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Devlogs

2025 Devlogs

MZ25
A browser game made in HTML5

20/11/2025: Had the entire Common Event run Date Time System made into a plugin. Not a fan of plugins, but very little choice given the post-1.9.0 CE Parallel Process blocking behaviour of Message Window at Scene Map update.Main.

19/11/2025: Removed Gabe MZ Message Plus plugin and replaced it with MZ Native Hook overrides.

Edit: sort of also found out why MZ 1.9.0 is blocking parallel processes in Common Events. The interpreter for updateWait() pauses everything with "hasText()" in Scene Map update.Main. I don't recall seeing this in MV, not sure if teh same for pre-1.9.0, though my Minato Bay (MZ 1.1.1) ran Common Events as parallel processes with no issue. https://audze.itch.io/minato-bay-prototype

17/11/2025: Wiped and redid everything. Trying out new ways to manage frame to cost / speed to throttling cpu cycles. Also discovered that Common Events even when run as a parallel process, are blocked when Text Windows are active in RPGMZ v1.9.0. I recall previous versions blocking focus, but never interfering with Common Events as a parallel process. Not sure if it's a good change, managing parallel processes with the default text windows is going to be tedious.

15/11/2025: Removed Hime's Common Event Queue Plugin. It's no longer needed for RPGMaker MZ 1.9.0 due to the native core handler: Game_Temp.prototype.reserveCommonEvent(id) which executes the oldest first: return this._commonEventQueue.shift() ? $dataCommonEvents[id] : null;. If this chain is interrupted in the middle of sequential flow, it will still finish the sequence but interject it with the last common event of the flow (old interpretor MV behaviour). This process remains the same with or without Hime's plugin it seems.

14/11/2025 + : Asset Optimization, lowering bitrate of sound files, PngCrush/PngOpt for png files - some are actually renamed webp (even smaller!), lower graphical assets to 8bit. Minimization of parallel processes using other methods  and tightened cycle throttling whenever possible.

Edit: More minor tweaks, replaced YEP Utility Common Events v1.01 (MV) with MZ Native methods.

14/11/2025: Implemented Party tracking (from States, Formation Index, ActorID, XY Coordinates and etc.) Face Index Pic also change accordingly. Managed to make animations play outside of Canvas via Old school MV Compatible mode. Tedious to have to redo them, but it was fun.

13/11/2025: What a facepalm moment. Apparently Effekseer textures and animations don't show up when deployed as a web browser game via RPGMaker v1.9.0 . Not certain even if they did on previous versions, too bummed out to do rollback testing. Through the years of hobbying RPGM, i've lost count how many times it came to a point where i'd hit a snag like such and abandon the game.

Going to switch to MV compatible mode at the animations section in MZ and see if they show up. Pain in the arse.

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