Recent content by EmptyHrGlass

  1. EmptyHrGlass

    Tilesets Malfunction

    Hello RPG Forums, my issue is that I am having an issue with a self-made tileset. I want to have a bloody battlefield area of the map, but the blood splatters that I created in Photoshop, while they look great finished, when I use them in MV, the transparency on the edges don't lay on top of...
  2. EmptyHrGlass

    Map Transistion

    thank you for your help, i couldn't figure it out even with all the help so I just remade at a different size. this is just a test game for me to learn the system anyway, so it's all good. MIGHT publish after, but maybe not. thanks again.
  3. EmptyHrGlass

    Map Transistion

    I can't seem to get this to work when using parallel.  I've tried everything i can think of, tried what I've read (at least the way I understand what I've read) but parallel just instantly transfers to the next map no matter where it's placed and it's correlation to the actor.
  4. EmptyHrGlass

    Map Transistion

    Ok yes, that worked great!  Thank you, now I'm only having one more problem. When I set things to parallel, and I've had this issue before when using parallel, it starts automatically like the autorun feature, even if I'm not on the same line as the even square on either axis.
  5. EmptyHrGlass

    Map Transistion

    Because I was testing things out and hoping it worked. 
  6. EmptyHrGlass

    Map Transistion

    Can you submit a screenshot? I understand what you're saying, but I can't figure out how to do it.
  7. EmptyHrGlass

    Map Transistion

    I'm trying to make it so that I can move from one map to another by walking to the edge of any map side, while only using one event square.  I've read a forum page from another site how to do it but it just doesn't seem to be working for me.  This is what I understood from what I found...

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If you get everything you want, when you want it, it kills your creativity. If you never get anything you want, you're forced to be creative with what you have.
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I think I've got my hero designs pretty much finialised ( still got some tweaks. ) In the end it'll be the four outfit colour variants with four different skintones.

I'm a bit conflicted. One the one hand, it's quite visually cool to make bodies of water that the player can interact with by going into it. However obscuring the player character from a gameplay perspective is pretty bad. Hmm... There's the option to make the area around the player visible, but then that kind of defeats the purpose of submerging them. :unsure:
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