HOUSEKEEPING'S PROFILE
Housekeeping
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My name's Kasey Ozymy. I'm a game designer from Texas. I made Jimmy and the Pulsating Mass and am currently working on Hymn to the Earless God.
Check out Hymn to the Earless God:
https://store.steampowered.com/app/2165130/Hymn_to_the_Earless_God
Buy Jimmy:
https://store.steampowered.com/app/706560/Jimmy_and_the_Pulsating_Mass/
Check out Hymn to the Earless God:
https://store.steampowered.com/app/2165130/Hymn_to_the_Earless_God
Buy Jimmy:
https://store.steampowered.com/app/706560/Jimmy_and_the_Pulsating_Mass/
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[RMVX ACE] Attempting a simple Day/Night cycle
It will work as long as that switch is on, so as long as you activate that switch at the very start of your game somehow, it will work throughout the entire game, if that's what you're asking. If you don't have any events at the beginning, just place an autorun event at the starting position that clicks on that switch, then runs a self switch, then has a blank second page that is placed on "below character" and is anything other than a parallel process or autorun with the condition that the page is only active when that self-switch is.
[RMVX ACE] Attempting a simple Day/Night cycle
Change it from an autorun to a parallel process--also, make sure that your condition switch has been triggered. Also, it's going to run the transition to night over and over again with how you currently have it set up. I'd simplify it by getting rid of the minute variable, e.g.:
-Wait 60 frames
-seconds+1
-Condition: seconds = 180
--day off
--night on
--tint screen
-else: seconds = 360
--day on
--night off
--tint screen
--seconds = 0
Also, test it with less time so you'll go less crazy while waiting. Too, I think that if you put the whole thing in a loop, it might run during dialogue as well, but I would test that.
-Wait 60 frames
-seconds+1
-Condition: seconds = 180
--day off
--night on
--tint screen
-else: seconds = 360
--day on
--night off
--tint screen
--seconds = 0
Also, test it with less time so you'll go less crazy while waiting. Too, I think that if you put the whole thing in a loop, it might run during dialogue as well, but I would test that.
June Update: Special RMN Edition
Yeah, I reached out to GOG and they unfortunately didn't respond. I'm planning on reaching out again once I set the release date, but I'm not holding my breath. I'll at least get on itch.io as an alternative for people who don't have Steam.
June Update: Special RMN Edition
@visitorsfromdreams: Thanks! I'm excited, too! And, yeah, I'm definitely sending him a review copy.
@Cap_H: Great advice; thanks for weighing in. Getting on RPS would be killer. I'll make sure to send them a review copy, as well as other major sites, even if it might be a bit of a moonshot.
@Cap_H: Great advice; thanks for weighing in. Getting on RPS would be killer. I'll make sure to send them a review copy, as well as other major sites, even if it might be a bit of a moonshot.
June Update: Special RMN Edition
Ooh, you're both great candidates! I was thinking about starting a Discord group (well, I was thinking Skype, but I'm open to whatever) once I've got all the playtesters together. I've only used Discord a little bit, but is that the best option for this kind of thing?
school_lunch.png
It might be kind of late in development for this, but you might consider putting shadows on objects/sprites so they're better anchored to the ground. I like the posters a lot, by the way, especially the food 4brains one--they make the cafeteria feel more authentic.
I'm here to ketchup (and other possible puns)
What are you thinking about? (game development edition)
You can set up a common event that plays at the end of each turn, checks each enemy/character if they have the state applied, then force an action that does whatever kind of damage you want (e.g. a fixed integer or a variable). You can do the calculations for the variable within that common event.
[RMVX ACE] Games with a dynamically changing landscape?
You can also use the "change tileset" command and have a bunch of similar tilesets that only change what you need.













