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What if I told you the game will never be finished!
Glacia
Glacia is the story about a young Prince named Rain Garshon.

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New_Map.jpg

This map does not fit in one game screen. All of my other screenshots are of in game.

SaveGameMenu.png

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!

Request: Battle System Graphic Help

Edit: Resolved

Quick Script Question

Nice I'll look into it. Thanks

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)

#==============================================================================
# ★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.

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!

Jun0311_Pseudo3D.png

This is great!

Glacia

It is a puzzle... I assure you its not broken. If you can't figure it out pm me.

Glacia

I would love to hear any thoughts you may have. Feel free to PM me.

As far as the CS. It used to work. They changed something.