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42 students start, only 1 can win...who will survive?

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It's tough when friends die on you, but hang in there!

Well, there will be multiple ways to complete the game, such as by winning the Program or blowing up the school. Which ending you get depends on the actions you take and the allies you recruit. As Shuya you will be able to follow the story of the film, but you don't have to. I'm thinking about how to make sure it doesn't become too aimless so the player does have an idea of what their goals are.

Calling flashlight script - rpgxp

I have two questions, the first one is how to call this script so it only activates during the night cycle:
=begin
* Darkness System.
Vers. 1
Created by Lukas Cahyadi Gunawan; Publish : 16/6/2012

How To Use ? Place above Main.
For RGSS/RGSS2

Feature:
- Darkness effect.

Thanks to :
- Jesus My Savior

This work is protected by the following license:
----------------------------------------------------------------------------
Creative Commons - Attribusi-NonKomersial 3.0 Unported License.
( http://creativecommons.org/licenses/by-nc/3.0/ )

CC BY-NC (Atribusi-NonKomersial).
Memperbolehkan pihak lain untuk menyalin, mengumumkan, menyebarkan,
menggubah, dan mengadaptasi ciptaan ini,
selama mencantumkan nama pembuat.
----------------------------------------------------------------------------

If you find bugs or errors can contact me at http://www.rpgmakerid.com/u2336.
=end
module LCG
#=============================================================================#
# ▼ CONFIGURATION ▼
#-----------------------------------------------------------------------------#
SWITCH_DARK = 2 # Set switch id.
#-----------------------------------------------------------------------------#
# ▲ CONFIGURATION ▲
#=============================================================================#
end
class Spriteset_Map
include LCG
alias lcg_int_darkness initialize
def initialize
@darknes = Sprite.new; @darknes.ox, @darknes.oy, @darknes.z = 624, 624, 999
@darknes.bitmap = RPG::Cache.picture('Darkness') rescue Cache.picture('Darkness')
@darknes.blend_type, @s2 = 2, $game_switches
darkness; lcg_int_darkness
end
def darkness; @direct = $game_player.direction
@darknes.visible = true if @s2; @darknes.visible = false if !@s2
case @direct
when 2; @darknes.angle = -90; when 4; @darknes.angle = 180
when 6; @darknes.angle = 0; when 8; @darknes.angle = 90; end
end
alias lcg_upd_darkness update
def update; lcg_upd_darkness
if @s2 != $game_switches
@s2 = $game_switches
@darknes.visible = true if @s2; @darknes.visible = false if !@s2; end
return unless @darknes.visible
if @direct != $game_player.direction; @direct = $game_player.direction
darkness; end
@darknes.x = $game_player.screen_x; @darknes.y = $game_player.screen_y
end
alias lcg_dis_darkness dispose
def dispose; lcg_dis_darkness
@darknes.dispose
end
end


And the second one is how to call this script when you activate your flashlight item. Usually the scripts contain instructions on how to call them but these are both starting automatically and I can't find how to turn them on or off.

=begin
* Flashlight System.
Vers. 1.1
Created by Lukas Cahyadi Gunawan; Publish : 16/6/2012

How To Use ? Place above Main.
For RPG XP(RGSS)

Feature:
- Flashlight effect.
- Outdor support.

Thanks to :
- Jesus My Savior

This work is protected by the following license:
----------------------------------------------------------------------------
Creative Commons - Attribusi-NonKomersial 3.0 Unported License.
( http://creativecommons.org/licenses/by-nc/3.0/ )

CC BY-NC (Atribusi-NonKomersial).
Memperbolehkan pihak lain untuk menyalin, mengumumkan, menyebarkan,
menggubah, dan mengadaptasi ciptaan ini,
selama mencantumkan nama pembuat.
----------------------------------------------------------------------------

