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I don't understand what you mean?
Edit: You are talking about new and old screen shots. I have since changed both Rain and Blaze's graphics so that they match and fit. Some of my screenshots are 2 years old. Ouch!
Edit: You are talking about new and old screen shots. I have since changed both Rain and Blaze's graphics so that they match and fit. Some of my screenshots are 2 years old. Ouch!
Request: Battle System Graphic Help
Quick Script Question
Quick Script Question
So I am using this lag script (VX) and its great. However on some of my maps I am using a really big event that covers much of the screen. All I need to know is the call script command to event the script on and off in maps I want it on or not.
This is the script. Thanks Guys. (VX)
This is the script. Thanks Guys. (VX)
#============================================================================== # ★RGSS2 # STR02_MapAntiLag v1.0 # # ・Stops the burden of updating the off-screen events. # ・トリガーが"なし"のコモンイベントの更新を止めて負担を軽減させます。 # ・自律移動失敗時にウェイトを設定できます。(それなりに重要) #============================================================================== # ■ STRRGSS2 #============================================================================== module STRRGSS2 # Update off-screen movement? true = enabled, false = disabled SELF_MOVEMENT = true # カスタム移動失敗時に設けるウェイト 0 以上に設定 MOVE_FAILED_WAIT = 30 # Off-screen detection (the rectangle signifies what is the screen). # Do not edit, Speed set this so that it auto-detects the screen size. STR02_RECT = Rect.new(-48, -32, Graphics.width+48, Graphics.height+64) end #============================================================================== # ■ Game_Map #============================================================================== class Game_Map #-------------------------------------------------------------------------- # ★ Alias #-------------------------------------------------------------------------- alias setup_events_str02 setup_events def setup_events setup_events_str02 @common_events.clear for i in 1...$data_common_events.size @common_events[i] = Game_CommonEvent.new(i) if $data_common_events[i].trigger != 0 end end end #============================================================================== # ■ Spriteset_Map #============================================================================== class Spriteset_Map #-------------------------------------------------------------------------- # ★ 再定義 #-------------------------------------------------------------------------- def update_characters for sprite in @character_sprites if sprite.character.screenin_str02 sprite.update else sprite.visible = false end end end end #============================================================================== # ■ Game_Character #============================================================================== class Game_Character #-------------------------------------------------------------------------- # ● 公開インスタンス変数 #-------------------------------------------------------------------------- attr_reader :screenin_str02 #-------------------------------------------------------------------------- # ★ エイリアス #-------------------------------------------------------------------------- alias initialize_str02 initialize def initialize initialize_str02 @screenin_str02 = true end alias update_str02 update def update r = STRRGSS2::STR02_RECT @screenin_str02 = (screen_x > r.x and screen_x < r.width and screen_y > r.y and screen_y < r.height) update_str02 end alias update_self_movement_str02 update_self_movement def update_self_movement return if STRRGSS2::SELF_MOVEMENT and not @screenin_str02 update_self_movement_str02 end end #============================================================================== # ■ Game_Event #============================================================================== class Game_Event < Game_Character #-------------------------------------------------------------------------- # ● 自律移動の更新 #-------------------------------------------------------------------------- def update_self_movement if @stop_count >= 30 * (5 - @move_frequency) @wait_count = STRRGSS2::MOVE_FAILED_WAIT + (@id / 4) if @move_failed end super end end
Whatchu Workin' On? Tell us!
So I just started working on "Level Design" Previously my maps consisted of a point a and a point b. Now I'm trying to add traps, puzzles, and obstacles in the players way. That way your first thought will not be where is the exit. It will be how to get around these spikes ect...
How do you guys do level design. How much is too much, how often should you use bolder puzzles or lever puzzles..
Sound off and give me some inspiration.
What other things can you add to a map to add good level design.
How do you guys do level design. How much is too much, how often should you use bolder puzzles or lever puzzles..
Sound off and give me some inspiration.
What other things can you add to a map to add good level design.
Discouragement
Max I don't know how you do it... You just managed to make this the most used and read blog on RMN. Good Job! Anyway I was not going to try this game for awhile, but I have to now.
I have always loved the games you've made and have the greatest respect for the content you make. So as a fan of yours keep making great games. If you ever need help on a game you know where to pm me!
I have always loved the games you've made and have the greatest respect for the content you make. So as a fan of yours keep making great games. If you ever need help on a game you know where to pm me!













