FRUEBIS'S PROFILE

Greetings! I'm Fruebis. I am an introvert who enjoys gaming, drawing, and game design. However, when it comes to game design, I find that I make a game to learn more about game design, and once I've learned what I can, I lose interest.
Currently, I'm working on a game called Social Interactions. I started it a few years ago, but stopped when I hit a wall in the battle design. I've broken through that wall in my head, but... I've yet to actually figure out how to make it work in an RPG maker system.

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World's Dawn coming to Steam

I've been here since around... I want to say near the beginning to middle of the release of Fall,(I believe it's been around a year, but I'm probably incorrect.) And I personally have to admit... I squealed whenever a new update came out.
I remember seeing World's Dawn when I first got on RMN, but I saw it wasn't finished, and ignored it until I decided that, instead of making my own game, I'd be part of the community and try someone else's. And I must say, I'm soooo glad I did. ^^
Can't wait for the winter release! It's going to be awesome!
Edit: And those amazing new graphics... and the amazing new intro... and... Gaahh.... >w<

Oopy_Doopy_Gloop_Sloopy.png

Oopy Doopy indeed.
I love the art style! It looks simple, but still gorgeous at the same time. Makes me feel all warm and fuzzeh.

Battle options that change depending on switches

author=Marrend
I just inserted my code in the section labeled "Materials".

... Yep. That would be the problem. I kept putting it in place of the original Actor_Command stuff. It's fixed now. ^^ Thank you!

Battle options that change depending on switches

Alright... So now I'm getting this message whenever I begin battles:
"Script 'Scene_Battle' line 223: Agrumenterror occurred.

Wrong number of arguments (0 for 2)"

Battle options that change depending on switches

Ah
author=Marrend
I imagine that for you, it might look something more like...

class Window_ActorCommand < Window_Command
  # Overrides command window so that commands are available if certain switches are active/enabled.
  def make_command_list
    return unless @actor
    add_attack_command if $game_switches[1] == true
    add_skill_commands if $game_switches[2] == true
    add_guard_command if $game_switches[3] == true
    add_item_command if $game_switches[4] == true
  end
end

...this, depending on what all is enabled/disabled and with what switches.

Ah! It appears I had the right idea and was simply writing in incorrectly. Thanks, I'll try that out! ^^

Battle options that change depending on switches

Hello all.
I'm making a battle system that, depending on whether switch X is on or not, you can access certain battle options. (Fight, Guard, Skills, Items, etc.)
I tried working on this myself, and it clearly won't work the way I tried it.
Is there any way to do this without having to find a battle script? I think it'd be easy, but I'm kinda stumped.

Episode ONE released!

Late comment is late: Yaayy! I'mma go try it out!

Lions don't hibernate

author=Dyhalto
^ Is that Luchino in disguise?
Erm... if you refer to me... No, I'm not. I'm a lazy lazer who fails at gamez...

Lions don't hibernate

author=Addit
Hey, maybe if we use reverse psychology maybe Luchino might come back?

“I don’t miss Luchino at all. Nope. Don’t miss her in the slightest.”

(Eh? Eh???)


... No.

Release Countdown DAY 1

Woow...That's some nice mapping you got there.