If you find bugs or errors can contact me at http://www.rpgmakerid.com/u2336.
=end
module LCG
#=============================================================================#
# ▼ CONFIGURATION ▼
#-----------------------------------------------------------------------------#
#Explanation of the configuration, see :
#Tools > Database > Tilesets;
#Note! "Tileset", "Priority" and "Terrain tag" from the map that is
# used in the demo. And also see "Layer" from "Tile of map"
TER_TAGS = 1 # Set terrain tag, trick 1.
TER_TAGSO = 2 # Set terrain tag, trick 2.
SWITCH_SENTER = 3 # Set switch id for flashlight.
# $game_system.opac_senter = 255 (Set opacity light.)
#-----------------------------------------------------------------------------#
# ▲ CONFIGURATION ▲
#=============================================================================#
end
class Game_Temp
attr_accessor :prior_map
alias prior_map_lcg initialize
def initialize; prior_map_lcg; @prior_map = ; end
end
class Game_System
attr_accessor :opac_senter
alias prior__sysmap_lcg initialize
def initialize; prior__sysmap_lcg; @opac_senter = 255; end
end
class Game_Map
def change_prio(x, y, z)
tile_id = data; @priorities = z if @map_id != 0 && tile_id != nil
end
end
class Sprite_Character < RPG::Sprite
include LCG
def initialize(viewport, character = nil)
super(viewport)
@character = character
if character == $game_player; @tt = ':P'; @a = @b = @xa = 0
@charsy, @charsx = @character.screen_y, @character.screen_x
@chary, @charx = @character.y, @character.x
@s1 = $game_switches; senter
end
update
end
alias flash_eff_up update
def update; flash_eff_up
if @tt != nil
if @s1 != $game_switches; @s1 = $game_switches
@senter.visible = true if @s1; @senter.visible = false if !@s1; end
return unless @senter.visible
@charsy, @charsx = @character.screen_y, @character.screen_x
@chary, @charx = @character.y, @character.x
senter_update; increase_x if @tt == ':)'
increase_y if @tt == ':ngacay:'; minus_height if @tt == ':v'
minus_width if @tt == ':D'; senter if @direct != @character.direction
senter if !@character.moving? && @tt == ':P'
end
end
def senter; @direct = @character.direction
@tt, @senter_img = ';)', RPG::Cache.picture('light' + @direct.to_s)
@senter.bitmap.clear if @senter != nil; @senter_bitmap.clear if @senter_bitmap != nil
@senter_bitmap = Bitmap.new(@senter_img.width,@senter_img.height)
@senter = Sprite.new(viewport)
@senter.bitmap,@senter.blend_type,@senter.opacity = @senter_bitmap,1,$game_system.opac_senter
@s_w, @s_h = @senter_img.width, @senter_img.height
@senter_w, @senter_h = @senter_img.width, @senter_img.height; @xa = @ya = 0
case @direct
when 8
@senter_w = @s_w - 11 if $game_map.terrain_tag(@charx + 1, @chary - 1) == TER_TAGS
@xa = 16 if $game_map.terrain_tag(@charx - 1, @chary - 1) == TER_TAGS
@senter_w, @xa = @s_w - 27, 16 if @senter_w == @s_w - 11 && @xa == 16
@senter.x, @senter.y = @charsx - 32, @charsy - 64
when 2
@senter_w = @s_w - 11 if $game_map.terrain_tag(@charx + 1, @chary + 1) == TER_TAGS
@xa = 16 if $game_map.terrain_tag(@charx - 1, @chary + 1) == TER_TAGS
@senter_w, @xa = @s_w - 27, 16 if @senter_w == @s_w - 11 && @xa == 16
if $game_map.terrain_tag(@charx, @chary) == TER_TAGS
@senter_h = @s_h - 96 unless $game_map.terrain_tag(@charx, @chary + 1) != TER_TAGS
elsif $game_map.terrain_tag(@charx, @chary + 1) == TER_TAGS
@senter_h = @s_h - 64 unless $game_map.terrain_tag(@charx, @chary + 2) != TER_TAGS
elsif $game_map.terrain_tag(@charx, @chary + 2) == TER_TAGS
@senter_h = @s_h - 32; end; @senter.x, @senter.y = @charsx - 32, @charsy - 20
when 4
if $game_map.terrain_tag(@charx, @chary) == TER_TAGS
if $game_map.terrain_tag(@charx - 1, @chary) != TER_TAGS &&
