ELDER71'S PROFILE
Elder71
1480
Hi, I'm Stephen, lead designer of OMNIS - The Erias Line.
Aspiring game-dev, societal drop-out, coffee drinker, chain vaper. Pixel tweaker. Location maker. Character dreamer-upper.
Also a part-time Parallax Mapper available on commission.
(contact me re: commissions at elder71@hotmail.co.uk)
ALSO - I like reviewing games. If you're looking to get your game fairly reviewed with constructive criticism/feedback, PM me or email me or otherwise contact me telepathically. My messenger-pigeon service is out of order following an unfortunate incident that involved a jumbo-jet engine.
Cheers,
S.E
Aspiring game-dev, societal drop-out, coffee drinker, chain vaper. Pixel tweaker. Location maker. Character dreamer-upper.
Also a part-time Parallax Mapper available on commission.
(contact me re: commissions at elder71@hotmail.co.uk)
ALSO - I like reviewing games. If you're looking to get your game fairly reviewed with constructive criticism/feedback, PM me or email me or otherwise contact me telepathically. My messenger-pigeon service is out of order following an unfortunate incident that involved a jumbo-jet engine.
Cheers,
S.E
OMNIS - the Erias Line (...
A story and character driven RPG featuring a variety of game play and key decisions that influence how events unfold. (Smaller, "no rtp" version available.))
A story and character driven RPG featuring a variety of game play and key decisions that influence how events unfold. (Smaller, "no rtp" version available.))
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The Allison Door
author=TPetrichor
HOUSE OF LEAVES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
YOU ARE MY NEW OBSESSION GIVE ME THIS GAME
"This is not for you."
:)
Title_screen1.jpg
author=orochii
It could be the selected option (like some kind of afterimages behind).
Or the background text, since it reminds me to that z̩̗̼̯̙̯a̮̟ͅͅḻ̠̦́g̲͉̠͇̱͔̰o̡̠͎̗̜̤̩ text thing for some reason, maybe some letters changing to gibberish, like glitching or something.
Or Both :^D.
Argh...already the temptation to spend a few
author=Dragnfly
This is a great titlescreen.
Apprehension was first and foremost in his thoughts. How could a simple hallway in his simple home fill him with such unease? "It's just a hallway" he thought. Oh, but he knew better. His mind and nerves and the deepest hollows of his soul knew better. This wasn't the same hallway he'd walked down time and time again. There was a thick feeling of dread, a jagged yet porous dread capable of both shredding and crushing, screaming like an injured mule right in his hear. His breath caught in his dry throat. "I... I'm going to die." his mind told him. Then, he felt tears roll down his cheeks. His hazy mind, in that moment, identified this apprehension and dread. As his jaw quivered and his cheeks streamed with tears he knew- he wasn't going to die. He wished it was only death waiting for him.
This was far, far worse.
That's what I think when I see this title screen. The distance of the hall is still a natural distance but it feels so long. I feel like if I checked the rooms on the sides it'd be a bad move. Taking my eyes off the whiteness would be a bad move. But not checking the rooms would be a bad move. It has so many openings, one even bright white, and yet it feels so trapped.
It's spooky how closely you capture the thoughts that were running through my mind as I put this together. I would've liked to add a description to the image very much like what you've written here, but it would've been outrageous of me to assume that much impact about my own work, so thank you!
Title_screen1.jpg
author=StarSkipp
My imagination sprung to life with the background text, there's so much you can do with it. The menu options could fluctuate it's opacity as well but it may take some work. Although it might be best to make the decision nearer the games completion to add those bells and whistles.
Very sane advice - I tend to distract myself for days or even weeks getting the various bells and whistles to chime harmoniously. You're right, though - I'll be trying my best to leave it until 'the end'
Title_screen1.jpg
When we're talking about text to animate, do we mean the background text or the unselected menu options?
Or both?
Or both?
Title_screen1.jpg
author=StarSkipp
Looks awesome! Would the hidden writing be animated? :o
Hadn't thought of that exactly, but I do want some kind of subtle animation involved somewhere. At the minute it's static
[SCRIPTING] [RMVX ACE] Load Game, Conditional branch script calls
author=Marrend
Wait, loading a specified slot was an issue? I thought you were using "DataManager.load_game(index)"?
*Edit: Looking into Scene_Title to see how that class handles the "Continue" option. What I came across was a call to Scene_Load. The more relevant functions...
class Scene_Load < Scene_File #-------------------------------------------------------------------------- # * Confirm Save File #-------------------------------------------------------------------------- def on_savefile_ok super if DataManager.load_game(@index) on_load_success else Sound.play_buzzer end end #-------------------------------------------------------------------------- # * Processing When Load Is Successful #-------------------------------------------------------------------------- def on_load_success Sound.play_load fadeout_all $game_system.on_after_load SceneManager.goto(Scene_Map) end end
...do seem to indicate that DataManager.load_game(index) isn't quite enough. Welp.
Yeah, I tried it and got a syntax error, one of those 'expecting ;' type of deals. I did manage to get it to load one time, but it just kept on loading, fade in, fade out, fade in, fade out, loading on an endless loop. I tried throwing a random 'end' into the script call and an 'erase event' into the event itself, but to no avail
[SCRIPTING] [RMVX ACE] Load Game, Conditional branch script calls
author=kory_toombs
Try this script call?
load_game(1)
from this topic:
http://forums.rpgmakerweb.com/index.php?/topic/38132-load-game-script-call/
Hmmm. Because you can save with one line of a script call, I assumed loading would be just as easy. But nothing seems to work, and/or I know too little about scripting to make it all work the way I want it to.
I mean, that 'Checking if file exists' post looked like the sort of thing, but I think it's just a guy getting advice on a small part of a much larger script and I dunno what to do with the snippets provided there.
Maybe I'll just bite the bullet and stick to the default load/save functions
[SCRIPTING] [RMVX ACE] Load Game, Conditional branch script calls
author=kory_toombs
I think so, try this topic perhaps...
http://www.rpgmakercentral.com/topic/27411-checking-if-file-exists-fixed/
That looks like it might be the right sort of thing for the first issue, any thoughts on the second?
i.e. Using a script call to load a specified save file (eg.Save01.rvdata2)
[SCRIPTING] [RMVX ACE] Load Game, Conditional branch script calls
author=kory_toombs
I think I finally understand what you want to do! Though there is an issue if the player wants to restart the game they will need to manually delete the save file.
Google searched, try this perhaps...
http://www.rpgmakercentral.com/topic/27428-auto-load-skip-title-single-save-system-v1/
I think I've overcomplicated the issue.
There are two components to the question.
1. Can I use a script call in a conditional branch to check if Save01.rvdata2 exists?
2. Can I use a script call in a normal event to 'load' Save01.rvdata2?
[SCRIPTING] [RMVX ACE] Load Game, Conditional branch script calls
author=Marrend
Hrm. By some chance, does this game involve autosaves, and are autosaves the only type of saving that exists? I get the sense things would be cleaner on your end with such a system.
*Edit: And by "cleaner", I mean that such systems typically only ever use one save slot, so, displaying multiple files isn't an issue.
Though, if I'm completely wrong, I think looking at the Scene_File.create_savefile_windows function might be at least helpful. Maybe, putting whatever modifications that would be involved into the Scene_Load class?
Yeah, I considered autosave because it'd be generally easier, but in a game that's intended to have multiple endings and various other 'things that might be missed', I don't think having only one save file that's constantly overwritten will work best for the player.
Also, I know almost as little as it's possible to know about scripting for myself, so I'm already lost in the wilderness if editing any scripts in the editor is required :S













