u/Ill-Ask9205

A Little Something To Come For Wild Arms Fans
▲ 19 r/wildarms+1 crossposts

A Little Something To Come For Wild Arms Fans

https://preview.redd.it/e10ov7osbh3h1.png?width=2880&format=png&auto=webp&s=f29211a55260a6a6e6e94c81c8d366357e3bdcaa

I've been working on this game for a very long time, and in many ways it's kind of a love letter to JRPGs I grew up with (and continue to enjoy.)

I hope to eventually add a design to the faces of the Tetrahedron but I'm not good at drawing complex things from multiple angles like that (It has four frames of animation, rotating to the right.)

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u/Ill-Ask9205 — 15 days ago

I use VX ACE but this topic is universal.

What tricks have you learned while developing to add efficiency?

One that I have done is I have a debug room that has every treasure container I use, complete with animation and sfx.

I have common events for each item type that contain the text for gaining each item in that category as well as the script to add one.

For equipment, I have a generic one for each type, and each icon subtype. The item it gives you is the placeholder that starts at the top of that item types section, which saves a lot of time scrolling as my equipment lists are all 5000 entries long.

So whenever I want to put a treasure, I copy and paste the treasure object, and then copy and paste the item info into its script. If it's equipment, I copy and paste the correct icon subtype section, correct the name, and pick the item.

This has saved me a ton of time.

Any methods anyone else has used?

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u/Ill-Ask9205 — 1 month ago