$game_map.terrain_tag(@charx - 2, @chary) == TER_TAGS; @xa = 96
elsif $game_map.terrain_tag(@charx - 2, @chary) != TER_TAGS
if $game_map.terrain_tag(@charx - 1, @chary - 1) == TER_TAGS; @xa = 128
elsif $game_map.terrain_tag(@charx - 3, @chary) == TER_TAGS; @xa = 64
end
elsif $game_map.terrain_tag(@charx - 3, @chary) != TER_TAGS
if $game_map.terrain_tag(@charx - 2, @chary - 1) == TER_TAGS; @xa = 96
elsif $game_map.terrain_tag(@charx - 4, @chary) == TER_TAGS; @xa = 32
end
elsif $game_map.terrain_tag(@charx - 3, @chary - 1) == TER_TAGS; @xa = 64
elsif $game_map.terrain_tag(@charx - 4, @chary - 1) == TER_TAGS; @xa = 32
end
elsif $game_map.terrain_tag(@charx - 1, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx - 1, @chary - 1) == TER_TAGS
@xa = 128
elsif $game_map.terrain_tag(@charx - 2, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx - 2, @chary - 1) == TER_TAGS
@xa = 96
elsif $game_map.terrain_tag(@charx - 3, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx - 3, @chary - 1) == TER_TAGS
@xa = 64
elsif $game_map.terrain_tag(@charx - 4, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx - 4, @chary - 1) == TER_TAGS
@xa = 32; end
@senter.ox, @senter.x, @senter.y = 141, @charsx - 3, @charsy - 25
when 6
if $game_map.terrain_tag(@charx, @chary) == TER_TAGS
if $game_map.terrain_tag(@charx + 1, @chary) != TER_TAGS &&
$game_map.terrain_tag(@charx + 2, @chary) == TER_TAGS
@senter_w = @s_w - 96
elsif $game_map.terrain_tag(@charx + 2, @chary) != TER_TAGS
if $game_map.terrain_tag(@charx + 1, @chary - 1) == TER_TAGS
@senter_w = @s_w - 160
elsif $game_map.terrain_tag(@charx + 3, @chary) == TER_TAGS
@senter_w = @s_w - 64
end
elsif $game_map.terrain_tag(@charx + 3, @chary) != TER_TAGS
if $game_map.terrain_tag(@charx + 2, @chary - 1) == TER_TAGS
@senter_w = @s_w - 96
elsif $game_map.terrain_tag(@charx + 4, @chary) == TER_TAGS
@senter_w = @s_w - 32
end
elsif $game_map.terrain_tag(@charx + 3, @chary - 1) == TER_TAGS
@senter_w = @s_w - 64
elsif $game_map.terrain_tag(@charx + 4, @chary - 1) == TER_TAGS
@senter_w = @s_w - 32
end
elsif $game_map.terrain_tag(@charx + 1, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx + 1, @chary - 1) == TER_TAGS
@senter_w = @s_w - 128
elsif $game_map.terrain_tag(@charx + 2, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx + 2, @chary - 1) == TER_TAGS
@senter_w = @s_w - 96
elsif $game_map.terrain_tag(@charx + 3, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx + 3, @chary - 1) == TER_TAGS
@senter_w = @s_w - 64
elsif $game_map.terrain_tag(@charx + 4, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx + 4, @chary - 1) == TER_TAGS
@senter_w = @s_w - 32; end; @senter.x, @senter.y = @charsx, @charsy - 25
end; @senter.z = self.z + (@direct == 8 ? -1 : 0)
@senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect)
@senter.visible = true if @s1; @senter.visible = false if !@s1
end
def increase_x
@xa = @xa + (@a - @senter.x); @senter_bitmap.clear
@senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect)
if @xa >= @b; @a = 0; @xa = @b; @b = 0
@senter_bitmap.clear; @senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect); @tt = ':P'
end
end
def increase_y
@ya = @ya + (@a - @senter.y); @senter_bitmap.clear
@senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect)
if @ya >= @b; @a = 0; @ya = @b; @b = 0
@senter_bitmap.clear; @senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect); @tt = ':P'
end
end
def minus_height; @senter_h = @senter_h - (@senter.y - @a); @senter_bitmap.clear
@senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect)
if @senter_h <= @s_h - @b; @a = 0; @senter_h = @s_h - @b
