Carabina unfortunately needs more switches than I have available. I've already used almost all of the 5,000 switches the engine allows.
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Full Dimensional Gates update
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What changed
0 fixes2 additions0 changes0 removals
Maps
UI and audio
addedCarabina unfortunately needs more switches than I have available. I've already used almost all of the 5,000 switches the engine allows. I am looking into expanding the amount of switches, but because of the size of Dimensional Gates and the two other games inside of it, I have to be super careful adding any plugins that do this as well. Because of this, I am working on a new game that uses the logic I wanted in Carabina, but instead of being a JRPG game, it's going to be a modern day version of Uncharted Waters. This new game will have ship battles that are programmed through intricate variables that allow me to program enemy AI to attack your ship. You are a pirate and can expand and upgrade your ship to fight, but also have to build a crew to fight back against the evil trading company. You can trade goods to earn gold. or attack other ships. When on land, you fight JRPG style to either collect wood for repairs, or food and water needed to continue your journey forward. To build your crew, you have to do missions for other that are inland, and have to fight your way through them JRPG style, or ship battle style depending on the mission. I have only been working on this game for the last 40 hours, and I already have the player's ship setup, and the enemy AI know when to board the player's ship and start an JRPG battle for the ship, if the player's ship is within one block of it. I also have a town, and one of the ship's decks. The deck I have done is the two mast one, and there will be different maps for each deck you upgrade to for your ship. I also have all of the transfer from ship to it's deck done, and it works flawlessly. So when you are on the ship, press Shift and it takes you to the deck where the character, not the ship, will be standing every single time. That is Not Allowed to Die Gaming Studios' edge over other RPG Maker games. No one knows how to do this, but I do. It's more complicated than the Airship, but doable. And, like Uncharted Waters, your ship moves forward on it's own, and you have to point it in the direction you want to travel. Depending on your sails, you move faster or slower. Steam post image
addedI still have no name for this new game, but again, I only started working on it 40 hours ago. And don't worry, I am still working on the Dragon Leaf season 2 expansion, and I should have enough switches left over to add at least one more table top game to Dimensional Gates. I know programming two games at once sounds like too much, but I already did that with Laurel's Day. This is just something I am able to do and I did it in writing as well.
Dimensional Gates changes
addedCarabina unfortunately needs more switches than I have available. I've already used almost all of the 5,000 switches the engine allows. I am looking into expanding the amount of switches, but because of the size of Dimensional Gates and the two other games inside of it, I have to be super careful adding any plugins that do this as well. Because of this, I am working on a new game that uses the logic I wanted in Carabina, but instead of being a JRPG game, it's going to be a modern day version of Uncharted Waters. This new game will have ship battles that are programmed through intricate variables that allow me to program enemy AI to attack your ship. You are a pirate and can expand and upgrade your ship to fight, but also have to build a crew to fight back against the evil trading company. You can trade goods to earn gold. or attack other ships. When on land, you fight JRPG style to either collect wood for repairs, or food and water needed to continue your journey forward. To build your crew, you have to do missions for other that are inland, and have to fight your way through them JRPG style, or ship battle style depending on the mission. I have only been working on this game for the last 40 hours, and I already have the player's ship setup, and the enemy AI know when to board the player's ship and start an JRPG battle for the ship, if the player's ship is within one block of it. I also have a town, and one of the ship's decks. The deck I have done is the two mast one, and there will be different maps for each deck you upgrade to for your ship. I also have all of the transfer from ship to it's deck done, and it works flawlessly. So when you are on the ship, press Shift and it takes you to the deck where the character, not the ship, will be standing every single time. That is Not Allowed to Die Gaming Studios' edge over other RPG Maker games. No one knows how to do this, but I do. It's more complicated than the Airship, but doable. And, like Uncharted Waters, your ship moves forward on it's own, and you have to point it in the direction you want to travel. Depending on your sails, you move faster or slower. Steam post image
addedI still have no name for this new game, but again, I only started working on it 40 hours ago. And don't worry, I am still working on the Dragon Leaf season 2 expansion, and I should have enough switches left over to add at least one more table top game to Dimensional Gates. I know programming two games at once sounds like too much, but I already did that with Laurel's Day. This is just something I am able to do and I did it in writing as well.
Carabina unfortunately needs more switches than I have available. I've already used almost all of the 5,000 switches the engine allows. I am looking into expanding the amount of switches, but because of the size of Dimensional Gates and the two other games inside of it, I have to be super careful adding any plugins that do this as well. Because of this, I am working on a new game that uses the logic I wanted in Carabina, but instead of being a JRPG game, it's going to be a modern day version of Uncharted Waters. This new game will have ship battles that are programmed through intricate variables that allow me to program enemy AI to attack your ship. You are a pirate and can expand and upgrade your ship to fight, but also have to build a crew to fight back against the evil trading company. You can trade goods to earn gold. or attack other ships. When on land, you fight JRPG style to either collect wood for repairs, or food and water needed to continue your journey forward. To build your crew, you have to do missions for other that are inland, and have to fight your way through them JRPG style, or ship battle style depending on the mission. I have only been working on this game for the last 40 hours, and I already have the player's ship setup, and the enemy AI know when to board the player's ship and start an JRPG battle for the ship, if the player's ship is within one block of it. I also have a town, and one of the ship's decks. The deck I have done is the two mast one, and there will be different maps for each deck you upgrade to for your ship. I also have all of the transfer from ship to it's deck done, and it works flawlessly. So when you are on the ship, press Shift and it takes you to the deck where the character, not the ship, will be standing every single time. That is Not Allowed to Die Gaming Studios' edge over other RPG Maker games. No one knows how to do this, but I do. It's more complicated than the Airship, but doable. And, like Uncharted Waters, your ship moves forward on it's own, and you have to point it in the direction you want to travel. Depending on your sails, you move faster or slower. Steam post image
I still have no name for this new game, but again, I only started working on it 40 hours ago. And don't worry, I am still working on the Dragon Leaf season 2 expansion, and I should have enough switches left over to add at least one more table top game to Dimensional Gates. I know programming two games at once sounds like too much, but I already did that with Laurel's Day. This is just something I am able to do and I did it in writing as well.