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Maaaaaaaaaaaaaaaaaaan I missed you.
Maaaaaaaaaaaaaaan I missed that welcome.
I'm really happy about this one. I know it doesn't look like much, I've been mostly working on code that goes on in the background, but recently I started animating the battle system. I'm working on all the basic stances for the playable characters and it's coming along quickly. Today, I finished Jake and Timber. Jake's model is clearly based off of the old sprite I used by InsaneJP, but Timber's model is completely redone from the old one I was using. Also, you may notice Martha, the second character in the party, is afflicted with a status effect. That's mainly what I've been working on, getting status effects to function properly. They are mostly done. Things like poison, confusion, berserk, stun, paralyze, weak, etc., have all been coded, including skills that can inflict them and protocols on how to apply them and what has priority over what. Lastly, the sprites are obviously different. They're the slime sprite from RMXP. It's a long story, but I was sort of forced to switch to using charasets as enemy sprites due to the way battle animations interact with pictures. I had to use a patch to swap the layers on which battle animations and pictures appear on, since battle animations were occuring over the HUDs. Unfortunately, that caused battle animations to occur behind monster sprites. That was obviously undesirable. So, I found ANOTHER patch that allowed me to use whatever size charasets I wanted, solving the priority issue while also now allowing me to animate monster sprites more easily, should I choose. I haven't decided on that, since it also means a lot more work. I'm considering the possibilities.Whew, kind of a mouthful. It's been exciting and a lot of work, but very rewarding. I hope to maybe release a tech video or demo some time soon, I won't say when. It could even be another month or so.