@senter_bitmap.clear; @senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect); @b = 0; @tt = ':P'
end
end
def minus_width; @senter_w = @senter_w - (@senter.x - @a); @senter_bitmap.clear
@senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect)
if @senter_w <= @s_w - @b; @a = 0; @senter_w = @s_w - @b
@senter_bitmap.clear; @senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect); @b = 0; @tt = ':P'
end
end
def senter_update; if @s1
if Input.dir4 != 0
if $game_temp.prior_map != nil; arr_p = $game_temp.prior_map
$game_map.change_prio(arr_p,arr_p,arr_p); $game_temp.prior_map = nil
end
if $game_temp.prior_map != nil; arr_p = $game_temp.prior_map
$game_map.change_prio(arr_p,arr_p,arr_p); $game_temp.prior_map = nil
end
if $game_temp.prior_map != nil; arr_p = $game_temp.prior_map
$game_map.change_prio(arr_p,arr_p,arr_p); $game_temp.prior_map = nil
end
end
case Input.dir4
when 8; @senter_w, @xa = @s_w, 0; @senter_bitmap.clear
@senter_w = @s_w - 11 if $game_map.terrain_tag(@charx + 1, @chary - 1) == TER_TAGS
@xa = 16 if $game_map.terrain_tag(@charx - 1, @chary - 1) == TER_TAGS
@senter_w, @xa = @s_w - 27, 16 if @senter_w == @s_w - 11 && @xa == 16
@senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect)
if $game_map.terrain_tag(@charx, @chary - 1) == TER_TAGS
@tt, @a, @b = ':ngacay:', @senter.y, 16; else; @ya = 0; end
when 2; @senter_w, @xa = @s_w, 0; @senter_bitmap.clear
@senter_w = @s_w - 11 if $game_map.terrain_tag(@charx + 1, @chary + 1) == TER_TAGS
@xa = 16 if $game_map.terrain_tag(@charx - 1, @chary + 1) == TER_TAGS
@senter_w, @xa = @s_w - 27, 16 if @senter_w == @s_w - 11 && @xa == 16
@senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect)
if $game_map.terrain_tag(@charx, @chary + 2) == TER_TAGSO
$game_map.change_prio(@charx, @chary + 2, 1)
$game_temp.prior_map =
if $game_map.terrain_tag(@charx + 1, @chary + 2) == TER_TAGSO
$game_map.change_prio(@charx + 1, @chary + 2, 1)
$game_temp.prior_map = ; end
if $game_map.terrain_tag(@charx - 1, @chary + 2) == TER_TAGSO
$game_map.change_prio(@charx - 1, @chary + 2, 1)
$game_temp.prior_map = ; end
end
if $game_map.terrain_tag(@charx, @chary) == TER_TAGS
@tt, @a, @b = ':v', @senter.y, 80 unless $game_map.terrain_tag(@charx, @chary + 1) != TER_TAGS
elsif $game_map.terrain_tag(@charx, @chary + 1) == TER_TAGS
@tt, @a, @b = ':v', @senter.y, 48 unless $game_map.terrain_tag(@charx, @chary + 2) != TER_TAGS
elsif $game_map.terrain_tag(@charx, @chary + 2) == TER_TAGS
@tt, @a, @b = ':v', @senter.y, 16; else; @senter_h = @s_h; end
when 4
if $game_map.terrain_tag(@charx - 4, @chary + 1) == TER_TAGSO
$game_map.change_prio(@charx - 4, @chary + 1, 1)
$game_temp.prior_map =
end
if $game_map.terrain_tag(@charx - 3, @chary + 1) == TER_TAGSO
$game_map.change_prio(@charx - 3, @chary + 1, 1)
$game_temp.prior_map =
end
if $game_map.terrain_tag(@charx - 2, @chary + 1) == TER_TAGSO
$game_map.change_prio(@charx - 2, @chary + 1, 1)
$game_temp.prior_map =
end
if $game_map.terrain_tag(@charx, @chary) == TER_TAGS
if $game_map.terrain_tag(@charx - 1, @chary) != TER_TAGS &&
$game_map.terrain_tag(@charx - 2, @chary) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 80
elsif $game_map.terrain_tag(@charx - 2, @chary) != TER_TAGS
if $game_map.terrain_tag(@charx - 1, @chary - 1) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 112
elsif $game_map.terrain_tag(@charx - 3, @chary) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 48
end
elsif $game_map.terrain_tag(@charx - 3, @chary) != TER_TAGS
if $game_map.terrain_tag(@charx - 2, @chary - 1) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 80
elsif $game_map.terrain_tag(@charx - 4, @chary) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 16
