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author=RPGFan28
How'd you get the battle screen to just keep the Map as a backdrop instead of an actual set one or that swirly mess. I've wanted to do it for years.
Either comment out the line the line in Spriteset_Battle that does it or use a script e.g.
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Create Battle Background Bitmap from Processed Map Screen
#--------------------------------------------------------------------------
def create_blurry_background_bitmap
source = SceneManager.background_bitmap
bitmap = Bitmap.new(640, 480)
bitmap.stretch_blt(bitmap.rect, source, source.rect)
#bitmap.radial_blur(120, 16)
bitmap
end
end
Screenshot_20200607_Asymetric_Card_Game_Illy_needs_to_eat_a_mushroom_dream_of_being_a_racoon_and_then_flip_the_world_ups.png
Never played it but it was partially inspired by it. Brickroad has been homebrewing FF villainious and I watched his videos explaining his version.
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Well a couple of people have made reference to it now, so it's out there.
Thanks for keeping it a secret surprise for the first few players.
Thanks for keeping it a secret surprise for the first few players.
Screenshot_20191228_Screenshot.jpg
author=kentona
needs more kentona
You're in the game twice!
First as Kentonb (the Mewtwo of the game) and Kentona (the Mew of the game).
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Don't worry, it ended up not making it into the final game. It was one of the areas that was done but would have required a few more cutscenes and another set of enemies. We made the decision to cut the sewers and polish.
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I feel like I can relate to this, my dog never once returned any ball. He would run away and hide so he could chew the ball.
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The character huds look really great, out of curiousity do the faces change with status effects, low HP etc?