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A Cry in the Walls - Demo
Hello! I'm actually quite new to this site but I found your game on a Facebook page that gives some spotlight to upcoming RPG Maker games.
From playing a few minutes of the game, I've found some things that bother me, but there are bound to be mistakes in every RPG Maker game. The main problem is you can trigger dialogue by interacting with objects, but you don't have to be FACING the object to trigger it. You could be standing beside a dresser but face away from it to trigger the dialogue. It's basically what the person above pointed out. You can trigger the dialogue by interacting with virtually nothing (the player is facing nothing; facing away from the object they're talking about).
This leads me to believe that you use an event with the "Below Characters" priority and you place the event around the object. Using that specific priority IS good but not in the case of interacting with surrounding objects. What I recommend is that you create an event on TOP of the object in question and make the priority the same as the character. This way, you would have to be facing the object itself to trigger the dialogue. Sorry if I'm not being clear! ^^
Sometimes just changing the priority can solve the problem. When I have more time, I'll continue this and get back to you with my closing thoughts. But so far it's a very promising game!
From playing a few minutes of the game, I've found some things that bother me, but there are bound to be mistakes in every RPG Maker game. The main problem is you can trigger dialogue by interacting with objects, but you don't have to be FACING the object to trigger it. You could be standing beside a dresser but face away from it to trigger the dialogue. It's basically what the person above pointed out. You can trigger the dialogue by interacting with virtually nothing (the player is facing nothing; facing away from the object they're talking about).
This leads me to believe that you use an event with the "Below Characters" priority and you place the event around the object. Using that specific priority IS good but not in the case of interacting with surrounding objects. What I recommend is that you create an event on TOP of the object in question and make the priority the same as the character. This way, you would have to be facing the object itself to trigger the dialogue. Sorry if I'm not being clear! ^^
Sometimes just changing the priority can solve the problem. When I have more time, I'll continue this and get back to you with my closing thoughts. But so far it's a very promising game!
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