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[RMMV]: Event won't trigger as player walks over it.

I think I may have run into silimar issues with the passability/layer of the tile that event is on. Try it over different tiles.

Make a new empty map, copy it there, see what happens.
Remove other parts of code slowly, to a copy of it, and see if it works.
Or recreate the event fresh, maybe it's just a bugged event.

How to make a demo

author=Tuomo_L
I mean honestly, starting with the start tutorial town and dragging the experience down does slow the game down needlessly. Plus, most of the players who will play your RPG Maker demo, will have grasp on these mechanics as is.

The answer to this is to make your game more interesting, not avoid including the opening in a demo. It sounds like you are talking about a specific type of game, mainly people's first RPGmaker projects. Although you don't specify anything in your article so it appears that you are applying this to all games.

The fact is 99% of the RPG Maker games demos that I've played

Perhaps you should pick better games. Because I have played MANY good demos. Just recently I played this demo and it was really quite amazing. It includes the opening of the game with a tutorial map and it was still amazing because it was well put together.

If you have complex gameplay elements that need explanation, you should have a picture at the start of the game that has all the controls listed and layed out for the player to pick up and play your demo from the get go, not after tons of tutorials and forcing them to do things.

It is well documented in player feedback that this is a terrible idea. You can't expect someone to memorize complex controls and gameplay elements before they even engage with the game. Showing the player by example, slowly over time, is a proven method that has been used since the early console days because it works best.

Also, if you release a demo of a middle portion of the game the player could be confused on how it works and it will ruin their experience. They will think it's bad, when they simply don't understand it. Showing them all information at the start is not a valid countermeasure.

But that doesn't address my actual comment of telling people to never do something. There are few absolutes in game design so you can't say never release a demo. Or if you do, to never include a starting tutorial. That is simply incorrect.

It's fine if you want to offer specific advice to people, and leave it up to them to decide what they want to do, but this article comes across as you demanding everyone do things your way for all games. Without question, "never do this", and it's all based on your own opinion/experience. But my opinion/experience is different and I can't say I agree with very much here.

"We're finally bringing back our beautiful, clean coal." - An actual, non-facetious SOTU quote... =__=

I was watching John Oliver and he did a story on clean coal and Trump. Trump said a while back, something like "We're going to take the coal out of the ground, and we're going to clean it"

Castlevania - Elegy of the Curse

Digging those maps. Downloaded.

Edit: If the game uses all custom resources you should consider making it work without needing to install the RTP.

RMN VALENTINES CARD 2018

author=suzy_cheesedreams
"Roses aren't always red; sometimes violets are blue. I bought these flowers earlier, and they're definitely not for you."

So beautiful, my heart withers at the sentiment.

How to make a demo

You should avoid telling people to never do something. You can suggest what shouldn't be done, but I don't like being told I can never do something. Especially when I can think of many ways to do it, and do it well.

Turn in Place

There are many ways to accomplish this function. Changing such a thing would render this whole method pointless. So no, you couldn't simply change it.

[RMVX ACE] Showing as tiles instead of as pictures

I see. Thanks for the info. That seems to be the answer I need.

[RMVX ACE] Showing as tiles instead of as pictures

author=Link_2112
Please tell me this isn't a huge flaw in Ace.
Ok, since the answer to this question is a frustrating YES, then how the hell do tilesets work in Ace?

Because so far I'm failing to do the simplest of things. I took my picture and isolated the part I need to show above the hero. I did read the help file and it indicates that you put things on E tab for the upper layer.

When I set these tiles to STAR, which I assume still means it shows above hero?, the tiles act like I put an X on them. Unless I hold CTRL which allows me to walk onto them. Only then do I see these tiles really do show above the hero.

What is going on here? Before I put anything on the E tab I could walk on every tile. I haven't used any tiles at all yet and was using a blank tileset, because I'm using parallax mapping. I went to a blank tileset in the database, adding just one image to the E tab, and placed it on the map. That's it.

I tried adding the same image to another tab so I could put O tiles under my STAR tiles, hoping it would let walk on them, but instead it OVERWRITES the STAR tiles. I can walk on them, but they longer appear above the hero. I don't see anything in the help file that talks about tile passibility AT ALL.

WHY IS THIS SO HARD?

What is the simplest way to add a few tiles in lower layer and upper layer? I want a simple banister that you can walk behind. I'm really starting to dislike Ace.

Port_Chiopu.png

Needs more ducks.