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Screenshot Survival 20XX

Thanks for the advice, all! I put together a new version of it, changing up the color scheme to something a little simpler, and moving all the info to one corner.



Need to plug in the character portraits (when I get/make some) tho. And probably still need to tweak the color scheme (and/or have multiple color schemes for players to choose from)

All these other screenshots are making my stuff look like amateur level lol! I hope to get to your guys level some day :)

Screenshot Survival 20XX

Any suggestions on how to arrange this GUI overlay? (It's for an active battle system game)



I know I want to stick to corners to at least try to be unobtrusive, and I know the current layout is weird, what with the health being in the top left corner while the HP bar is in the bottom right corner...

Plus I'm not sure how to feel about the current textures on it.

Whatchu Workin' On? Tell us!

Currently working on an active-battle-system game.

It currently has eight playable characters with unique weapons, a small handful of spells (to be greatly expanded upon once the spell/mana system is a little better optimized) several towns, zones, 15 or so types of mobs, a dungeon with puzzles (planning to add more dungeons), a quest system, gambling, and a few other random features.

Need a lot of polish and world-shaping still though: storyline, dialog, custom sprites... y'know, all the little details that make it a real game and not just a hobby project! :P

[RMXP] Trying to rig buttons in XP

Hi there! Here is a sample of the code I use for my current project in RMXP:

(I feel like something could potentially be removed from my code to make it more efficient, but for now it gets results!)



(The comment in green there is just so I remember what I was doing!)

As you can see, it is set to Parallel with the Switch being Dash Ready. So, this event will only trigger when:

- The set Switch (in this case Dash Ready) is ON
- The correct button (in this case Button Y) is pressed

I noticed that if I had too much code in the same Common Event as the button press, then I would get quite a bit of lag at times. The solution that I discovered was to break down the different spells into their own separate Common Events and call the appropriate one when the proper conditions are met.

If you look at the Common Events list on the left, you'll see I have a separate Common Event for each button that can be pressed (except for Strafe where I combined two of them). Each has their own unique switch to control usage.

As for the actual act of weapon switching, I have a few ideas if you need them.

(My example is for an active battle system game, if that makes any difference)

Hope this helps!

Let me know if you have any other questions!!
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