But we promise that we’re working hard on it. d.) The Emotion system has undergone some major changes that we cannot reveal right now. It should also flow better now that we are discussing some final gameplay elements for the game’s battle system. With Omocat’s intended stylistic flair for the game, it will be a lot better and suitable for the game’s theme. c.) OMORI’s UI isn’t final and was only for the Alpha Demo. We are in the process of writing an external map editor that is specifically made for OMORI’s animations and level design. A lot of compromise had to be made for the convention demo, but now we have several add-ons implemented for the new version. b.) OMORI’s a special pickle when it came to its level designs. This makes the game run smoother and allows us to create even crazier things! This means smoother animations, more objects,. The updates would be: a.) We manage to implement GPU support in RPG Maker. While the English Dev team has been trying hard to resolve it, the responsibility majorly goes to PIXI developer that is helping RPGMaker with this issue.įor more up-to-date updates, click me! Hey everyone, this is Archeia~ We some exciting news about the development! For those who don’t know or haven’t had the chance to experience the convention’s alpha demo, aka testing the waters, we had gathered enough data of what we need to implement to understand what OMORI needs! As a result OMORI’s base engine is undergoing changes that will involve several performance updates. Right now, RPG Maker MV has some issues involving cache management, meaning there is potential for a memory leak and massive FPS drops the longer you play the game. We have been developing tools to extend RPG Maker MV's sub-optimal editor, because it does not adhere to these new standards. An example of this is that we have to keep images under 1024x1024 which affects how we format sprite sheets, animations, and so forth. ![]() This means that everything we do graphically has to be formatted with Javascript/HTML5 standards in mind in order to prevent dips in performance. Because of the change of technology, we had to start to worrying about resource management, something that was barely a problem on a C++ engine like RPG Maker VXAce. Also, RPG Maker MV's uses JAVASCRIPT+HMTL5 for their programming language, as opposed to previous RPG Maker games which were in Ruby. (1.2.0) We also had to remake the entire base for Pixi4 (1.3.0), which also meant we had to remake all our maps and battle system as well. Due to these necessary upgrades, we had to recreate our plugins for every major change, including Ruby to Javascript (1.0.0) and Pixi2 Initial Creation for our TileD plugin. ![]() Because of the aforementioned milestones in the RPG Maker MV engine, we had to change our core system multiple times to solve performance issues and to be compatible with the newest version. It also allowed us to use technology in RPG Maker MV that otherwise wouldn't be possible in its older iteration or with RPG Maker VXAce. We had a lot of issues with graphic performance, and PIXI4 fixed a lot of these problems. Around Version 1.3.0, RPG Maker MV also had to upgrade its graphics engine from PIXI2 to PIXI4. Reports of this issue from other games Archeia has released contributed to the decision to change OMORI’s engine. If we stuck with our previous deadlines, OMORI had a large chance of not running at all on most computers and would not receive any updates to resolve these issue. RPG Maker VXAce has some major issues, like not running on some computers or getting major lag based on the user’s operating system including Windows 7. ![]() Playground in a Forest The change of OMORI’s game engine from RPG Maker MV to VX Ace was necessary for OMORI because RPG Maker VXAce is an outdated program, meaning it wouldn’t receive updates after RPG Maker MV was released.
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