Version 0.4.0 released!
---Great list by Mage (Supportive user from another website):
Totally Done:
-Digievolution (Read qGuides.txt for more info)
-Training Zones (3 Daily, each Digimon, any stat)
-Day/Night system (After 24:00 you can train again and get your daily food)
-Feed (Hungry System info in qGuides.txt)
Not done yet (Of Mage suggestions):
-Bosses (Mission and "Raids")
-Boss Rush (League/Tournaments, kinda)
-Fusion (Jogress, Burst, DNA... It may not be what you expect)
-Digidex (I need the total amount, fans/players decide, i would like to add at least one Armor/Digimental for each Child Digimon)
-Map - close to File Island (I think i could... Not sure)
-Costumes... Maybe for Digimon League 2? :P (3D?), an Pokemon for NDS had something, i need to check it.
Probably isn't going to happen:
-Block... I forgot what was this...
-Story (Close to adventure 1)... I have one in mind, and even an extra... Cameos? why not!
---News:
-Digimon NDS battle system (3 vs 5, attack up to 3 times and up to 3 digimon)
-Shops (Items, Equipment, Data and Traits, buy and sell, you can't sell traits)
-Mission Menu (Main Story, 2 Side Stories and Repeatable Misions)
-Settings Menu (Music, Sound, Autorun, No animations, Virtual Keys)
-Tamer Menu (Rank, Points, Clear %, Drop %, Trophies)
-Tamer Points (TP) added (+1 With each wild enemy down and -100 by starving)
-Trophies (Clear story, Get Rank, Get TP and...)
-Digimon Menu 75% (Equip, Skills, Growth and Move)
-Inventory Menu 90% (Usable/53? and Evolution Data)
-Data Gathering mechanics (Inventory, Data List > Set) qGuides.txt
-New tiles style (Scenario)
-Animated Tiles (On maps, like water, lava, flies, flowers, more dinamic scenarios)
-Images while talking (More imersive?)
-Letter by letter textbox (I could remove this one)
-Textbox shakes when "!" is written, and moves a little bit when "?"
-I lost the sounds, new ones added (Not as good as the normal franchise but at least original?)
-Added plenty of empty maps (I used a nice excuse to why they are empty :3)
-Compatible save system with future releases (It's autosave, almost anywhere, it shows, 3, 2, 1, then saves, finally, right?)
-Story expanded (Plot, Small babies tournament/two matchs, More Plot.)
-More areas to explore (Now you can move between maps by stepping on blue arrows, or using doors/gates or portals)
-Hero Home (Rest/Pass time, Heal your team, grab your gifts or tournament rewards, up to 16, if you are full, then you lose...)
-The more enemies you defeat, more chances to get drops, when you get an item, the counter goes back to base. (Keep fighting and when you get 100%, you will get your item)
-No more random encounters, enemies are red things on maps, the reddier means 5 enemies, the more whitish means 1 enemy.
-Dumped Photoshop, 100% Paint Tool Sai!!! (WEEB POWER!!!)
Not done yet:
-All Maps (Graphics, Spawns)
-All Missions (Story progress)
-All Skills (Animations, sound, effect)
---Game "Length"
It has an "short" prologue, after that you get to fully play (Training, Battle, Feed, Buy, Sell, Equip, Explore all maps so far... But just one has enemies)
The main quest is to walk two maps far, talk, walk three more maps, talk, one map, scene, one map, talk, talk, talk, fight, go back, talk and done, and now you can
freely gather exp, get equipment, upgrade them for newer versions because the final save system is done (I guess)
I guide myself coding with this:
Welcome, Farm explanation
Ghost Town
Goddess plot
Runo isn't behind this
Heroes explanation
Dude meeting (Animation)
Managers Talk (Passage and Dude)
Rubel meeting (Fight)
Fight rest
Maro meeting (Fight)
Unlock home, go to Data Forest)
Fight enabled (End of 0.4.0)
I don't think it has big spoilers, i haven't fully played to see if the food system is balanced (Fixed a bit after writting), but i played enough to see that the battles are highly unbalanced right now... (Battles seems harder now, fixed after writting)
---Bugs Checker
-Increased map load time (Includes walking around), i suck at math, i was using something called "loops" for drawing tiles (Little boxes that make a map), for some reason it was at 240, i tough it was weird, so i made some math (With an calculator *derp*) and i guess that the correct number was 80 (Math doesn't lie, my brain told me that the correct number was 10*8, now that i'm writting this, i can't believe i really used the calculator for something so simple...), well what it really means? if it was 160 it would take twice as much to load, 240 is the triple, so i guess map loading is triple as fast than before? (Not really, i added something new that slow things down, but at the end, fixing this was a nice speed up)
-Less RAM needed for maps (Same as above lol), to make things fast the map display was divided into rectangles of 320x256. The screen is 640x480, so the smallest maps draws 4 rectangles, the biggest maps, draws 9, it doesn't matter how big it is, it will only display 9 (It gets updated when you move, kinda like Digimon World 3, remember those Blue Boxes when you runned from an city to another? well, it happen almost the exact same thing in this game, just... a little quicker?, it just a bunch of small little 32x32 boxes drawing, it's cpu intensive for a while, then it's just stored in Ram), the tiny 32x32 squares are saved as variables (Little bytes on the RAM), but it was unnecesary creating more than needed (Cuz i zuk at math), the code was something like this "global.msize=(32*global.xsize)*(32*global.ysize);", but playing with the code i realised that even if i used half of it (16x16), it didn't caused any problem, why? well... cuz the correct numbers were 10 for x and 8 for y, (Since each rectangle draws 10 horizontal and 8 vertical, not 32x32 wtf...)
