HELP NEEDED: someone who knows Spanish to help me obtain some permissions
On another topic, I’m really hoping to use Nousempro8’s gorgeous 8 bit OOT remixes for my game, but I’ve run into two problems: for starters, there’s a language barrier. I don’t know the first thing about Spanish, and I have no idea if he knows English since his entire channel is Spanish. The second is that it looks like he’s not-so-active online—he doesn’t appear to have been on his social media accounts for a couple months. He’s got his skype username listed on his youtube profile, but I have no idea if he uses it and I can’t really find out myself because… again, I have no idea about Spanish.
So, I need someone who does know Spanish to throw him a message for me asking if he’d be cool with me using his stuff for this fangame. Anyone here want to volunteer?
ENEMY PROJECTILES ARE FUNCTIONAL, FINALLY
Getting somewhere with enemy projectiles. Thanks to TIGTS's suggestion, I discovered where the lag was coming from, and now it is no longer an issue.
I’m still having issues getting projectiles to launch properly, like, 1/3 of the time it’ll go off perfectly and 2/3 of the time it’ll act like it’s stuck between the switches somehow. It should be a simple enough fix though now that it’s mostly functioning.
Complaining always helps fix a problem. Sorta.
Enemy projectiles can now shoot exactly once without problem. After that they do the not-actually-shoot-and-lag-the-game-to-hell thing.
I DO NOT UNDERSTAND YOU, RPG MAKER 2k3.
edit: and now it’s broken again. I changed absolutely nothing. I just tried to playtest it again.
Thinking of peddling my book, "How hard could it possibly be to create functional enemy projectiles?: a woman’s folly".
For some reason enemy projectiles create an ungodly amount of lag. Like, freezing for multiple seconds amount of lag. The strange thing is, it only does this when the enemy is moving. Enemy projectiles work fine when the enemy is stationary, but if it’s moving then not only does it lag to hell but it just plain doesn’t work. The arrows never fire, the projectile stops keeping track of the enemy’s location…
So clearly, the solution is to just make it so enemies stop before firing projectiles and don’t move again until the projectile is finished, right? That’s what makes sense.
…But RPG Maker 2k3 doesn’t make sense. Trying to do this creates just as much lag, AND makes enemies that have fired projectiles completely immobile forever after firing 1 projectile.
And it’s torturous, because I KNOW a fix is possible. I took a peek at another work Xfixium (the person who made the original base LoZ engine I’ve been working off of) did, and they have enemy projectiles working fine within the same system… but I can’t tell how their code is different from mine!
In short, the cause of my death will be trying to figure out enemy projectiles.
it doesn’t look like much, but trust me it’s progress!
It’s coming along!
There’s been some lull in progress because my long distance girlfriend is visiting, but I’m currently working on enemy programming so I can recruit volunteers to do enemy placement.
Thanks for the signal boosts and such guys! I’ve decided my course of action: I’m going to take some volunteers. I have some holes I need to patch up and some base enemies to program before I’m ready to take volunteers, but I’ll make another post when I’m ready to take them, maybe look for some on ZFGC if tumblr doesn’t yield enough volunteers.
I’ll give a detailed guide on the work that needs to be done when I take volunteers, but it’s all pretty simple stuff: cut and pasting premade events, changing a couple variables. Nothing hard, or even programming heavy. Just kind of time consuming and not a whole lot of fun for me because I’ve already done a lot of cut and pasting and changing variables. :|
And again, thanks guys. The bits of interest people have shown in volunteering/supporting just makes this project feel so much more feasible for me already. If I can get some volunteers, I might be able to have this project done or at least in “almost finished, give to testers to catch all the bugs” phase before another year of working on it passes!
Progress on this has been kind of turbulent. The fact that this is a one man project (so I’m the only person working on it) is totally wearing on me.
I’m kind of caught between a rock and a hard place because the obvious answer would be to take a break from it, but I don’t want it to be one of those situations where I put the project down and then it never sees the light of day. Especially since I’ve poured so much time into it already! The idea of that happening just makes me oooOOOOooohhhHHHhhhggg feel sick because I don’t want to be one of “those” creators, ya dig. 8(
My other option would be to get some people to help me with the massive amount of cut and pasting and variable changings, but the problem with that is that I don’t have money to hire people to do this it’d have to be volunteers. I don’t know if I can find volunteers who know their way around rpg maker 2k3 well enough to be able to decipher the mess that is my coding/eventing and doesn’t mind doing mind numbingly menial work.
GFFFHHHHHHHGHHHHH on the bright side the entire world IS FULL OF POTS :|
I can't believe its been over a year and you're still moving forward with this project. You're an inspiration to all us losers who get super excited about big projects and then give up after two weeks.
I’m pretty surprised myself! I’m a proud doofus that I’ve stuck with this project this long and that I’m this close to finishing. Like, you guys still probably won’t see it released or beta’d for a while because there’s a lot of little things that need fixing here and there, but from my perspective as the game’s designer/programmer/everythinger the bulk of the work is done and that’s pretty dang cool to me.
It’s not everything I wanted it to be, but at the same time it’s more than I thought I could actually do. I’m really looking forward to finishing it and releasing it!