Game
RWBY: Chibi-Quest
6 years ago

v1.13.8 - Sim City and more cats

The map file for the Sim City adventure is an enormous 32MB...2nd place goes to the urban Zombies map at 5MB...and I had to make a backup every 3-5 minutes to keep from losing it all over again...enjoy.


Bugs:
-To avoid the condition where you can become stuck in battle with the Sewer Shark boss (you can’t overcome its regen, and it can’t overcome yours), you can now run from the battle…counts the same as losing (ejects you from the adventure).
-A switch was in place to indicate when Deeda had been unlocked but wasn’t the main character…but never got turned ON…this may have caused problems for anyone that unlocked her then went through a party clearing event when trying to re-recruit her.
—Check event added to Vale in addition to the switch being properly turned ON now during the unlocking event.

Cats:
-New transforms (separate event to 1st set, requires having seen the 1st)
—“Rosa” -> Stendarr
—“Felina” -> Mara
—“Lox” -> Jolteon
—“Felix” -> Hircine
—Pyrrha -> Charmander
—Candi -> Skittles
—Coco -> Dibella
—Emerald -> Vaermina
—Alonso -> just gets taken (temporarily if he wins both fights, not available as Alonso main)
—(Am I trying to start a fight? Maybe…)
—This groups’ semblances bare more resemblance to the cat’s name-sake than the character they replace.
-The above list is also the priority order.
—The 1st 4 are only available as mains…so they have to be high priority.
—Logic for the rest: I’m really happy with how the dark red cat came out, Candi’s a very potent character being taken out of your party (she’s immune to magic, so not actually a transform), Coco is just kind of an extra layer of blocking for Emerald…who’s last because I gave Vaermina some pretty potent and undodgeable skills.
—As per his semblance (and because he’s really supposed to win), Alonso receives a state for the cat battle that gives him 95% resistance to their claws.
-Locations to find your cats if they get removed from party (1st batch of cats already had such events, so it’s not something I forgot):
Vale (main area):
-Skittles (Candi), Manticore (Nora), Cabbit (Velvet), Charmander (Pyrrha), Dibella (Coco), Nermal (Neon)
Vale Beach:
-Vaermina (Emerald)
Beacon (airship landing/noodle cart, these should all be main-only and never happen at the moment)
-Hircine (“Felix”), Stendarr (“Rosa”), Mara (“Felina”), Jolteon (“Lox”)
Menagerie (near market stalls)
-Midnight (Blake), Princess (Kali), Lampago (Wisp)
Mistral:
-Onza (Sienna, far north), Lamassu (Amethyst, center)

AP System:
-Maximum allocations to Heal Rate increased from 200 to 300 (+100% to +150%).

Party Member Storage System:
-Checks the party for every possible actor (all 268 of them, even those that should NEVER be in your party at time of a check) and stores that data in variables (40 of them) in essentially binary (by adding a multiple of 10 to the variable).
—Example: If you have Iris (#19), Ruby (#21), and Yang (#24) then the variable for actors 17-24 will be 00101001 when stored.
-When called to return party members…your main will be restored first, then each variable gets checked in sequence…returning party members and subtracting the appropriate amount from the variable so that all variables should be reset to 0 (a batch command after the return will ensure this).
—Continuing above example: When Iris is returned, the variable receives -100000 leaving 00001001…Ruby -1000 and Yang -1.
-System is set up for 320 actors even though there’s currently only 268 (hopefully that’ll be enough for a few months).
-Party members will be restored in order of Actor#…RPG Maker editor can sense Actor# for 1st 8 members only…but doesn’t have a way to use that to re-add that member…suggestions on how to better this are welcome.
—Party clear>restore events that add new party members will either add them right after your main or at the end of your party (I’ll make that decision on a “per event” basis, unless someone has an opinion on which is better).
-Entering alternate simulations (Zombies/Blood Gulch/B-Side) properly (in the Server Room) will run the member storage common event.
—Exiting an alt sim will always run the restore common event.
-Deeda’s unlocking event uses the new system (and as it no longer leaves you in a weakened state, returns you to the temple on the sandbar rather than to Vale).
—This event can now be viewed in Team Mode.
-Yang’s solo event in the upper right of the Patch woods now uses this system (will likely cause Ruby/Raven event characters to blink out right as the battle commences).
—The party clearing thunderbolt will now only play if there is more than 1 party member.
-Cat transformation event inside the Sewer Shark adventure now uses this system (and recognizes that Wisp might be in Team Mode).
—The party clearing thunderbolt will now only play if there is more than 1 party member.

Party Member Removal System:
-Some party members can now be turned back into NPCs at their recruitment location (yes…I thought about the possibility of removing your main from the party and put in countermeasures).
—This is to make it easier to protect them from the cat transformation events
-The List (in no particular order):
—Iris (likely to be targeted in the next batch of mass transformations)
—Alonso
—Pyrrha
—Neon
—Blake (can be done in both Vale and Menagerie)
—Kali
—Velvet
—Candi

Sim City (StinkHole adventure):
-Based on the SNES version (most memorable to me).
-Lost my 1st draft “organic” map somehow (too many new events at save?)…the 2nd draft is a half-assed, very “engineered” map.
-Home of the new cat “transformation” event (directly north of Safe Zone #7, which is at X:203 Y:37).
-Enemies have high HP, but otherwise low stats (bosses are another story).



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