end
elsif $game_map.terrain_tag(@charx - 3, @chary - 1) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 48
elsif $game_map.terrain_tag(@charx - 4, @chary - 1) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 16
else; @senter_bitmap.clear; @xa = 0
@senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect)
end
elsif $game_map.terrain_tag(@charx - 1, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx - 1, @chary - 1) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 112
elsif $game_map.terrain_tag(@charx - 2, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx - 2, @chary - 1) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 80
elsif $game_map.terrain_tag(@charx - 3, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx - 3, @chary - 1) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 48
elsif $game_map.terrain_tag(@charx - 4, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx - 4, @chary - 1) == TER_TAGS
@tt, @a, @b = ':)', @senter.x, 16; else; @xa = 0; end
when 6
if $game_map.terrain_tag(@charx + 4, @chary + 1) == TER_TAGSO
$game_map.change_prio(@charx + 4, @chary + 1, 1)
$game_temp.prior_map = ; end
if $game_map.terrain_tag(@charx + 3, @chary + 1) == TER_TAGSO
$game_map.change_prio(@charx + 3, @chary + 1, 1)
$game_temp.prior_map = ; end
if $game_map.terrain_tag(@charx + 2, @chary + 1) == TER_TAGSO
$game_map.change_prio(@charx + 2, @chary + 1, 1)
$game_temp.prior_map = ; end
if $game_map.terrain_tag(@charx, @chary) == TER_TAGS
if $game_map.terrain_tag(@charx + 1, @chary) != TER_TAGS &&
$game_map.terrain_tag(@charx + 2, @chary) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 80
elsif $game_map.terrain_tag(@charx + 2, @chary) != TER_TAGS
if $game_map.terrain_tag(@charx + 1, @chary - 1) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 112
elsif $game_map.terrain_tag(@charx + 3, @chary) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 48
end
elsif $game_map.terrain_tag(@charx + 3, @chary) != TER_TAGS
if $game_map.terrain_tag(@charx + 2, @chary - 1) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 80
elsif $game_map.terrain_tag(@charx + 4, @chary) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 16
end
elsif $game_map.terrain_tag(@charx + 3, @chary - 1) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 48
elsif $game_map.terrain_tag(@charx + 4, @chary - 1) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 16
else; @senter_bitmap.clear; @senter_w = @s_w
@senter_rect = Rect.new(@xa, @ya, @senter_w, @senter_h)
@senter_bitmap.blt(@xa,@ya, @senter_img, @senter_rect)
end
elsif $game_map.terrain_tag(@charx + 1, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx + 1, @chary - 1) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 112
elsif $game_map.terrain_tag(@charx + 2, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx + 2, @chary - 1) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 80
elsif $game_map.terrain_tag(@charx + 3, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx + 3, @chary - 1) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 48
elsif $game_map.terrain_tag(@charx + 4, @chary) == TER_TAGS &&
$game_map.terrain_tag(@charx + 4, @chary - 1) == TER_TAGS
@tt, @a, @b = ':D', @senter.x, 16; else; @senter_w = @s_w
end
end
case @direct
when 2; @senter.x, @senter.y = @charsx - 32, @charsy - 20
when 4; @senter.x, @senter.y = @charsx - 3, @charsy - 25
when 6; @senter.x, @senter.y = @charsx, @charsy - 25
when 8; @senter.x, @senter.y = @charsx - 32, @charsy - 64
end; @senter.z = self.z + (@direct == 8 ? -1 : 0); end
end
def dispose; super; return if @tt == nil
@senter.bitmap.dispose; @senter.dispose; @senter_bitmap.dispose
end
end


