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SV Sprites for Cutscenes?
I really want to use SV sprites for cutscenes, (For example, in my game, the characters start out collapsed, but laying out their damage sprites all in a row just seems incredibly corny.) I tried to take the SV spritesheet and put in the image, but due to sizing it came out all yucky. Is there anyone who knows how I can accomplish this? Thanks!
[RMMV] Auto-Run Problems
I'm creating a game and I am trying to set up an opening cutscene. Said cutscene is a dream, and originally it was just going to start with that. So I lay out the dialogue, set it to "auto-run" and then that's that...but then I play test it, and nothing happens! So then I set up a cutscene leading up to the character falling asleep, and this time it works. But then I try it again and it doesn't.
Tutorials: Yay Or Nay?
In some RPGs I've played, if you talk to a character they'll tell you all about fighting mechanics. Like, "If You Go to the attack tab, you can use moves" SO...Is that good for a game? Or is it cliched?
I have mixed feelings on the topic. I think that the key is necessity. If you have somebody ramble on to the player. People new to the mechanic might appreciate it, more experienced characters will have to slog through it. On the other hand if you put in an optional place with plenty of pauses (Like a bookshelf in a library) where there are plenty of pauses and opportunities to skip to a certain chapter. Good idea; problem is, I'm worried it's overused. So what I'm wondering, how necessary are they? How would you go about them? Also, if you provide a "practice battle" in the beginning, do you need a written tutorial to begin with?
I have mixed feelings on the topic. I think that the key is necessity. If you have somebody ramble on to the player. People new to the mechanic might appreciate it, more experienced characters will have to slog through it. On the other hand if you put in an optional place with plenty of pauses (Like a bookshelf in a library) where there are plenty of pauses and opportunities to skip to a certain chapter. Good idea; problem is, I'm worried it's overused. So what I'm wondering, how necessary are they? How would you go about them? Also, if you provide a "practice battle" in the beginning, do you need a written tutorial to begin with?
Strange Thing Happening In Battle
I've got my moves squared away for the most part...(See Screenshot) but by now something else strange is happening: Now it seems there are two links entitled Moves. Moves is my only skill type aside for the Corrupt skill type (Because that's for the enemies, Moves is for the player characters) Also, when simply selecting the ordinary attack button, the player characters instead use Spark. help?
[RMMV] No Moves!
I am making a game which, like a lot of games in this genre, involves gaining new moves as you level up. So I made up all these moves from scratch and I assigned them to certain classes, and assigned the player characters to the classes, and then I tested the game and there were no moves! Well, one had the 'heal' move, but that was the only one. So I re-tested it with the players at level 99 (At which they would have gained all their moves) and still nada! Does anyone know anything that I could be doing wrong?
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