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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.

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

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.

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.

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.

Every Vote Counts

Complete version of the game has been uploaded.

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

Every Vote Counts

Uploaded the latest demo.

Just a little note.

If you play it just by following the plot, this demo might not seem like it's added much. You're encouraged to go "off the beaten track" to find the new characters you can unlock, etc.

What are you thinking about? (game development edition)

Thanks for the response. I didn't know about the passive states plug-in.

What are you thinking about? (game development edition)

I don't think MV allows this. It doesn't give an option for doing it under the traits on the armour tab. VX Ace didn't allow it either.

I've simulated a berserk status easily enough, and poison would also be doable. But I don't think sleep, or confusion could be done like this.