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(1 edit)
To help me visualize things a bit, you’d have a party-list that could look like, using boldface for active characters…
  • Lester
  • Richard
  • Janice
…so? Something like this was certainly possible earlier in an earlier build of the system, though, I might not have accounted for adding a character already in the party to an empty active slot.  

Thanks for answering so soon! Sorry, that diagram's wrong:
If I have:

  • Lester
  • Richard
  • Janice

    Then try to put Lester in the empty third spot, then Lester and Janice swap to become:
  • Lester
  • Janice
  • Richard

Which I don't think can be predicted from how the cursor works? That's my only issue, that the player couldn't know that'd happen. But once it does, it's easy to remember at least. EDIT: It's also a minor thing, that I only discovered due to messing around for the bug, just noting because I didn't expect it.

I’m not sure if removing the condition, or making it an optional condition, is the right move, as I’m not sure if those functions have some decision-making processes in regards to how enemies determine their targets

Good caution!

(2 edits)

If I have:

  • Lester
  • Richard
  • Janice

Then try to put Lester in the empty third spot, then Lester and Janice swap to become:

  • Lester
  • Janice
  • Richard

Which I don’t think can be predicted from how the cursor works? That’s my only issue, that the player couldn’t know that’d happen. But once it does, it’s easy to remember at least.

I was looking into this earlier today. My test party started off with Richard and Lester, then tried to put Richard in the third slot. My resulting party was…

  • Janice
  • Lester
  • Richard

I suppose the expected result would be…

  • Lester
  • Richard
  • Janice

…like so. However, what’s happening under the hood is that…

$gameParty.members()[0]

…is being swapped with…

$gameParty.members()[2]

…and having their “isHidden” values switched with them. I will concur that it working this way might be a little awkward, but, it might be something I’ll leave as-is.

Getting the active party cursor into the correct position at various max party sizes looks like a much easier solution. If things go well, I can do another update some time tomorrow, lest more bug reports (or spelling corrections) come down.

(3 edits)

Thanks for the update! May game making go smoothly! Dinner for me.
...
Potion weirdness: On the screen to select who to use a potion on, it has big text, but then after using the potion on someone, the text shrinks down to what it's like in the main status menu?
...
From testing with a Lester, Janice, Richard LV 1 party in the Quaysha Caves, it seems like:

Two Crows are LV 7.

Mushmen are level 3 or so?

And Mosquitoes are level 8 or something.
And Goblins are probably level 2.

(+1)

Potion weirdness: On the screen to select who to use a potion on, it has big text, but then after using the potion on someone, the text shrinks down to what it’s like in the main status menu?

I’ve noticed this, and in other contexts, such as using skills. As far as I can tell (or am aware), those menus should be using the same window classes as the main party menu. Which should mean the font/line heights should be based on how big the active party can be. Clearly, something is up with the timing, or something, because the window does, eventually, fix itself. I’m just not 100% sure why it’s not displaying as it should to begin with!

From testing with a Lester, Janice, Richard LV 1 party in the Quaysha Caves, it seems like: Two Crows are LV 7. Mushmen are level 3 or so? And Mosquitoes are level 8 or something. And Goblins are probably level 2.

At level 1, Quesha Caves should be between 1 (Goblins) and 7 (Mosquitos) in ECN cost. Crows should cost 5, Mushmen should cost 3.