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PostPosted: April 4th, 2011, 9:39 am 
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Here I will keep things updated on my progress. Any new scripts, changes, and whatever else will be put here also.

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PostPosted: April 4th, 2011, 7:44 pm 
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Added a video of the intro and battle demo in the showcase topic.

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PostPosted: April 6th, 2011, 8:53 pm 
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I have worked a couple of hours trying to figure out how to work a deal where when you fight an enemy, he disappears for the entirety of your time in a dungeon, but once you leave, he returns so you can fight the monsters again. It's kind of like a Tales series type of thing, but with no spawn time. I figure this will be a better way of handling combat in dungeons than to do just random encounters. On the world map, however, I will probably stick to random fights, but I'll have a ball park estimate of what levels to be around to fight a boss to make them somewhat challenging.

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PostPosted: April 6th, 2011, 9:05 pm 
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Couldn't that problem just have been solved by assigning each of the enemies their own switches which get reset when you leave the dungeon?

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PostPosted: April 6th, 2011, 10:02 pm 
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Essentially, what you have to do is create a switch for leaving/entering a dungeon (whatever is your preference), which will serve as a switch that will turn off a self switch so that they reappear on the map. However, you must also at the same time turn of the leaving/entering switch so you go back to the event's original state. For a better view of what I'm talking about...

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This saves me the trouble of using a bunch of different global switches. I can have one control every single enemy. So, if you leave the dungeon and enemies are still on the map, they'll still be there when you come back and what you did defeat will return.

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PostPosted: May 8th, 2011, 6:50 pm 
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I have been out of developing for a little while because of school which ultimately ended due to the tornadoes that hit April 27th. I am now out of school and can definitely start doing more with this project. I have made some changes, which will probably effect what I have greatly. We will see though. I will update more in the coming days or weeks, but at current I am tired. Keep your eyes open.

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PostPosted: June 16th, 2011, 8:10 pm 
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I've been stuck lately. I started out with this idea over a year ago and while in school, I never really touched it and now I forgot where I was going to take it, so I'm trying to figure out what to do with it. (I somehow lost all the documentation). So for now it's on hold, and I still have all my new documentation. For now I'm just gonna work on a different project until I can figure out what i want to do with what I have or if I wanna try a whole new direction.

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PostPosted: September 26th, 2011, 10:26 pm 
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So I'm now back on this old game idea I've talked about here. I recently got some inspiration from a few games (trying not to completely copy them) and figured out how I can proceed with what I already have. Thankfully I don't have much event editing to go through. Hopefully I can make some progress forward now. I'm just going through documentation and explaining things and all that.

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PostPosted: October 6th, 2011, 6:57 pm 
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So I take it back on event editing. I am redoing all the towns people, meaning the names will change, as well as who's prowling around and what's being said. I deleted events as I was drafting up the new buildings, therefore all the old dialogue was lost, but fear not. It should be more improved from before (hopefully). I have also posted the old and new pictures of the maps to show how different everything looks.

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PostPosted: February 2nd, 2013, 10:51 pm 
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So I have been out of the game for a while, but I'm back on the case now. I have picked up the game with Kylie and am revamping things and working a lot more on all the backbone stuff. I am not working on anything in the maker until I get everything else fleshed out. I will only do work when the creativity and the desire come to me. When I try to do it when I'm not into it, I produce crap and it doesn't help or I don't get anywhere. So you won't see any real updates for a while, but be on the look out in the future.

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PostPosted: February 3rd, 2013, 3:45 am 
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Good to see more activity on the Mag. Good luck, that environmental thing you talked about was really interesting.


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PostPosted: February 4th, 2013, 1:41 pm 
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Thanks. I am taking my time with this right now. I want to make sure I have all my foundations down before I jump into the maker, but I will update later on about what's going to be included in the game. When that will be, I don't know. But I want to make sure I have my story and everything settled first.

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PostPosted: February 6th, 2013, 10:49 am 
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I always like working this way! It turned into a wacky hybrid for the Halloween contest, but that was since it was a week deadline. I have a journal right now though, that I write in whenever anything comes to mind about my main project. I do think it's a good method though, kinda like seeing what scripts you need instead of ones you want from a repository and building around 50 scripts instead of realizing what kinds of events, assets, etc you need from your design ideas.

Looking forward to seeing more.:D

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PostPosted: February 10th, 2013, 12:12 pm 
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Features thread is updated with information, most or all of which some of you already know.

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