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I'm alive--was wondering if it is possible to have a room fill up with water over time (the idea being that if the main character in the torture chamber is submerged completely, it's Game Over
In order to save the character inside, the player has to find a way to get the character out or turn off the torture chamber within 7 minutes. In addition to water, the character inside also has to deal with crystals squeezing his arms and legs, wind and a shaking chair
[Request] Pokemon X/Y sprites
I'm wondering if any RPG Maker VX Ace compatible sprites of the X/Y Pokemon exist at all, or if anyone would be willing to make some--what I've been able to find are battle sprites (not what I need), or just have eight sprites in the sheet.
Specifically, I need:
--Sylveon (as an ally for the heroes)
--Fennekin
--Delphox
--Fletchling
Thank you in advance!
Specifically, I need:
--Sylveon (as an ally for the heroes)
--Fennekin
--Delphox
--Fletchling
Thank you in advance!
Changing NPC dialogue after an event
Changing NPC dialogue after an event
I've gotten the guildmaster to react appropriately, my problem is getting the adventurers to react appropriately
Here's what I've done:
My test subject has her normal dialogue, her good reaction dialogue (she gives you a little foreshadowing), her neutral dialogue, (since the neutral path involves the main hero singing a song in the mystic tongue, she says she wishes she understood that language, as she is a knight and has no magic) and her bad dialogue (she's sympathetic and gives you advice on how to improve)
each of these is set to a variable, so maybe if I triggered the variables during the scene with the guildmaster, it may work
Here's what I've done:
My test subject has her normal dialogue, her good reaction dialogue (she gives you a little foreshadowing), her neutral dialogue, (since the neutral path involves the main hero singing a song in the mystic tongue, she says she wishes she understood that language, as she is a knight and has no magic) and her bad dialogue (she's sympathetic and gives you advice on how to improve)
each of these is set to a variable, so maybe if I triggered the variables during the scene with the guildmaster, it may work
Changing NPC dialogue after an event
So I'm setting up my first major sidequest in the game, which involves the heroes of the TV world performing in every adventurer's guild in the land.
This is a major sidequest in the game--and each performance counts towards which ending you get.
If you pick a good choice, you'll get a good reaction from both Ash and co. and the in-game world, and the adventurers will open up and give you hints and items, and there will be more adventurers at your next stop
If you pick a neutral choice, you get a neutral reaction and maybe a few adventurers will open up.
If you pick a bad choice, you get a bad reaction and the adventurers don't open up at all. There will also be fewer adventurers at the next stop.
I've successfully set up three different dialogues with the guildmaster for the post show, but how can I get the adventurers to have appropriate dialogue, then revert back to their initial dialogue when the player leaves?
If you leave, they revert back to their pre-show dialogue when you re-enter
This is a major sidequest in the game--and each performance counts towards which ending you get.
If you pick a good choice, you'll get a good reaction from both Ash and co. and the in-game world, and the adventurers will open up and give you hints and items, and there will be more adventurers at your next stop
If you pick a neutral choice, you get a neutral reaction and maybe a few adventurers will open up.
If you pick a bad choice, you get a bad reaction and the adventurers don't open up at all. There will also be fewer adventurers at the next stop.
I've successfully set up three different dialogues with the guildmaster for the post show, but how can I get the adventurers to have appropriate dialogue, then revert back to their initial dialogue when the player leaves?
If you leave, they revert back to their pre-show dialogue when you re-enter
Whatchu Workin' On? Tell us!
I finally worked out the kinks of my cold opening, so I should be about ready to dive into the meat of my game
(Request) Need a harp sprite that can be hung on the wall, taken down, and played (RPG Maker VX Ace
In my game, the lead hero has a harp, which is hung on the north wall of the cave that serves as the heroes' home base. However, I can't seem to find a suitable harp sprite, so am putting out a call for help.
I would prefer the harp be small enough to hold in someone's hand, and be crescent moon or bow shaped.
Thanks in advance to anyone that tackles this!
UPDATE: I got one, the topic can be deleted!
I would prefer the harp be small enough to hold in someone's hand, and be crescent moon or bow shaped.
Thanks in advance to anyone that tackles this!
UPDATE: I got one, the topic can be deleted!
How important are: PLOT TWISTS?
Plot twists can work--if you know how to do them well. That said, drop some small hints leading up to the twist, so when you do the big reveal, it doesn't appear to come clear out of left field.