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Shattered Hourglass

author=sawworm
author=zyx
Hey, I've been following this game since 2013 but I stopped a few years ago. Now I just got the game on steam and it's even better than I remember. I love it so much I had to make an account and say thank you for such an great game. You are amazing!
Also where can I find the fourth fish on the last row? I'm in post game.
Hello zyx, I'm glad that you are enjoying my game once again~
If possible, a review on Steam would greatly help me a lot :~D
I hope you are staying safe~

author=dnel57


Hello dnel57, thank you so much for your help~ I hope you are staying safe too.

Take care~

Thank you, sawworm. Always happy to help. Hope you and yours are safe, as well.
I'm at post-game true bad ending. I need to travel around and see what there is to do. I'm sure good old Leviathan is waiting for me. Hehe

Shattered Hourglass

author=zyx
Hey, I've been following this game since 2013 but I stopped a few years ago. Now I just got the game on steam and it's even better than I remember. I love it so much I had to make an account and say thank you for such an great game. You are amazing!
Also where can I find the fourth fish on the last row? I'm in post game.


On the Fish Chart that shows all the fish you can catch, the fish are numbered left to right top to bottom
After each fish's name is the location(s) where it can be caught.
Keep in mind that some fish require a certain bait(there are 4 different baits to get and more than one fishing pole.
As you get better poles and different baits, return to the different fishing holes.
I hope this helps you in your fishing quest.

1) Jellyfish = Lumberjack/Gwyndia/Left of Icywland/Icywland/Pure Chest area/Seaport
2) Starfish = Lumberjack/Gwyndia/Seaport
3) Clam = Lumberjack/Left of Icywland/Seaport
4) Gold Fish = Lumberjack/Left of Icywland
5) Blue Minnow = Gwyndia/Left of Icywland/Icywland/Pure Chest area
6) Ice Trout = Gwyndia
7) Catfish = Left of Icywland
8) Puffer = Left of Icywland
9) Diver = Lumberjack/Icywland
10) Large Minnow = Left of Icywland/Icywland
11) Zebrafish = Lumberjack
12) Trout = IcyLeft/Pure Chest area
13) Shrimp = Pure Chest area
14) Bluegill = Pure Chest area
15) Mudfish = Pure Chest area
16) Leaf Fish = Seaport
18) Corydoras = Seaport
17) Bass = Seaport
19) Man O' War = LeftTrin/north of PlayerHouse/Sandock/Tropical
20) Sea Horse = Left Trin
21) Flatfish = Left Trin/Seran/north of PlayerHouse
22) Angler Fish = Left Trin
23) Sea Anemone = Left Trin/Tropical
24) Seashell = Seran/north of PlayerHouse
25) Chlorurus = Seran/Tropical
26) Bumble Bee Goby = Seran/north of PlayerHouse
27) Clown Fish = Seran/north of PlayerHouse
28) Piranha = Sandock
29) Angel Fish = Lumberjack
30) Little Goby = north of PlayerHouse/Sandock
31) Salmon = north of PlayerHouse
32) Redfish = north of PlayerHouse
33) Rainbow Fish = Sandock
34) Red Shark = Sandock
35) Sea Turtle = Sandock/Tropical
36) Blue Hap = Tropical
37) Velvetfish = Tropical
38) Pomoxis = Tropical
39) Betta Fish = Tropical
40) Parupeneus = Sandock
41) Arapaima = Seaport
42) Huge Bass = Icywland
43) Skull Fish = Gwyndia
44) Titan Trigger = Left Trin
45) Flounder = PureChest
46) Yellowtail = Seran
47) Eel = Left of Icywland
48) Ghostfish = north of PlayerHouse

Shattered Hourglass

[RMVX ACE] Cutscene Priority problem.

I'll do that. Thanks. Just didn't think a same as character and above character would clash. Thanks a lot!

[RMVX ACE] Cutscene Priority problem.

During a cut scene, a character who is set to Same as Player/Walking/ Action Button stops when he crosses the path of a butterfly that is set to Autorun/Walking/Stepping/Above Player. The character is controlled by the Cut scene. After he joins the party and the party is moving about, there is no problem. I can't think of anything to change.

Lesson 4: A Fetch Quest - Merte's RPG Maker VX Ace Video Tutorials

Great tutorial. Very thorough and not rushed. Easy to follow and duplicate.
One variation for the mushrooms would be to have them visible but not able to be picked until the quest starts. The only other thing in quests like this is after picking the mushroom and showing it is gone I would set the blank page to THROUGH.
Thank you for this tutorial:)

[RMVX ACE] Dimming a room, cave, etc.

Excellent information. Thanks to both of you:)

[RMVX ACE] Dimming a room, cave, etc.

I know how to dim a room but, when I enter, it is light for a split second before dimming. Is there a switch or variable event that can darken the room before I enter it? I had thought of trying to put some kind of event on the door, entry but don't know what.Thank you.

[RMVX ACE] Variables.

author=coelocanth
So you know how to test an AND condition using conditional branches.
While what you want to do here is an OR condition.

You can use another variable for a count of crates in the correct places, and add 1 to it whenever any crate is moved into position, subtract 1 whenever a crate is moved off (if your puzzle doesn't lock things in place when correctly positioned)

Consider this for each crate:


Set Move Route (this event: move away from player), skip, wait
Control variables X = this event X position
Control variables Y = this event Y position
Conditional branch X == 4:
Conditional branch Y == 2:
# block is in position 1
Conditional branch self switch A is off
# and just moved there
Control self switch A on
Control variables count += 1
end
Exit Event Processing
end
end
Conditional branch X == 3:
Conditional branch Y == 9:
# block is in position 2
Conditional branch self switch A is off
# and just moved there
Control self switch A on
Control variables count += 1
end
Exit Event Processing
end
end
Conditional branch self switch A is on
# not in position, just moved off
Control self switch A off
Control variables count -= 1
end

The above event checks if the crate is either at 4,2 or 3,9. In either case it increases the count variable (to say 1 more crate is correctly positioned), and sets the self switch A (*this* crate is correctly positioned)

The "exit event processing" command stops the later branches being tested, so the crate doesn't switch itself back off again.

The final block tests if the crate was correctly positioned (A is on), but isn't anymore (because neither of the above branches was true).

Having said all of that (which is useful general knowledge), here's an easier way:

On your map, use the region layer to paint a specific region number on all the "correct" spots.
Then use the "get location info" command to find the region number under the event.
Then instead of testing all the possible X,Y positions, you should only need to test the region number.

Thank you. This is very interesting but I'm new to variables although, I'm understanding what I've been learning. I will study this and when I'm a little more familiar, it will sure be handy.
Thanks , again.

[RMVX ACE] Variables.

I am learning variables and following a tutorial where there are two objects ( I'm using crates) that need to be pushed onto certain tiles that I will change to switches later for completion.
This event is checking for crate one X+Y to be equal to tile one X+Y and crate two X+Y to be equal to tile two X+Y for the solution.
I would like to set this up so that either crate can be set on either tile?
I've done many puzzles in games and it doesn't seem to matter which object ends up on which tile or switch, etc.
Would it just be another separate event checking for crate one X+Y equal to tile two X+Y and crate two X+Y equal to tile one X+Y?
Thanks