 3 other people in our team, each one in a different slot, with Tyamet at the bottom. Sadly there is no 'normal' way of telling or script chain 'Tyamet is here, place image now in 'this' spot' to make up for this. Instead, it will still continue to draw her in the same spot. When you are planning to have many, MANY different cast of characters, and them swapping in and out at random ( or even the possibility of such ), a flaw like this is crippling to say the least. If I can find a way to get past this, then VX Ace will end up the main environment I rework Codename with, but if I can't, then I might have to stay with XP due towards it's more simplistic and automated nature on this matter.
(BTW, yes, my copy of VX Ace is in Japanese by default. I don't have the US steam version after all.)
Topic : Hentai game
Genre : AdultContents