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Thanks, I was worried it looks too cluttered and random. I've been looking at a lot of parallax'd rtp maps for inspiration.
Screenshot Survival 20XX
@superstroke I like the house, and the stuff on the green. The stairs and stuff below seem weird, out of place, and bland. I think the tower base should move up above the fence tile, so you can see the base.
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I've been working on furnishing my interiors areas.
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I've been working on furnishing my interiors areas.
[Poll] A poll and discussion about random battle encounters: how they may be implemented.
Personally, I HATE random encounters.
but
I voted for Level-cap disable: Random battles in a dungeon or area are disabled upon reaching a pre-determined level cap for that area. Prevents grinding for xp and gold.
Maybe you don't have to completely disable them. You could lower the encounter rate, or enable an "auto-battle" or instant-win against weak enemies.
It was between that, or an item/switch that toggles battles. Though I don't like the idea of reaching a boss under powered.
but
I voted for Level-cap disable: Random battles in a dungeon or area are disabled upon reaching a pre-determined level cap for that area. Prevents grinding for xp and gold.
Maybe you don't have to completely disable them. You could lower the encounter rate, or enable an "auto-battle" or instant-win against weak enemies.
It was between that, or an item/switch that toggles battles. Though I don't like the idea of reaching a boss under powered.
Screenshot Survival 20XX
author=Dookie
well its been an exciting year.
finally moved from rpg maker and now have my project started in a new engine.
now that ive got someone doing the coding ive been able to focus entirely on the design and artwork.
its come a long way in the past year, I think:
(old on left, new on right)
Looking good! While the second, more detailed one does look better, there's something special about the super simplistic style of the earlier version.
Constructive Feedback: The roof tiles looks weird since they aren't warped to the cone shape. The staircase/doorway seems to really POP from the castle because of the dark outline... maybe play with the contrast there. Maybe the doorway could have a softer outline, while the stairs keep the darker black.
[RMVX ACE] NoMethod Error Occured. Undefined Method [] for nil:NilClaSS
I know this is improper, but for situations like this I created a NilClass and defined some methods to stop errors.
class NilClass
def initialize
super
end
def [](arg)
nil
end
def erase
nil
end
def name
nil
end
def dispose
nil
end
def update
nil
end
def width
nil
end
def height
nil
end
end
What useful applications can various Script Calls be utilized for?
I started writing a comprehisive explaination of how classes and methods work, but if I lost you at that script call, it would only confuse you more. I'll try to make it easier to understand.
Using this $game_map.events[17].moveto(11, 4.8) script call moves event 17 to the 11th tile from the left (counting the first tile as 0), and 4.8 tiles down. So instead of the event being stuck on the grid, it can be shifted slightly. I use this for "fine tuning" events like pots, onto tables.
Using this $game_map.events[17].moveto(11, 4.8) script call moves event 17 to the 11th tile from the left (counting the first tile as 0), and 4.8 tiles down. So instead of the event being stuck on the grid, it can be shifted slightly. I use this for "fine tuning" events like pots, onto tables.
What useful applications can various Script Calls be utilized for?
Yeah try it out. I use a parallel process that erases itself after it makes the move. There's probably other ways to do that too, but that's what I use.
What useful applications can various Script Calls be utilized for?
That's been an important reference for me while working with scripts. The first useful application that comes to mind is setting variables to floats. (numbers with decimal points)
Something like
Isn't possible with eventing (to my knowledge).
Fine tuning event locations using floats is also useful.
Something like
$game_variables[1] = 0.5
Isn't possible with eventing (to my knowledge).
Fine tuning event locations using floats is also useful.
$game_map.events[17].moveto(11, 4.8) #sets the flower pot on the table