I...didn't mean it that way JV. Maybe I should have been more clear, all I meant was that it's not plug-n-play and that people can't just jump into modifying NM7 without prior knowledge of pretty much all the mechanics in:
Game_Map
Spriteset_Map
(All 4 of the player classes)
RPG::Sprite
PokemonField
and all classes that have anything to do with tilemaps
"...if you ever finish this...(NeoMode7)" what's that supposed to mean? NM7 is fully functional and has been since I posted the (better than the first time) screens. Do you understand that it is completely possible that the lag can be annihilated? All it takes is anti aliasing the tiles along with minimizing script space. Moreover, it can be done and thus far all the framerate has been doing is going up on the times I do cleanups. I'm sorry JV, but just developing plots and events won't finish a game either, imagine if all of the game was playing through with systems every single essentials game has, albeit minor tweaks in maps and events, it'd be pretty much the same thing over, and over, and over. Yes but demos are often short, buggy, and annoying when people run up to you and say "OMGZ I found a bug on map [Insert Map Name Here] [Insert Problem Here]!!!" Okay, now your really trying to make me look bad, please look over the thread --- there is a plot...no...wait...THREE of them. (Which come together to be the main plot) I get your point, and I respect your output, but we have different views on the way games should be developed. I don't go over to Uranium's thread and say you should make more scripts for Uranium because I know you work hard on your maps and events, that's showing respect towards work habits. I know I don't have the best Graphical User Interface in the world, but we both work equally as hard on what we value.