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Do you think making all these bridges usable is really necessary? RMMV
I've settled on just making the bridges as overhead tiles, and putting gates on the stairs leading to them. My computer has high ram, and a decent graphics card (for a laptop), and it was beginning to show some choppiness when moving, so I figured it will probably get even worse once there are npcs in the city as well.
Do you think making all these bridges usable is really necessary? RMMV
I'm beginning to make a game based on the Earthsea books, starting off with Havnor Great Port. I'm trying to make it true to the books, where it describes it being a maze of a city, with staircases and bridges connecting the roofs of the buildings.
I've made them all so they can be crossed above, and underneath, but I'm getting concerned that this might start impacting performance quite a bit, and maybe I should just have them over the streets, but unusable, just being there for aesthetics. It amounts to 745 events on this one map, without even having added any NPCs yet.
The clusters of events shown on the map below indicate where a bridge is.
I've made them all so they can be crossed above, and underneath, but I'm getting concerned that this might start impacting performance quite a bit, and maybe I should just have them over the streets, but unusable, just being there for aesthetics. It amounts to 745 events on this one map, without even having added any NPCs yet.
The clusters of events shown on the map below indicate where a bridge is.

Graphic issue with making a bridge you can walk over and under. [RMMV]
Hi Pianotm.
Your method is much more simple. I ended up looking at a video on youtube and everything's fine now.
Thanks for the help.
Your method is much more simple. I ended up looking at a video on youtube and everything's fine now.
Thanks for the help.
Graphic issue with making a bridge you can walk over and under. [RMMV]
I've made a bridge that you can walk under and over, but the player doesn't turn transparent until they are on the same tile as the bridge, ruining the look. Otherwise everything else works fine.
I've set it at - Below Characters, Event Touch
If: Player is facing right (Works Correctly)
Set Movement Route: Player (wait)
Move Right
Move Right
If: Player is facing up (Has the graphic issues)
Set Movement Route: Player (wait)
Transparent ON
Through ON
Move Up
Through OFF
Transparent OFF
If: Player is facing down (Has the graphic issues)
Set Movement Route: Player (wait)
Transparent ON
Through ON
Move Up
Through OFF
Transparent OFF
I've set it at - Below Characters, Event Touch
If: Player is facing right (Works Correctly)
Set Movement Route: Player (wait)
Move Right
Move Right
If: Player is facing up (Has the graphic issues)
Set Movement Route: Player (wait)
Transparent ON
Through ON
Move Up
Through OFF
Transparent OFF
If: Player is facing down (Has the graphic issues)
Set Movement Route: Player (wait)
Transparent ON
Through ON
Move Up
Through OFF
Transparent OFF
Every Vote Counts
I've put up one last update. I think everything is working perfectly now.
- Cut scenes now work properly, with the characters who are currently in your party being displayed properly.
- A few typos have been fixed.
If you see anything which still needs to be fixed up, please post a message and let me know.
- Cut scenes now work properly, with the characters who are currently in your party being displayed properly.
- A few typos have been fixed.
If you see anything which still needs to be fixed up, please post a message and let me know.
What are you thinking about? (game development edition)
I'm just wondering about the cut scenes in my "completed" game. I played through it again tonight, this time with a small audience, which is usually a good way for seeing errors which I've overlooked.
During the cut scenes, characters from the party appear using variables. Even though everything makes sense, it still manages to mess things up. Do you think it would be a big deal if I just had your party appear in the normal "followers" fashion, and then just have the dialogue going on between them?
It might look better than how it currently looks, when trying to do something clever. The thing is, is that there are about 20 characters in the game, which you can usually change around as you please. When it comes to a cut scene, I simply can't have it as "place this one, this one and this one" I'd have to do this for twenty possible characters which would make things very cluttered.
During the cut scenes, characters from the party appear using variables. Even though everything makes sense, it still manages to mess things up. Do you think it would be a big deal if I just had your party appear in the normal "followers" fashion, and then just have the dialogue going on between them?
It might look better than how it currently looks, when trying to do something clever. The thing is, is that there are about 20 characters in the game, which you can usually change around as you please. When it comes to a cut scene, I simply can't have it as "place this one, this one and this one" I'd have to do this for twenty possible characters which would make things very cluttered.
Every Vote Counts
Just made a very small update on the game. The instructions on where to go next (When you bring up the map) have now been completed so it follows through for the entirety of the game. It doesn't suddenly stop giving new instructions when you're about half way through.
Also, status resistances have also been updated. Every enemy in the nemesis round in the battle arena, is now immune to all status ailments.
Also, status resistances have also been updated. Every enemy in the nemesis round in the battle arena, is now immune to all status ailments.
Every Vote Counts
Whatchu Workin' On? Tell us!
I'm currently trying to come up with some new enemies for my current game, as I seem to be using the same images ones over and over, for the sake of trying to keep the overall file size small (This is in MV), but it's hard to keep coming up with something new for them.
I've also been wondering how many enemies are considered the norm for an area in a game. Mine tends to vary between 3 - 6 (3 is in the first early areas in the game).
If anyone can throw in some ideas for ones which could be used for various different enemies, that would be much appreciated.
Here's a list of the images I've got so far
Goose
Bat
Hawk / Eagle
Ram (Male Sheep)
Butterfly
Robots x1
Caterpillar
Cold Turkey (A turkey which appears to be frozen. Uses Ice elemental attacks)
Convolvulus - aka, Morning Glory, Bindweed
Dead Fish
Dragon
Dryer (Clothes Dryer)
Elemental
Garbage
Gecko
Ghost
Gigas
Hedgehog
Horse
Large Slime
Lilly
Mannequins (Male + Female)
Mer-Warrior
Mole
Moth
Mouse
Nettles
Fungus
Rat
Radioactive Rat
Skeleton
Slime
Spider
Sprite / Fairy
Broken TV
Vampire (Male and Female)
Fly Trap
Wolf
Worm
Zombie
I've also been wondering how many enemies are considered the norm for an area in a game. Mine tends to vary between 3 - 6 (3 is in the first early areas in the game).
If anyone can throw in some ideas for ones which could be used for various different enemies, that would be much appreciated.
Here's a list of the images I've got so far
Goose
Bat
Hawk / Eagle
Ram (Male Sheep)
Butterfly
Robots x1
Caterpillar
Cold Turkey (A turkey which appears to be frozen. Uses Ice elemental attacks)
Convolvulus - aka, Morning Glory, Bindweed
Dead Fish
Dragon
Dryer (Clothes Dryer)
Elemental
Garbage
Gecko
Ghost
Gigas
Hedgehog
Horse
Large Slime
Lilly
Mannequins (Male + Female)
Mer-Warrior
Mole
Moth
Mouse
Nettles
Fungus
Rat
Radioactive Rat
Skeleton
Slime
Spider
Sprite / Fairy
Broken TV
Vampire (Male and Female)
Fly Trap
Wolf
Worm
Zombie













