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[RMMV](Script Request) Help turning GameEnd into a SubMenu

I changed the way it works, so now it's a just a quick menu you access by pressing the S key. Thank you for the recommendation kory_toombs! I just wish I knew how to make it so the screen dimmed, paused, and blurred out like the rest of the menus, but other than that it's work exactly as intended.
All that leaves is this dang EXP Bar. Should I ask help for that on this thread or wait a bit and start another thread for it? I'm starting to feel I may be asking too much =_=;...
[RMMV](Script Request) Help turning GameEnd into a SubMenu
Back again, hopefully for the last time asking for help before I have something to share back....(and maybe an EXP bar on the main menu thing but nevermind that for now)
Here's what I would like to do but I'm have some trouble in understanding how to make it happen. I want to take the Game End option from the main menu, and turn into a sort of Sub Menu, from which you could save the game, load a file, mess with the options, return to title, and quit the game.
Basically going from this:
To this:
Once again, any help in putting this together would be very appreciated, and it's one of the last few things I need to finish up before I get to the next major part of my game :)
Here's what I would like to do but I'm have some trouble in understanding how to make it happen. I want to take the Game End option from the main menu, and turn into a sort of Sub Menu, from which you could save the game, load a file, mess with the options, return to title, and quit the game.
Basically going from this:

To this:

Once again, any help in putting this together would be very appreciated, and it's one of the last few things I need to finish up before I get to the next major part of my game :)
[RMMV] Need help finding a window to edit
[RMMV] Need help finding a window to edit
Hey there! It's probably not a good look to ask for help before saying hello but I have a problem that bugged me in VX and has come back to bug me in MV.
In battle, when you're selecting an ally (to use a potion on or a spell) another window pops up and overwrites all the ones below.
Which is fine and dandy but I have NO idea what script it's in or how to find it within that script... I would like to start editing that piece of window code but have had no luck in pinpointing what it's called. If somebody knows where it is and could point me in the right direction, it would be much appreciated :)
In battle, when you're selecting an ally (to use a potion on or a spell) another window pops up and overwrites all the ones below.
Which is fine and dandy but I have NO idea what script it's in or how to find it within that script... I would like to start editing that piece of window code but have had no luck in pinpointing what it's called. If somebody knows where it is and could point me in the right direction, it would be much appreciated :)
A couple of couples
That's good to hear. Most maker projects are killed because of bloat, and even a finished games will still feel weighed down by it. But I'm not exclusive talking about story bloat. Does the map exploration enforce the core idea? Does combat enforce the core idea? When everything works towards that cohesion, it's easier to stay invested on the creation side and leaves less creative black-holes in it's wake. What matters the most is that the core is strong.
Also Adela Isra was never a really a game, just a collection of pretty forest maps presented as if there was some deeper meaning behind it, because the core was weak...also his name is Ezequiel now
Also Adela Isra was never a really a game, just a collection of pretty forest maps presented as if there was some deeper meaning behind it, because the core was weak...also his name is Ezequiel now
A couple of couples
Right now, it sounds to me like you have created characters that you like more than the game that they're in, and any sort of creation that you do that doesn't serve that interest is more of a chore than anything else. Everything in the game need to be in direct service to what you want to express with these characters, or the characters have to change to serve the game you want to create now. Anything else will end up feeling like filler.
Just ask yourself what you really want to express with this game, one solitary idea, and cut out the chuff that doesn't enhance that in anyway. Trust me, I've been in this exact same situation before and it took years for me to learn anything from it and to start producing again with it. But, as long as you think you have a story worth telling and a game worth playing you'll come back to it... or it will eat away at you.
S#!ts a trap I tell ya...
Just ask yourself what you really want to express with this game, one solitary idea, and cut out the chuff that doesn't enhance that in anyway. Trust me, I've been in this exact same situation before and it took years for me to learn anything from it and to start producing again with it. But, as long as you think you have a story worth telling and a game worth playing you'll come back to it... or it will eat away at you.

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