Anyone who can help, it's much appreciated!

Japanese RPG Maker Games

IF the game is really very good and IF the game is not too big I might be able to do one, as long as you don't want it translated immediately since I'm kind of busy with my own game as well.

Disabling cast magic animation - RPGXP

Just a quick question with (hopefully) an easy solution. I'm using the tankentai sideview battle system for RPGXP. I want to stop the "Cast magic" animation playing each time the characters use a magic skill in battle. The user animation and target animation for the skill are both set to "none", so I guess it must be set up somewhere in the scripts.

If anyone knows how to disable this it's much appreciated!

Game Translation

I'm not sure if it's clear exactly what you want. Do you want to translate your game into Chinese or Japanese? Which one? Why? And you can't just write Japanese using only hiragana or katakana as it would be a major headache to understand.

Sorry if I misunderstood, but what exactly are you asking again? ^_^

Heiwaboke Crisis

For the ninja :
buy the purple hair dye from the drugstore and put it in the window cleaner's bucket at Hasegawa's house. When the window cleaner leaves, enter the house though the ladder. The computer has a clue to the lock and you can find the combination by checking graves at the church.


For the reporter :
After completing the ninja quest, give the Incriminating Evidence to the reporter.


For the mother and daughter:
Go to the first floor of the house and check the window. To get rid off the bird, catch the cat running around nearby. After completing the mother's mission, forge a note with your notebook and give it to the daughter at the abandoned house.


For the library book:
After completing the mother and daughter missions above, go back and talk to the mother again. Then just follow the clues.


Thanks for playing!

Heiwaboke Crisis

I thought I fixed all these sound bugs :-( I'll take another look and re-upload. Thanks for the notice!

Heiwaboke Crisis Review

Wow thanks for the review Dyhalto! I've been away from this site for a while so it was a surprise! You scored it higher than I expected for my first game. I'm glad you realised that all the stereotypes of Japanese culture are deliberate and I'm not actually an otaku myself (maybe a little...but I don't even watch anime...). I think it's somewhat of an acquired taste though as some people get really annoyed by it!

You're right about the battle system being somewhat hit or miss. I wanted to have some way of scaling levels so you could fight them in any order but I couldn't find any scripts and I didn't have enough experience to do it myself. To be honest the fighting is the part I have least interest in making, which is why it is so simple.

Anyway, my next project Battle Royale has been neglected for a while but I feel re-motivated to go back to it now! Thanks again ^_^

CLOSAT - The Culmination - {DEADLINE IMMINENT!}

More time sounds good. I've just had no time to work on it recently and I was considering abandoning the challenge, which I really want to complete.

CLOSAT - The Culmination - {DEADLINE IMMINENT!}

That's good to hear. I'm about halfway through my challenge (4500 words! Thanks Liberty...) and now I've lost the Internet connection on my laptop. I'm typing this with my ps3 controller o_O