kinkykazu Wrote:I really want this to be interactive and immersion but i keep running into snags in the programming base within rpgmaker. I'm not the greatest programmer and the only language I slightly understand is Javascript. So i'm very tempted to retry within Unity since I've used it on many occasions and i could get maybe get everything I want. But that also means I'd be rolling with 3D and Dev time would slow down more... I'm conflicted since if I do 3D i know i can make some cool stuff but if i learn Ruby i can possibly fix what i want...
moonblack Wrote:kinkykazu Wrote:I really want this to be interactive and immersion but i keep running into snags in the programming base within rpgmaker. I'm not the greatest programmer and the only language I slightly understand is Javascript. So i'm very tempted to retry within Unity since I've used it on many occasions and i could get maybe get everything I want. But that also means I'd be rolling with 3D and Dev time would slow down more... I'm conflicted since if I do 3D i know i can make some cool stuff but if i learn Ruby i can possibly fix what i want...
Just saw this and wanted to say that we might be able to help you if you tell us exactly what your problems with RPG Maker are.
kinkykazu Wrote:Thanks, I didn't know if anyone felt like helping me. I'm also sort of passive aggressive when it comes to deving in programs i don't know as well, I tend to make compromises when i can't figure something out i just end up making a workaround or giving up on the feature.
In JavaScript,in unity specifically there's a "Functionupdate" which constantly checks during the game for value changes. I wanted to know if there's something like that in Ruby.
In the game doc for the game when i originally set out to make this game I had "Arousal" as a completely separate variable and not a spell effect. Even now arousal works with more giggery pokery instead of its original designed intent.
"During combat certain combat abilities will stack units of Arousal upon the enemy until carping at 20 stacks. Arousal would degrade each turn by an amount set per enemy. If the arousal value is greater than a 5 give a 25% chance to impede the enemies actions, if 10 give 50% and if 20 give 75%."
this along with Masochism, Sadism, Reveal True Nature (Eyes of the Slave Trainer), and Resistance had to be scrapped or reworked because i couldn't for the life of me figure out how to make the game do what i wanted it to do.
"Masochism- if enemy/friendly unit is masochistic by nature and is damaged that unit at the end of the turn gets healed by 10% of the damage dealt to it."
"Sadism- if enemy/friendly unit is sadistic by nature and does damage that unit at the end of its turn gets healed by 10% of the damage dealt to it."
Both S and M would increase up to 30% due to equipment or difficulty of enemy.
"Reveal True Nature(Eyes of the Slave Trainer)- Reveals the true nature of the enemy as well as doubles the effects of her nature for 2 turns. i.e. Masochist, Sadist, Anal Whore, Nipple Slut."
"Resistance- units HP will be checked by an update function or Ruby's closest equivalent. As the units life drops below 3 benchmarks 75/50/25 the unit will get progressively less clothed and gain a permanent debuff to defense."
These are the things that are currently kicking my ass as a developer. And the part that annoys me is i understand how to program them if i were to build a MUD in javascript using Notepad++ or a 3D game also in javascript using Unity. All i want is to get back to the art assets since I'm a designer by nature. I like to design gameplay and art but the implementing of the gameplay sometimes alludes me.
KBridget Wrote:Has there been an update since I last played.
kinkykazu Wrote:This project isn't dead [...]
ANYWAY...
I'm sorry i'm taking forever... I'm trying my best
Users browsing this forum: No registered users