-Moving some specifiq party members made some annoying stuff, hard to explain, now it's fixed and the code looks shorter (Since i copied the same code to change the party in middle of the fight)
-When you pressed a skill and quickly cancel back, everything went crazy, you could even spam skills without losing your turn, lol, it's fixed, i think i didn't upload a version with that bug (At least something good on not having internet :D)
---Random blattering (I guess that word fits perfectly, i don't really know the meaning)
-The reason of why i'm looking into saving space is because i changed some stuff, for example, i had my biggest scare, the program that i'm using, Game Maker Studio 1.4, has a function that makes backups when saving, since the light usually goes off here, i always used that, it was at 2, but since i don't really know if those work i decided to remove it for faster development (Big mistake), i made the backups by myself (Really, really often), i copied the folder, then, after few minutes i erase the folder and copied a new one (I press Shift+Delete in Windows that totally erases files, no recyble bin for me), know where this story is heading? by accident i erased BOTH folders (The copy and the one i was working on), you wouldn't guess my dissapointment at me, i was blank, sad, maybe i could cry (I was thinking, i would like to cry, but i will not get the project back), so after some sad tough lied on the bed i decided to take a look at the program that it wasn't closed, and lucky, i could save the code, but everything else was kinda lost (The code was the most important), since i have the others files in other folders, i just needed to add them again and change some names. But because everything became cleaned i noticed that the test time was FREAKING FASTER, the first tough was that it would help to develop the game faster, so i kept it like that, now the resources work different than before (Maybe in a bad way?), but the files are stored in folders with the .exe, nice for those who want to make skins and change the display, the project wasn't totally lost anyway, i had a copy of 1 week earlier in another computer (I have 2, i was very proud for being carefull with that), but i wrote plenty of code and i was just sad thinking that i had to write all over again (I don't mind making something new, but doing something that i already made just bugs me)
-This project started maybe like a Game Maker vs RPG Maker thing, right know both are kinda tied (I could make Game Maker win, but i don't know... it's up to those who are going to play this game), Rpg Maker uses nearly 43% of my CPU and 28.000RAM just staying on an empty map (The RAM is not bad, the CPU well, it's a little issue), now this project on Game Maker takes nearly 13% of my CPU and 70.000RAM (Not so empty map), i checked plenty of stuff, Rpg Maker loads the resources when needed and then erases it from memory, so you will almost always have 28.000RAM in maps, but i didn't like that in my project (But i'm not the one to decide that, i need to know the players devices to find the best solution), here in Digimon League when you open the menus, those stay stored in the RAM for fast load opening those menues again (The time needed is almost unnoticeable), but i'm more of RAM explotation than CPU explotation, thats the only reason... maybe? the resources that i do erase are the Npc, Digimon and skills, since they change often (You aren't going to see a map 1 enemy on map 2, so why to keep them on memory?), the main stuff like the menues, buttons and logos like the warning when you enter a fight aren't erased because you are supposed to need them often. but i could totally lower the RAM used if needed, for example i'm aiming at mobile devices too, thats why the game has some touchscreen features, right now i can't export .apk (Really weird i could when i had internet), so, i just need to get my laptop to a place with internet to create an .apk an test how it looks.
-I liked how you could make maps more easily in Rpg Maker, so i updated the engine, now it uses 16x16 tiles too, more CPU intensive for players (My bad) but better display (smooth?) and easier for me :D (kinda)
-I modified the map files, inside the game folder there was an ".tm" file, it used to store everything needed for a map (Length 195.695, Size 192kb), but as i said few paragraphs earlier, i was using more tiles than needed, now is (Length 8027, Size 8kb), it depend on map size (Rectangle), this is 3x3 (The forest), the tileset resource was modified so the green forest in the previous version was lost, but i tried to make a better one :3, and even the colisions were saved there, so someone could just open the file and walk through any place (On top of trees, barrels), but now that is inside the game, no cheats there :D (But... isn't really usefull)
-Whoa whoa, definitely this is my biggest project, i can't believe how big the base is, almost everything is coded, i just need to fill some holes with
creativity and its done (Digimon Images, Dialogs, Maps), because the systems are all up (maybe i could even add few more?)
-I wrote all of this (Absolute everything), on an .txt (I'm using Windows Notepad, and it sucks, now that i'm writing this i realised i have Notepad++, good idea, so... 2% of this devlog is made with Notepad++ :D)
-I wrote some "guides" too, i don't know where to put them, maybe like "DLC" here on Gamejolt (Just a bunch of .txt files?) or i could make some cute images filled with text?, it will be in qGuides.txt for now...
Files
Get Cyber Tamers
Cyber Tamers
A Digimon VPet fangame
Status | In development |
Author | Khyze |
Genre | Role Playing |
Tags | 2D, digimon, GameMaker, RPG Maker |
Languages | English |
More posts
- Game made from scratch (Vpet)Nov 23, 2021
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