Game
Jonathan's Adventure: Bickery Edition
2 years ago

Seb's Devlog #66: 2/12/2023

What happened?


Oh hey, Valentine's Day is on the 14th! Neato! So is this an early Valentine's Day gift for you all?

...Maybe? I don't know, I thought it would be neat idea to talk about Dorfde Goes To Buy Pepsi. Why? Because the thing is that when I was playing Chapter 1, there was a bug within the Job Menu. I don't know if I'm the only one that experienced that bug. So, the game is made in RPG Maker MZ (I asked Dorfde about why the game was incorrectly labelled as a RPG Maker MV game and he told me that there's not an option within Engine/Language to set it to RPG Maker MZ.), I then decided to go in and investigate the bug.

So the bug itself can be described as this. If you press down, right, right, up, the game will not detect your input, as it'll be stuck on the Ghost Job, or if you pressed up before selecting, you can't select any jobs. At first, I didn't understand how that bug worked. I thought the back end of the menu was that there's some value bug, which looks like this:

image.png

So basically I thought that either the Ghostbusters branch or the starting branch (Which is usually 0) was the one at fault, but like my expectations, they either over shoot or under shoot.

So let me plop you down on what the actual engine of the Job menu looks like.

image.png

Don't worry about "What's a 'gas station bathroom?'" (Notice: Don't answer what it is on the comments, Dorfde tells you not to do so in the game files via the "dorfdes note of cool.png" file.) or "What are the buttons below File," because that's just background elements compared to the foreground elements, so focus on the wooden floor and the pizza, the foreground elements. You see, the menu works like a interactive field and represents exactly where the jobs are.

image.png

You start from the square I labelled 0, in which how you select Jobs is based on where the player is touching a certain spot, so going to Square 1 selects Cat's Pizza Place, Square 6 selects the recruitment ad, and such. Normally, you expect the square with Xs to be an area you can't cross, except when I tested this feature, I realized that you actually can do that, just only vertically.

So how can anybody fix that issue? Simple! Just use a wall. So that way, you don't just go across the roof and by the player's view, you're not selecting anything. So after I fixed that issue, I then realized how the Jobs were selected. Each variant of the Jobs image in the /img/picture folder is exactly the same as the jobs.png BUT with an circle mark, which signals you the player that you selected something, and by the sound of that, it's a minor issue. But let's say you REALLY care about cutting down on data size. The images for the menu, excluding jobsdone.png in the calculate, have a total size of 470.2 KB. Now, that doesn't sound like a big deal, because if I had to argue what's the biggest file a RPG Maker game can have is likely either audio or the images, but how I did it arguably is. I overwrite the images to that it's a transparent .png file that only has the circle marks. I reference where they are and put the coordinates down for each job variant. By the results of that, the job menu looked seemingly on par with the original game. So what does this cost for the Job menu (Aside from the jobsdone.png which I think isn't used.)? 85.52 KB. By comparsion, that's 18.19% of 470.2 KB.

Another thing that's not necessarily a big issue is that either Square 4 or 5 will play a crossbow sound (Which by audio means and under the context of the game, you've selected something.) regardless if the Logic job was selected, or you're from either Square 4 or 5. So I made a blank page that uses the PAC 3 switch (Note, PAC switches in the game are regularly used for more fancy menus, for example, the chapter select screen uses it.) but with no code in it, so that way you don't hear it because technically you didn't select anything else.

Perhaps I shall post it as a mere patch. I don't know what to call it... But I'll give it some time to call it.

I think I'm taking too long for this post, so see you guys later on the 67th devlog?



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