People I know asked me why didn't I use all of the flash that they see on a lot of newer RPG Maker games. There is a really great reason for that.
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Full Dimensional Gates update
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addedPeople I know asked me why didn't I use all of the flash that they see on a lot of newer RPG Maker games. There is a really great reason for that. I tried to add some of it, like lighting I can control, or overlays that give weather and fog effects. But each of them had issues. These are plugins that make a game either lag badly, or it messes with the switch and variable logic gates. I refuse to release a game that is settling on a glitch just to make it look nicer. I would rather the story pulls the game over graphics if having better graphics forces the game to have issues. One of the things I pride myself on with Dimensional Gates is there is no lag or real issues that you get with games like these. I made sure those issues were not there and the game runs like a cartridge game. That was my priority and honestly, it should be for all Devs as well.
addedThere is a reason this game works so well too. I used pure eventing to make sure it did. By doing the work, and not having a program do it for me, the game runs smoothly and without loading each map you enter. Instead, you get smooth and instant execution of the coding. Even building an artificial console inside of the game itself that plays other games, doesn't slow my game down. If I used those plugins or scripting to add all of those fancy features, it would have ruined the game's flow. It was a choice I made because I believe the game should work perfectly, and that compromising on that is not allowed in my studio.
Dimensional Gates changes
addedPeople I know asked me why didn't I use all of the flash that they see on a lot of newer RPG Maker games. There is a really great reason for that. I tried to add some of it, like lighting I can control, or overlays that give weather and fog effects. But each of them had issues. These are plugins that make a game either lag badly, or it messes with the switch and variable logic gates. I refuse to release a game that is settling on a glitch just to make it look nicer. I would rather the story pulls the game over graphics if having better graphics forces the game to have issues. One of the things I pride myself on with Dimensional Gates is there is no lag or real issues that you get with games like these. I made sure those issues were not there and the game runs like a cartridge game. That was my priority and honestly, it should be for all Devs as well.
addedThere is a reason this game works so well too. I used pure eventing to make sure it did. By doing the work, and not having a program do it for me, the game runs smoothly and without loading each map you enter. Instead, you get smooth and instant execution of the coding. Even building an artificial console inside of the game itself that plays other games, doesn't slow my game down. If I used those plugins or scripting to add all of those fancy features, it would have ruined the game's flow. It was a choice I made because I believe the game should work perfectly, and that compromising on that is not allowed in my studio.
People I know asked me why didn't I use all of the flash that they see on a lot of newer RPG Maker games. There is a really great reason for that. I tried to add some of it, like lighting I can control, or overlays that give weather and fog effects. But each of them had issues. These are plugins that make a game either lag badly, or it messes with the switch and variable logic gates. I refuse to release a game that is settling on a glitch just to make it look nicer. I would rather the story pulls the game over graphics if having better graphics forces the game to have issues. One of the things I pride myself on with Dimensional Gates is there is no lag or real issues that you get with games like these. I made sure those issues were not there and the game runs like a cartridge game. That was my priority and honestly, it should be for all Devs as well.
There is a reason this game works so well too. I used pure eventing to make sure it did. By doing the work, and not having a program do it for me, the game runs smoothly and without loading each map you enter. Instead, you get smooth and instant execution of the coding. Even building an artificial console inside of the game itself that plays other games, doesn't slow my game down. If I used those plugins or scripting to add all of those fancy features, it would have ruined the game's flow. It was a choice I made because I believe the game should work perfectly, and that compromising on that is not allowed in my studio.