Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(3 edits)

Oh yeah, just so you know, I did pull it off. Needed 2 hotkeys to go back and forth, 15 switches, 11 common events, and 2 variables. 

Each party member needed 1 common event, and 2 switches... Trust me... it made sense... There was plenty of trial and error. The plugin's ability to create events from the template was invaluable.  

It accounts for who is in the party and if they are dead or not.  The party though MUST be in a set order. The idea is it's a rotation.

Took 10 hours to figure out doing a forward rotation. Took 4-5 hours to do a reverse rotation. The reverse was easier to figure out but the common event for it is MUCH MUCH longer.  Though if I used labels, it probably would've been easier.  Edit: I can rewrite it with the labels though. 

It's absolutely amazing to hear that. 💖

(1 edit)

Yeah... it really was bloating the size of the common event file. The labels reduced it from 980KB to 174KB... 

Also implementing individual movesets based on who the player currently controlling shouldn't be difficult since I can use an invisible state which is tied to the swap system I made. Reusing it for the combat seems logical.