It’s true that I’ve been quiet, especially on this blog. However, I’ve been neither idle nor inactive with game development as a whole. In fact, completely the opposite!
Social Media Presence
Those who follow me on Twitter and Facebook are already up-to-date with my goings-on. I post regularly on social media, so follow me for the latest, sometimes unique, content. And I’m fairly active there as well.
QEngine Plugin – RPG Maker MV

I cleaned much of the code and added more functions. These are primarily for use in my QEngine Add-Ons. Others can also use them in their own plugins. This means that installation of the QEngine is also mandatory to utilize them.
Version 1.1 was quietly released last month, alongside the Message Add-On. It was more of a pre-release Alpha version, decided on at the last minute, before the full version’s release.
Now, thanks to some thorough testing, Version 1.2 is ready for an official public release. I’m aiming for some time this month and will announce it here and on my social media as well.
Smile Game Builder
I have spent a considerable amount of time with Smile Game Builder. In fact, at the time of writing this post, I’ve clocked 3,296 hours of use, from its pre-beta release to the current version. (For comparison, I’ve spent 447 hours on Skyrim SE and 822 hours on The Elder Scrolls Online, my two favorite games.)

I spent much of my time over the past few months on creating assets for Smile Game Builder, particularly focusing on the Hi-Tex Assets packs. And (because I’m a very late bloomer when it comes to Blender) recently learned how to animate. Blender gurus, don’t laugh! Considering where I knew nothing about modeling even six months ago, where Blender was just a program I installed but never used, I’ve come a long way since then!
Scheduled for release this month are three of the Hi-Tex Packs – the Furniture Pack, Pictures Pack and House Pack Volumes 1 and 2 – on various websites, eventually including the RPG Maker Times‘s very own online store. More details to follow nearer the time.
For the Future
I’m hoping that normality – or, at least, some semblence of it – returns soon. That way I can return to tutorials and game development.
In the end, it’s still about managing time effectively and fitting everything into those time slots. It’s not always possible to perfectly micro-manage each project, as many a game developer knows, because sometimes certain parts and projects take much longer than expected. No one wants to just stop what they’re working on and move onto the next item on the to-do list. That’s like eating a meal and stopping halfway through to wash the pots and pans before returning to your (now cold!) meal.
So, on my days off, setting aside Fridays for live-streaming (whether tutorials, let’s plays or games) and Sundays for Smile Game Builder tutorials are essentials. The rest of the week’s focus is on other projects reserved for the rest of the week outside of normal work hours.
You must log in to post a comment.