THE SCREENSHOT TOPIC RETURNS
Posts
@Choco-ElliotWyvern
It's pretty weird with green vines growing from the cliff in the middle of what seems to be winter.
Edit: Pic because I'm first on this page

It's pretty weird with green vines growing from the cliff in the middle of what seems to be winter.
Edit: Pic because I'm first on this page

LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
That spider only has two legs
Is it called a bider
Is it called a bider
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
how does that computer get electricity!
author=LockeZ
how does that computer get electricity!
Good point, I should create, like, a wire going somewhere. It's supposed to be mysterious, but you're right, that'll push the suspension of disbelief too far.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If it's supposed to be a mysterious computer in the middle of the wilderness, stick a generator next to it.
There are monitors placed throughout the island that control the world around you. So yes, it's supposed to be mysterious. I was thinking of making a plug in the cliff wall, but that would be just too obvious. I might just make a few wires travel along the cliff face and then disappear behind it.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Put the screen directly in the cliff wall, maybe?
i hope i am posting in a right place i have some serious problem in mapping world map and here's my first try in mapping, please direct me to the right track :)
the most important thing here is to how connect a pond tile set to a sea tile set, i forced to use a event to hid this problem.
please tell me what do you like or hate. so i know what should i do.
thanks in advance
edit: only the middle of this picture is mapped, btw mountain range and river.
edit2: i just found. out i can actually show my image here :|

the most important thing here is to how connect a pond tile set to a sea tile set, i forced to use a event to hid this problem.
please tell me what do you like or hate. so i know what should i do.
thanks in advance
edit: only the middle of this picture is mapped, btw mountain range and river.
edit2: i just found. out i can actually show my image here :|
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
I'd recommend using the shift + click trick on the shallow water on one of the tiles that go straight up and down and apply that to the final shallow water tile before the coast. Then take the tile right at the coast and set the tile applicator to that same graphic on the tileset and shift + click to make it a blank auto-tile (as if it were out further in the ocean). Last, click on the two grass tiles on both sides of the shallow water and click on them while having your tile applicator to their own set graphics and reapply them.
Although I've never used VX Ace, and thus don't know whether or not this is simply a tileset issue and not necessarily how they're being used, this method is the closest any of the earlier engines come to fixing such a problem. Granted, you will most likely have a straight line dividing the shallow water from the deeper water, but no plan is perfect.
Although I've never used VX Ace, and thus don't know whether or not this is simply a tileset issue and not necessarily how they're being used, this method is the closest any of the earlier engines come to fixing such a problem. Granted, you will most likely have a straight line dividing the shallow water from the deeper water, but no plan is perfect.
its actually what i did, however the difference btw color is just too much
thanks for replay :)
thanks for replay :)
What if you were to use the same event to cover the transition after shift+click? Perhaps that might work?
@meisam: This is going to sound crazy, but why not just use the same tile for the lake/river as the "inner" ocean?
@AlexanderXCIII yes that can work. :)
@Marrend: sadly it dose not work, because its a pond tile, i either hold shift and make a weird squares or i must have dirt or grass to surround it. i guess at the end i must use custom tiles.
hmm well guys what do you think about world map overall? i really need some feedback, i feel something isn't right, but i can't understand it myself.
@Marrend: sadly it dose not work, because its a pond tile, i either hold shift and make a weird squares or i must have dirt or grass to surround it. i guess at the end i must use custom tiles.
hmm well guys what do you think about world map overall? i really need some feedback, i feel something isn't right, but i can't understand it myself.
author=slashphoenix
This may not seem that fancy but NPC DIALOGUE YESSSSS
Only if you aren't using Unity does this seem so easy.
I'd skip word wrap and just do the line-breaking yourself, RM and the other tools don't really have it.
Put your effort into improving the editor where you enter the text, maybe even implement word wrap in that instead.
Well, someone already posted basic word-wrap code that measures the size of the current TextMesh and can tell when it extends past the dialogue box, it won't be too hard to automate it and it'll be a lot more reliable than trying to measure it myself.
The one thing I do want to do is expand the string editor in the Inspector to a box instead of a single line, which will involve some Editor code but probably isn't too complex.
The one thing I do want to do is expand the string editor in the Inspector to a box instead of a single line, which will involve some Editor code but probably isn't too complex.
author=slashphoenix
Well, someone already posted basic word-wrap code that measures the size of the current TextMesh and can tell when it extends past the dialogue box, it won't be too hard to automate it and it'll be a lot more reliable than trying to measure it myself.
The one thing I do want to do is expand the string editor in the Inspector to a box instead of a single line, which will involve some Editor code but probably isn't too complex.
Making a custom editor in Unity is actually a LOT easier than you might think. I built a basic event system for handling things like dialogue, it's worth the effort!
Yea, it definitely seems worth the investment because I'm gonna be entering lots of dialogue and these little one-line fields aren't gonna cut it. I've done some basic Editor stuff before but I could use some more experience with it anyway.
Word-wrap is almost done, though!
Word-wrap is almost done, though!
here's a screenshot from pc starting location, only two people live here.
in the world map its surrounded with mountain from up and right, and jungle from left and down.

i just used the rpg maker Vc ace, and changed some little things
and a watchtower

watchtower in world map

in the world map its surrounded with mountain from up and right, and jungle from left and down.
i just used the rpg maker Vc ace, and changed some little things
and a watchtower
watchtower in world map





















